Hello mindhackers! MINDHACK participates in LudoNarraCon 2022, a "celebration of story-driven games" by Fellow Traveler. Here is the official website: https://www.ludonarracon.com/
It will be rebroadcast several times during the session. (9: 00 am Japan time/17:00 PM PTD time)
Along with this event, we will broadcast the drawing stream by Hodev, the artist of MINDHACK! This is a delivery in which the characters appearing in MINDHACK (and Bloody Paella, the spin-off work) are drawn more and more by Hodev. We will also introduce the new character that appear in Chapter 3 and later, and the theme BGM for reformation target of Chapter 2.
Sometimes there may be member of the development team VODKAdemo? In the chat section. Please feel free to take a look!
If you want to know more about MINDHACK, please look here. (written by Japanese)
Behind the scenes: video of the Tzinacan Bat God of Mesoamerica, what do you guys think?
Mictlán is set to be the first open-world, mesoamerican videogame truly depicting the glory, the mysticism, and the unknown side of mesoamerican indigenous cultures finally on PlayStation and Xbox, coming on 2025!
Legends, myths, facts, history: Mictlan has it all! We're aiming at including in our game the most incredible stories, and we will continue updating you with news, concept arts, sneak&peeks of our creative process, so make sure to follow us on our social media channels to stay updated!
On the original basis, the construction mode will be placed by dragging, right-clicking on a single machine, and right-clicking the scene and dragging, and at the same time preventing the content from becoming a model and a texture.
New Ship: Makara In future updates the Makara will have to be unlocked first, but this time it's "free", so check it out. Warning: The Makara plays differently than the Void Grimm, so it's good to have an open mind. For example the "Reality Cloak" is a skill that is utterly pointless if you just click around, but can be quite powerful, when you use it in combination with Time Freeze skills. Also do not forget to hit Space, when you need to slow down time!
- Rebalancing of cards. - Generalized implementation of cards to make future card creation faster and easier.
Enemies: - New enemy: Flagellant - New enemy: Katar - New enemy: Sphinx - Generalized enemies that should make future enemy design easier.
- Changed Enemies in general, especially stats growth based on difficulty and run progress. - Boss calls for reinforcement several times.
New Mechanics: - Skill effect "Freeze" - Pauses the attack progress of enemies for a while. - Enemy attribute "Evade" - negates one source of damage. Evade "regrows". - Some enemies are "champions". Those are faster, stronger or tankier versions. - Additional personal Highscore list (per ship). - Basic achievements implemented.
UI: - Preview of enemies before level start. - New startmenu. - Logbook that lists cards, enemies, achievements.
Various: - Reduced loading time substantially. - Getting rid off various bugs. - Additional sound effects. - Different camera shake when firing projectile weapons.
Soon: Things that didn't make it in this update: - Map mode - Allows to choose how to proceed (like Slay The Spyre) - Ship specific officers - Freeze and Charge focused officers for Makara. Acid and Combo based officers for the Void Grimm.
We are currently looking into issues affecting DemonCrawl on a few platforms - most notably, there appears to be a bug in the latest version of the Steamworks extension for GameMaker that prevents our game from launching on Ubuntu.
We filed a bug report with GameMaker on Monday but have not yet received a response.
While Linux represents a small fraction of DemonCrawl's playerbase, we are nonetheless troubled by the serious nature of this issue. Having depended on GameMaker for many years, we have learned *not* to update our runtimes and extensions right away. We have seen serious bugs crop up even on GameMaker's stable branch. In this case, however, we had an obligation to update our pipeline in order to satisfy new requirements from Apple.
Given that we compile DemonCrawl to 5 different platforms using the same codebase, this puts us between a rock and a hard place. We don't have a simple way to make use of different GameMaker runtimes per OS. Therefore, we have decided the best course of action is to rollback DemonCrawl on Linux to a build from April 14th - this is something we haven't had to do before, but it is working correctly in our test environment. One upshot is that Linux players will get to enjoy/suffer an extended Easter event... 🐰
On a better note, the latest version of GameMaker appears to have fixed launch issues on macOS. We are now able to run the game through Steam on Monterey v12.3.1. If DemonCrawl is still giving you trouble on Mac, please make sure your operating system is up to date and leave a reply here with your system specs so we can investigate further.
One last thing: GameMaker has also replaced a number of important Android features with new extensions (namely AdMob, Google Play Cloud and Achievements). We are in the process of updating our code in accordance with GameMaker's documentation, but we have already identified an issue related to AdMob on iOS that will require GameMaker's attention.
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I realize this was kind of a bummer post, but game dev ain't always sunshine and rainbows, folks. It's important to be transparent about these kinds of problems.
If you want to follow the situation as it unfolds, consider joining us on Discord where we'll post updates as we have them.
We apologize for the inconvenience. Thank you for your continued patience and support. ❤️
That's exactly three weeks from now, and here's what will keep me busy until then:
Polish existing content and push some more into the game!
Test, debug, rince and repeat...
Performance optimizations to make sure the game will run as smoothly as possible
Improve the in game help/tips/tutorial to guide you on your first steps
I'm really excited about this incoming release, which marks an important milestone, after two years of work on this game.
An important milestone, but not the last one, given all the additionnal content I already want to add after the release... but it's too soon to talk about it!