Star Valor - Laious
Short video showing the Taurus and its weapon loadouts, including a close and side view of the 3D model and some Gameplay Action, fighting marauders and mining asteroids with its special "asteroid eating" arms.

Coming soon in 1.4.4!

Dash Hale - ggalemb
Support for Spanish language has been added, along with some tweaks to the gameplay and general fixes. More updates (including a windowed mode and possibly support for more languages) will be added soon.

Thanks for David 'Gilded Z' Vasquez for the help with the Spanish version!
Larcenauts - Mont
General Gameplay:
✦ Updated Tutorial
✦ Updated Gauntlet
✦ Updated Firing Range
✦ Updated Arena
✦ New User Quests
✦ [All Maps] Collision, Out of Bound, and Exploit fixes
✦ Add blocking volume to stop players from going under the payload
✦ Update tutorial bot difficulty
✦ Fix leaderboards in training mode
✦ Improve choppy VFX on Quest
✦ Fix issue where grapple leash sometimes stays visible
✦ Fix issue where Clicker can be despawned when leaving an online lobby
✦ Fix an instance where the death screen would be visible in an online lobby
✦ Do not allow skill activation after match end
✦ Fixed an instance of joining the wrong team when joining friends or from an online lobby
✦ Refresh grab slots after grapple to allow grabbing weapons
✦ Updated Matchmaking and team balancing
✦ Improve server merging while rematching and team balancing
✦ Store UI Fixes and updates
✦ Update playlist UI
✦ Update Level Enhancements tooltip
✦ Spatialized UI Audio
✦ General UI improvements
✦ Localization Updates
Apr 28, 2022
Let's Cook Together 2 Playtest - Jahoo
- fixed dishes order in the cookbook
Era of Combat: Boxing - ben
- Added total punch count to the after-match statistics report (re community suggestion)
Citizens: Far Lands - Komisarek
Hello everyone. I figured it might be a nice idea to write a little post about the mechanics of our combat system in Citizens: Far Lands. It has taken a little while to develop, and has gone through a major overhaul, so I think the lessons I've learned on it could be shared with a wider community for the greater good :)

For those of you who are not into programming, I tried to keep it light. You might still find it interesting to see how it all works "on the inside".

Initially the combat system in Citizens started as a turn based system. From the beginning it was written to be as reusable as possible. Although I'm not a good programmer, I try to make my systems like plugins: something I can just easily drop in and out of the program I'm working on.
Initially the basic requirements were:

  • A few soldiers (let's call them subunits) should move together as a unit. We will call these "Flags".
  • Each Flag has statistics that are always the same, and some that grow or shrink with each subunit in the unit. For example damage should be increased when there are more subunits, and should shrink as they die.
  • Each subunit has its own animator, they should be able to move, attack, die and stand idle

I started off with designing the basic component called a "UnitObject". This was a scriptable object that defined what the unit was, what it was called, what statistics it had and so on. Over time it would grow to gain additional parameters, but I started with some simple ones like health and damage.



Here you can see an and result. This is how we define an "Archer". There are some additional optional parameters that are left empty (for example units can have unique banner carriers). If the unit throws missiles, we can specify those too (arrows, axes, giant chickens...). An important list to take not of is "Keywords". Stealing the idea from tabletop strategy games (Kings of War, Warhammer), we define what a unit is by giving it a bunch of strings. "Missile", "Infantry", "Cavalry" and so on. This way we can also add "defence" and "attack" modifiers which are based on said keywords. We'll discuss these later.

Scriptable objects are nice because they provide a visual interface for the designer to change the unit stats quickly and easily. If we were trying to make the game moddable (so basically if we were writing it again :) ), I'd probably do something like this, but the end result would be converted to an XML file read from streaming assets.

The next part is Sub Unit. Sub Unit is a prefab that defines an individual soldier. It has its mesh, animator and components needed for it to work.



SubUnit component contains mostly data and a few helper methods. A lot of it is populated at runtime by the battle manager (parent flag, troop, anchor and so on). It has some basic controls for animations such as "move", "idle", "die" and "attack". SoldierAnimation component is basically a wrapper for the animator. It provides a slightly more friendly interface.



How SoldierAnimation is useful:



The last and most important component is the "Flag" component. Flag component has all the methods and parameters that the battle manager is constantly interacting with. Because we're lazy, we use Unity's inbuilt Navmesh Agent to move the troops around. Flag detects its own movement and tells all its SubUnits "hey, I'm moving now, play the move animation". Flags can grow and shrink in the number of active subunits, so we need methods for these too. Each subunit we add increases health and damage, but leaves some other statistics such as movement speed or attack speed unchanged. Whenever a subunit dies, these are reduced.



Since we moved away from the turn based system, attacking is done in real time. There's a simple timer that ticks down, to check whether enough time has passed between attacks so that another can be carried out. When the timer is up, unit attempts to attack a selected target. There is some logic in selecting targets, but it would require its own long post.



So, attacks! Remember keywords I mentioned? Damage dealing itself is quite simple. At its core, we simply takeaway the amount of damage from flag's health, but there is damage reduction and amplification. Spearmen unit can have a 50% attack bonus against "Cavalry" keyword. Units that are standing in a forest can have a 50% defence bonus against "Missile" keyword. Terrain modifiers can also contribute a lot! We can effect range, unit speed, damage amplification, damage reduction, attack speed... all sorts of stuff.

All in all, the system works quite well. If you have the right animations and meshes, a new, fully functioning unit can be setup by a designer in a few minutes. I hope you enjoyed this little dev diary, and perhaps it gave you some ideas if you're working on your own stuff.

The system is no longer turn based, and a demo update is coming in a few days where you'll be able to try it yourself.

Our next dev diary will deal with AI and battlefields themselves!

Apr 28, 2022
GUILT: The Deathless - outerbrainstudios
Fixed an issue loading offline if the online server is inaccessible.
Apr 28, 2022
Boxed-In - nichegamesinc


Microsoft Flight Simulator 40th Anniversary Edition - Ink
Sim Update IX is out now! Click here to see release notes. If you’d like to provide your overall impressions of the update, don’t forget to vote in our forum polls here and leave us a comment.

Our Famous Flyer II: The Gee Bee Model Z and Model R-2 are also available now in the Marketplace! In case you missed it, here is the trailer:




MSFS Team

Click here to continue reading the Development Update!
Break Bounds: Exile 越界:流放者 - Ming
Thank you very much for your attention and support. Especially the players who purchased game in October 2021, when the game has only 2 hours of experience. We are sincerely grateful for your trust.



After the game was first released in early access mode in October last year, we immediately entered the continuous development of the game after sorting out and understanding feedbacks from our player for a period of time. This is the first time that our studio published the game on the steam. Steam's release process is still very strange to us. In addition, the contents of the game at that time was very limited. Therefore, we were not active enough in the community and did not provide continuous update information frequently. Thank you for your understanding in this process.

After months of development, adjustment and changes, the Chapter 02 of the game we brought will be much richer than the Chapter 01. In addition to extending the whole game story experience to 5 ~ 6 hours, some further attempts have been added in the gameplay too.



After that chaotic adaptation period, Dr. Lu will finally begin to adapt to his hard life. During this period, you will gradually start to understand your living environment, your partners and neighbors, your own past, and really start to face the treacherous fate that has never been controlled by you.







Our estimate of the complete game is still the same as the original plan. It is estimated that the story experience content will be 15 ~ 20 hours and about 8 chapters. Of course, according to the average experience time of the current chapters, it is likely that the story experience content of the complete game will exceed 20 hours in the end. Including the number of characters, the expansion of gameplay and other aspects will also be continuously increased and extended according to the previous planning, without any major adjustment in the planning.

At present, the Chinese version of Chapter 2 is updated. The English version of Chapter 2 is still in the localization process. Subsequent updates will be announced separately.

Again,

Thank you for your support and look forward to your suggestions and feedback ~^^

Jin&Ming
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