This has been in the works for a LOOONG time, and we are so excited to finally be dropping Trading Cards into the game! We didn't want to just copy and paste existing game assets onto cards, even though that could have easily been done months ago when this option was first made available to us.
Instead, we loved the idea of working with the Dead Estate + Newgrounds communities, as well as fans/friends of the Milkbar Lads, to commission unique pieces of artwork that exist solely to show off in these dope new cards! It took far more time and effort to put that all together, but the results speak for themselves! Be sure to "inspect" the cards, clicking the images to see the full artwork! The card only displays a fraction of the full artworks that were created.
The cards are named/described in such a way that you can quickly and easily see the name of the artist who created it. For example, the Jules card was created by Arzonaut!
And also for your convenience, here are links to all 12 of these artist's Newgrounds pages where you can look at their entire portfolios of amazing artworks!
Hopefully you enjoy collecting the cards, crafting badges, swapping background, and all that good stuff. But ideally you'll also find some exciting and talented new artists to follow as well.
After having to postpone the initial release of Update 2.0, I unfortunately have no other choice than to delay its release once more. However, there are good news: the current state of the update is playable on the beta branch right now! The reason for the delay is that there are still some bugs and issues that need fixing. So if anyone would like to help out finding more of them, please go ahead and play the beta.
You can switch over to the beta branch by right clicking Downtown Drift in your Library and selecting Properties. Next head to Betas and select beta - beta in the dropdown menu. Now Steam should automatically update Downtown Drift to the newest beta update. If there is no update available restarting Steam can help with that.
Once all bugs are taken care of Update 2.0 will roll out immediately. If you want to report bugs please consider joining the Discord!
Thanks so much to everyone who took the time to play our recent playtest. We had over 500 players and we’ve been overwhelmed and humbled by the quality and quantity of feedback we received, and the passion and excitement from our community for the game we’re building.
We also crossed a significant milestone recently with over 10,000 wishlists! Thank you for supporting us and sharing our content. We can tell that we’re on to something here that people are really excited about and we’re committed to making the best game we can for you.
As I mentioned our playtest generated a lot of great feedback, both positive and constructive, and we’ve spent the last month reviewing this feedback and creating a plan of action to move the game forward. Here’s an idea of what we’ll be working on over the next few months.
Adding character customization options:
While we don’t think a full blown character creator is appropriate for the game we’re building, we do think we can do more to allow players to choose their starting stats, back story, and tarot cards. We have some interesting ideas on how to do that that we’ll be iterating on.
Improving flow and readability of dialogue:
We’re working on some improvements to the dialogue panel. Increasing text size, font and colour changes, improving overall flow, and adding additional context to skill checks and dialogue results.
Game systems design improvement and simplification:
While people were intrigued by our character sheet and the combination of phrenology, skills, humours, and tarot cards, the initial design was somewhat convoluted and confusing. We’re working to simplify our approach and make the systems work together in a more cohesive and easily understandable way. Here are a few examples to give you an idea of where we’re headed.
- Removing the underlying skills and focusing on the brain regions / internal voices - Utilizing humours as experience gauges to level up associated brain regions - Associating dialogue choices and card decks with specific brain regions - Using colours to thematically draw these elements together better - Simplifying tarot card draws and moving Major Arcana to a separate mechanic
We’re excited about these changes and look forward to having the community do another playtest in the coming months. As always, you can catch us over on Discord if you want to chat and stay up on all the latest developments.
Huge changes to Familia's user interface on this patch. Many more big UI / UX changes to come. I've also made big changes to the style dialogue and choice menu's are displayed.
Additional UI / UX Updates
Removed text cloud icons over NPCs during cutscenes
Added community page and exit game button on the main title menu
Removed remove to the title when saving game+ games
GAME+ / Endgame
Made, many many class and stat fixes
Refactored leveling system which will reduce lag when leveling for mastery levels
Fixed bug where red Glen’s game+ fight does not show two Glens at the same time
Fixed bug where Lono lost levels after fighting glen
Increased max mastery point allocations to 1000 per stat
Reduced mastery points gained per level to 1 point per level
Removed tutorial content from Game+ Intro
Reach
Added more snakes to random encounters and snake encounter only room
Named reach save point so it displays on saved games
Fixed bug where people could use reach translocator during reach transitions
Updated dialogue in Reach to fit new UI / UX, Mastery Menu
Map / World
Fixed bug where Poki was the wrong size during the burning house scene
Increased all character sprite sizes in Kalbi dungeon
Retimed autosave timing for more optimized map transitions (hopefully)
Fixed bug where the player couldn’t save in Kalbi Refuge
Fixed bug where the player didn’t receive the legendary ninja weapon
When finishing Keeria's section of the game, you now have an option to confirm you want to proceed
Battles
Cleaned up Shogun fight and scene dialogue
Mother boss is now just mother in every form (not mother 2,3)
Conjurer fight no longer unintentionally changes tint/color pallet
Kalbi Summit fight, now randomly will put you against an all new Blood Knight
Kalbi summit fight has additional dialogue content and cleaned up player switching
Added special battle transition for Abrams, Noway, and reach boss fights
Remove the bug where Muffins and ninjas speak at pirate beach fights
Skills / Items
Minotaurs and mother’s cave enemies all take increased light damage and reduced shadow damage
Added icon to Curse ability
Soothing Wave and Soothing Splash can only be used in battle
Achievements
Shogun’s pirate kill achievement fixed
‘Go outside IRL’ achievement should be fixed (untested)
Patch Video
Community
This month I had the privilege of participating in the Twitch Hawaii St. Jude Play Live 2022 Charity Streams. At the the time of this post, we raised nearly 7000 dollars. Looking forward to participating in future years.
I have received some feedback again, some of which I have already been able to implement.
Here are the patch notes: - Fixed a bug where the maximum lives in challenge mode were increased every round. - On the map "A Breath Of Spring" the stairs now also have a collider. This means that abilities can also be cast there. - The units "Toon Reaper - Magenta" and "Toon Ghost - Blue" now have a death animation. - Corrected the description for Upgrade 3 for the Arcane tower. - Fixed a bug where the unit "Seed Dark Treant" did not respawn after being destroyed. - Items can now be stacked even if the two inventory slots to be stacked would exceed the maximum stack. In that case, the target will be filled up with the stacks from the source. - Fixed a bug where the slow effect of abilities stacked whenever they were used. - Added the map "To The Village" to the challenge mode. - The default setting for the text overlays, e.g. when units receive damage or you receive crystals, has been increased. In addition, the range in the settings has been adjusted. - The game speed no longer resets after pausing the game. - Fixed a bug where you could visit the merchant more than once. - A maximum wave count of 25 has been set for the map "The Winter is coming" in challenge mode.
Turns out the 3D model export had broken normal & smoothness maps - whoops! Fixed now, your 3D model exports will look like they do in-game: very nice!
I've also added controls for LIV, allowing content creators to properly recenter.
* Weapon props presets added * Added effects (30 types in total) * Ability to apply multiple effects * Numerical input when exporting images * Reverse function of the shoot cut key for camera movement * Full screen mode without title bar or black bars * All UI hidden mode
↓Description of the most notable updates
Weapon props presets
Added a preset of Props regarding weapons.
More and multiple Effects
The number of effect types has been increased to 30. In addition, multiple effects can be applied at the same time.
Numerical input when exporting images
The size of the image export can now be determined by entering a numerical value.
Thanks to all of you recommending VRMPosingDesktop to your friends, we are doing our best to keep up to date.
Also, if you make your work, please tweet it to me with the hashtag #VRMPosingDesktop and I will search for it and give it a like.