Mar 31, 2022
Spirit Swap: Lofi Beats to Match-3 To - kimchica
Happy Thursday, Spirit Swappers!



Spring is in the air, today is officially Trans Day of Visibility, AND we’ve got an update special for YOU!

With conventions and events cropping back up, we’ve been busy both developing the game AND participating in a few digital panels and talks. But before we get into that…

Movin’ and Groovin’

This month, we wanted to put together another devlog for you to watch and enjoy! Fashion and customization is a major component of our game -- and one y’all have been SUPER excited to hear more about -- so we wanted to show some behind-the-scenes on how this system is coming along, and how it works.



Thanks to our Lead Technical Artist, Chris, for taking some time to share a bit more about how we get the cast of Spirit Swap dancing, and just how important that is for the foundation of our fashion system.

As always, thanks to Sam for the WIP clothing selections, Khei and Chris for the animation, and Morgan and Réjon for the wireframes and implementation featured in the video as well!

The MIX 2022 - Black Voices in Gaming

Chris also had the opportunity to be on another broadcast! We also were featured on The MIX during their Black Voices in Gaming stream a couple of weeks ago: be sure to check that out via their VOD!

They're a great org that highlights a wide variety of indie games and their dev teams, so be sure to check out the rest of the show too!



GDC 2022 - Unity Panel

While a bit more developer-centric, Alex and Réjon also participated in a panel during GDC! Thanks to Unity for hosting, and friend of the studio - Josh Boykin - for moderating, and be sure to have a listen if you want to learn all about designing impactful games!



Byeee ~

That’s it for this month! Hope you enjoyed this update! Got questions? Let us know via Twitter, our Discord, TikTok, or here in the comments! And see you next month!


Love,

The Spirit Swap Team
DREAMVIBE - DREAMVIBE Team
Greetings!

Dear players, we are preparing for the launch of Early Access, the date of which is set for April 8!

Now the game build is fully playable and the main mechanics are ready.

Here is a list of what has already been done and will be available in the game since the launch of Early Access:

  • Automatic level creation from your own music and video clips
  • List of default music in various genres
  • Cool blade control in all axes with mouse only
  • Notes are represented by responsive fluid simulation. You can interact with each note while cutting
  • Built-in level editor where you can place notes as you wish manually in addition to (or without) automatically generated ones
  • Customizable color system for blades, trails, impact effects and fluids
  • Level progression system 
  • Video player game mode where you can upload & play any of your favorite video clips

The following features are ready according to the logic of the game, but will not be presented at launch due to the content filling process:
  • System for customizing new elements for the blade - trails, impact effects, etc.
Some new elements are already ready, but this is not enough for the necessary variety. The relationship between customization and the leveling system is ready and tested. That's why we just need to produce more customization parts.
  • More different maps
Our goal is to bring in a variety of maps in a variety of visual styles and settings. Currently WIP
  • Automatic generation of visual effects according to music (beats)
The system is ready and now we are polishing it and working on the visual effects themselves.
  • Various types of game modes
The game mode, in which your camera flies along different routes, has been finished as for game logic but maps are WIP.
  • Slow and Dynamic moments
The mechanics in which you switch between different maps during the game depends on the calm and dynamic moment of the song.

As you can see, the game as a whole is ready to launch, but something is missing - a variety of maps and in-game visuals. Despite this, the main gameplay and mechanics are ready. 
One of our main goals was to provide you with easy tools to play your own music and videos. These functions are completely ready.

We'd like to launch Early Access as the next step to get your feedback on this last phase of development - filling in game content, polishing and fixing bugs. 

For sure you will also have many ideas to improve the game - we will be glad to hear your feedback!

Stay tuned! 
Star Dragon
CROWZ - CROWZ_CM
We had some disconnection issues and it is resolved now.
We sincerely apologize for the inconvenience caused by the issue.
Mar 31, 2022
Drone Wars - Reysious
Have fun (((:
Sacred Fire: A Role Playing Game - poetic
Hello everyone!

We are back with lots of new things to talk about, like an update to our earlier roadmap, beginning testing for Act 2, and a discount!

Roadmap update

Initially, on 'Early Access' launch last year we expected to release the rest of the story in Q2 this year, followed up by the full release later after adding localization and finalizing art. This time frame has shifted, as we opted to avoid rushing the story and take extra time incorporating the community's feedback and more character interaction, as you can see from our update to Act 1 last month. Here is our updated roadmap for Sacred Fire:



While this may be a disappointment to some of you, we hope you can appreciate that this will make for a better role-playing experience in the end. This month's progress marks the start of new Act 2 scenes testing on the official Discord server leading to the big Act 2 public release in May.

Act 2 Testing



The Act 2 scene testing build will be updated gradually with new scenes. It starts small with:
  • new consequences to all your Act 1 choices in form of dreams
  • choices on how to react to the failure of those under your command
But soon will graduate towards the first pitched battle against Rome:
  • with plenty of tactical preparation options
  • negotiations to persuade people to go along with your plans
  • first shield wall risk chains
  • first one-on-one duel with a Roman general
  • and choices affecting relationships with characters old and new


So we'd like to extend another Thank you for your support and patience, and to everyone who has taken the time to share their thoughts on the game, or has hunted down a pesky bug! You can join the testing for Act 2 by visiting our Discord server

Discount
To celebrate the Act 2 testing phase, Sacred Fire is now 20% off on Steam! If you or anyone you know wants to get in on the exciting new scenes early, make sure to grab the game while the sale lasts.

https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/

And of course, let us know what you think on the Steam forums, or join the community on Discord!



Sacred Fire
Iceberg Interactive
Mar 31, 2022
Arcane Waters - burlin_gauna
sound adjustments

added nubis white list for fetching ingredients

Reworked props to behave like regular items

SunnySide - Rxiny
Hey everyone!

This update marks the final major update for our alpha access. The focus of this update is a complete overhaul to the cooking system alongside selfie mode, lots of bug fixes and performance improvements!

New Cooking System
We've completely reworked the cooking system! This new system will act as a template for SunnySide's full range of cooking equipment in the final release of the game. The idea is to give you all a robust and fun, yet deep and enagaging cooking system that doesn't overstay its welcome.



The cutting board's slots have been reduced to 3, and more can be attained via upgrades in the final release of the game. However, since the alpha only has a limited number of recipes, you can still cook all the reicipes on it.



We've removed all of non-diegetic UI elements from the cooking system, this means, there is no longer a "Go" or "Cook" button floating on the screen. Instead to start the cooking on the cutting board, simply click on the knife, and to do the same with the grill, simply click on the charcoal (if there is any in the grill).

The cooking also no longer works off of real-time and instead follows in-game time. This means it is a lot easier to keep track of something that is cooking, since you can just look at the in-game clock.



We've also fully updated the cookbook app, it is a lot more readable, takes way less space on the screen and provides the same, if not more, of the previous functionality. We're planning to add a auto cook option to the app in the final release of the game so don't fret! The cooking system shall not be combursome!

Selfies!
The camera app on your phone has recieved a huge update and can now take selfies! In fact this is now the default mode of the camera when you open the app. You can still switch to the back camera via the right mouse button.



This system will allow you to take selfies with your favourite characters, animals and scenraries and like before, set them as your phone's wallpaper! We encourage you to take as many selfies as you can and share them in our Discord server! Keep in mind that all of the camera photos are save under: Documents > RainyGames > SunnySide.

Bug fixes and improvements
  • Water gauge no longer sticks on screen when the crop is fully watered
  • Recipes are now discovered correctly
  • Skill tree no longer stays on screen after interaction is finished
  • Grass colour during summer is improved
  • Pressing esc while moving a placed item no longer keep it highlighted
  • Grill now cooks items such as "Whole fish"
  • Adjusted the head rotation tolerance on NPCs

We hope you enjoy these new additions to the game! As always, if you encounter any bugs or issues, please submit them through our bug reporting website, accessible through the pause menu. And for everything else SunnySide, join our Discord sever below:
Ghost Girl Lasling - Weissgarden純白花園
Good day, dear Liivie people:
Ghost Girl Lasling, now has opened the store page
Follow and wishlist now :D!!


Twitter:
@WeissGarden


Discord:
https://discord.gg/rpFSfnY
(Log)Patreon:
https://www.patreon.com/weissgarden
Mar 31, 2022
Bird Boxing - Cielofunk
Hello everyone!

Sadly the update will not be released at the end of March (today), BUT it's actually coming along very great.

To clarify, I'm Claudio, the main programmer and game designer of the game. I'm currently the only one from the team working on the project in my free time. In the past year, I got married, moved to a different country (Spain), started studying for my Master's Degree in AI, and a new job in AI Research.

It turns out the game code and project were a disaster (the whole game itself grew from a very quickly made prototype with triangles), so I had to pretty much move everything to a new project, and I'm making the most of it by creating a good base for future projects. It's currently working very well, it's much more optimized and I'm tweaking some gameplay elements. For example, I'm trying out:

- Punches use stamina too, so you can run out of stamina and become vulnerable
- Dashes have invincibility frames
- Alternate control scheme with L1/L2 for left jab/hook and likewise with R1/R2. You can charge hooks.

I'm also using the game as a framework for some of my AI research. I'm working on implementing Deep Reinforcement Learning for the bird AI for a class assignment, so that will be interesting. This means that I'm trying to use machine learning to make an AI brain for the birds.

If anyone has any ideas for the game, this would be a great time to share them.

Finally, I'm hoping to start releasing some videos/content about working on the game and following projects, in case anyone is interested.

Cheers,
Claudio

TL;DR
No update today, but it's coming great and I'll be working on the game in the following months.
Pixel Strike 3D - Forever
The 9.3.1 mid-season update is now available! This is a smaller update with some new content and some bug fixes for you to enjoy before the next update brings a new season. Here are the patch notes:
- Remastered Special Forces Rifle and Axe
- New Death Run map: The Nexus, and new rewards
- Fixed Floor is Lava barrier bug
- Fixed items list order in Loadouts menu
- Axe damage, fire rate, and range increased
- Various small bug fixes
...