MIR4 - jjs3367


We strive to provide a fun and fair gaming experience for all our players. Our team carefully monitors and actively removes players who do not adhere to the Operational Policy and Terms of Use.

We maintain a zero-tolerance policy against the use of unauthorized programs or software, manipulation or tampering of game data, and intentional exploitation of game systems.

To date, we have permanently restricted more than 13,042,600 accounts.

[Accounts Banned or Restricted]
- Applicable Date: Monday, May 30th, 2022
- Number of Accounts: 38,416 (Total 13,042,601)
- Reason: Use of unauthorized programs & Violation of Operational Policy

*If you wish to make an appeal for the restriction imposed onto your account, please submit a support ticket through our official website. (https://cs.mir4global.com/customer)

Inquiry Route : Contact Us > Account > Objection of restriction

※ Please note that it may take a long time to receive an answer if you don't submit your inquiry ticket through the route above.

We will continue to do our best in order to ensure a safe, fair, and fun gaming environment for all our players.
Scorn - MegnaGaming
Hey everyone,

Over the past few months, there have been several questions from the community regarding weapons, so we wanted to dive into this much-requested topic. In this update, we'll highlight some of the intricacies of taking these weapons from concept to completion, discuss some underlying themes within Scorn and explain what role weapons play in the game. We also have an update on our development progress and priorities as we prepare for launch this October!

A Useful Tool, Indeed

Weapons often play a critical role in survival horror, but one that is drastically different from that of a shooter. The feelings of security and confidence from wielding a weapon can be shattered instantly when ammo runs out or something jams unexpectedly. Scarcity of ammunition or restrictive inventory space can significantly impact short-term decisions regarding fight or flight. These interactions change the way you, as a player, feel about your environment and can help to invoke feelings of tension or discomfort.



Although there is shooting within the game, Scorn is by no means a shooter. The weapons provide more player agency, adding an extra layer through which you can engage with the world around you.

Spill Your Guts

To learn more about the weapons of Scorn, we're going straight to the source with our Creative Director and CEO, Ljubomir Peklar. From concept to completion, Ljubomir oversees every step of the process, ensuring weapons are incorporated in a way that is consistent with the overall vision of Scorn.

Can you tell us about the process for designing the weapons?

As with all our in-game elements, the design process begins with a concept. We consider how technology functions in Scorn and how that can be applied to weapons. After discussing what I want to accomplish with our Concept Artist, we’ll settle on a drawing that visually represents this.



Once the concept is finalised, our 3D team creates a basic model to see how it looks from a first-person perspective with some basic animation rigging. From here, we make adjustments until it accurately reflects our initial concept. The next and most detailed part of the process is the high-poly modelling. Once completed, the model is passed on to the animation and VFX teams to bring the asset's final version to life.



After reviewing the final design with them, one of the first things we do is test it out in our in-game environments against the different enemies. Testing here is critical to ensure everything works the way we intend. We often will have a lot of back and forth at this stage to make sure it's right.

What kind of weapons are there and what role do they play in the game?

The weapons found in Scorn are mostly there as optional tools for progression. Humans have a strange relationship with their tools, especially weapons. How a player or character's behaviour changes when they obtain a weapon is an interesting underlying theme that I've kept in mind during development.

The weapons are relatively standard in terms of functionality, but this was an intentional element of their design. Adding recognisable gun types into the game, such as a pistol, shotgun, or grenade launcher (shown below), can influence how players perceive them and, ultimately, how they are used. It's always a delicate balancing act between the strange and familiar.



The first weapon players will encounter is perhaps the most important one. While it's the only melee weapon we have, it also doubles as a tool to interact with various mechanisms found throughout the game.



Was there anything particularly challenging about designing the weapons?

I would say the weapons' functional aspects were the most complex in terms of design and certainly more challenging than just coming up with the different shapes, forms, or ideas. I always knew how I wanted them to look, but their design was approached in a very practical way. For example, figuring out how much ammunition should it hold, how it functions and where it goes. Once we settled on the basics, we then had to mould it into something usable for the player in a way that makes sense to the flow of the game.

At some point, once you have a basic visual design, you just have to focus on making it practical enough to work inside the game. In movies, for example, you could perhaps go overboard in design and function because it doesn't have to work from point to point and with every interaction. With a game, when you add in a player's autonomy and their ability to decide when and where to use it, you have to design for an added layer of complexity.

Why is ammo a limited resource?

Like most things, it's all about finding a careful balance. Scorn is an experience with horror at its core, so limiting ammo is a simple way to ensure the player doesn't become overpowered. Too much ammo and the experience would feel more like an action game. Likewise, the experience becomes far more one-dimensional and less interesting with too little ammo or none at all.

Do you have a favourite weapon, and if so, why?

The initial tool you receive is definitely the most interesting for me because it has many elements to it. Although it can be used as an effective weapon, it must be done at close range. Use it for too long, and the tool can overheat.

From a development perspective, I also enjoyed the challenge of simply making it work. There was a lot of trial and error, with the initial design going through many iterations. I'm especially pleased with how it turned out, so it was definitely worth it.

Development Update

We've been asked a lot this month if we're still on track for our October launch, and we are! The teams are working hard to ensure we stay on track. Here is the latest progress update from Ljubomir:

Over the last month, our 3D team has finalised creating all of the remaining static meshes, so production is progressing well. They aim to have everything completed in June. Animation and VFX are currently our biggest focus, and the teams are busy ironing out bugs and finalising everything. We're full steam ahead for our release in October and excited to be able to show off more of the game soon.

Thank you for taking the time to read through these updates each month. We have a lot more planned to share over the coming months as we gear up for release, so keep your eyes peeled for more exciting news. Remember to follow us on our official social channels on Facebook or Twitter for additional updates and behind-the-scenes content.
Shoot Trip Die - LeviRamirezNG
Hello everyone! Levi Ramirez here.

Just wanted to post an update saying that Shoot Trip Die is now on https://leviramirezng.itch.io/shoot-trip-die! Am I excited?... I guess? I'm not a huge fan of itch.io but If it means more people get a chance at trying out STD than so be it, no matter my own personal, petty beef I have with them.

Along with that, The Official Item guide is now (or has been) live! I know a lot of people have been wanting help with items and such so here ya go! Why didn't I do this earlier? TO PUT SOME HAIR ON YOUR DANG CHEST! But not only does this guide have detailed explanation's of what items do but also some Trivia about items and what they mean to the game world! So if your interested in learning about that then why not give it a skim...

The Future of Shoot Trip Die

So I've been working on STD for almost a year and a half now, My job doesn't really stop beyond actually making the game though. Promoting it has been a big hassle and probably the weirdest part of this. I'm not huge into e-begging in the sense of like "play my game." The whole "Wishlist Shoot Trip Die on Steam" thing, although helpful, was all and all mostly a meme. It was just funny to have stupid gifs promoting a game, but I think that humor fell on deaf ears to some people... I mean if a gif of a worm moving quickly made you buy my game, idk what that says about you or the landscape of modern commercialism.

Anyways, back on topic, Shoot Trip Die started out as my "farewell" to game development, at least for a while. A lot of the themes of STD exists specifically for that reason, in a very over-dramatic way, I felt that game development was becoming an addiction, something barring me from enjoying my young, adult life. I've also been developing games for 5+ years, just now getting into the "commercial" spotlight, most of my highschool days were spent in front of a screen grinding away at projects to see if I could ever make it to this spot, and now here I am. Truthfully, as Shoot Trip Die's development winds down, I don't think I'll be stopping. Game's, no matter how much time they take, are just so magical to me, and I love knowing that people want to play them!

But! I am 20 years old right now. I'm not old, but I'm getting older. I want to enjoy my 20's for what they are, since I guess I felt I wasted my teen years. So with that in mind, I think I'll be taking a 2-3 month long hiatus from game development and STD updates. I'm also going to be less active on social media as a whole, probably only outside of Newgrounds and (MAYBE) Discord.

But yeah, that's all I gotta say for now. Hope you all enjoy your summer! Hope your safe wherever you are and I hope your excited for new stuff within' STD when the Hiatus is over! I'll make a post here where updates are started to get worked on again.

TLDR; STD is on a Hiatus. This is not the end, but merely a break for me. I will be less active on social media outside of Newgrounds and Discord. Everyone have a good summer.

-Levi Ramirez
May 30, 2022
TaleSpire - Baggers
We kick off the week with a small fix. With this patch, TaleSpire now correctly handles UI scaling when Alt-Enter is used to toggle fullscreen/windowed mode.

Now to see what else we can fix this week.
May 30, 2022
Straimium Immortaly - caiys
Some changes to the Boss Rush game mode to make it less completely random and generally a bit nicer to play.

- You will now always be offered a pimary and secondary weapon upgrade each loop (previously it was completely random).
- Increased the amount of pinkies you gain each boss kill so you can buy more tasty shop items.
- The amount of boss wave reinforcements is now capped based on the current loop (previously it was infinite).
- Buying health/mana at the shop increases their subsequent cost by more.
- The loop number now increases the chance of shop items being at a higher level (previously it was completely random).
- Fixed a bug where once you get hit it would no longer allow you to get a Perfect Kill score bonus against subsequent bosses that run.
May 30, 2022
JumpBeard - Asmodian
Yarr!
Today we have another small update that changes a lot of things and fixes two of most critical bugs. Movement should not stop early after jumping and should feel much more responsive and smooth.
Another major change was with post processing efects, that made everything sharper.

Changes:
Added decorations to most of levels
Reworked reverse tower area
Changed hitboxes. Ruperts belly is smaller now. (Don't worry. Not visibly! We love him as he is.)
Changed textures in reverse towers location
Added new backgrounds in first location.
Charging is now faster
Bugfixing:
Fixed Bug that caused hard difficulty to not change its properties.
Fixed major bug with blurry textures.
Fixed major bug that caused resetting jump early after charging.
May 30, 2022
Hyperglide - Saturn
Hi everybody

A small update hast just been published:

  • "Compatibility mode" ON is now the new default
  • Removed "compatibility mode" toggle in the settings
  • Fixed a bug that caused each level generation to take longer than the previous one

Let me know if you experience any issue.
Thank you all
May 30, 2022
RUNES Magica - 진서기
If you use more than 2 movement magic, the difficulty level becomes too low.
So changed to apply 50% cooltime to other movement magic when using movement magic.

Some story productions have been added.
SMILE GAME BUILDER - SmileBoom Co.Ltd.
When a game file with SMILE Characters is exported to a Unity project, the models do not display properly. We apologize for the inconvenience and ask for your patience until the fix is complete.
Roxy Raccoon's Pinball Panic - [C$B] Roxy
Visual
  • Improve lighting & shadows on all cutscenes


Audio
  • Added a DMD Volume Slider.

Bug Fixes
  • Fixed a bug regarding gamepad navigation on the audio settings screen.
  • Fixed back button navigation on the settings menu.
  • Fixed an audio bug regarding missions on wonderful willows, training tracks & silly circus.
  • Fixed a visual bug in the ending cutscene which caused Tricky Trev to appear unexpectedly.
...