v0.5.20 -Fixed Treasure maps that found sunken islands and thought they had been valid treasure locations. Maps with invalid (sunken island) locations should look for new island locations with this update. -Improved Treasure Map drop treasure quality -Setup the player position to show up in the treasure map window -Improved conversation logic so the camera doesn't "pop" as much between dialogs -Improved roof thatch visuals -Improved player movement logic to handle going up/down hills better -Updated Mega Golem look at logic to improve how much it looks back and forth from the player to a rock it wants to pickup -Setup Adventure experience to be awarded for pirate towers when you defeat them -Improved AI so they don't attack if the loading screen is taking a very long time after respawn from dying in deep ocean and being moved to an island
We are announcing a new game! If you liked GAME.exe then you'll love this one! GAME.exe received a lot of positive reviews and the thing that people loved the most was the virtual OS exploration part, so we decided to expand a little bit more on that and create a new game on a modern OS environment. Katydids is an investigation/puzzle game with horror elements that takes inspiration from real life events to create a very immersive and suspenseful story. Take a look at the screenshots and wishlist Katydids, trailer coming soon!
Welcome back chasers! It's an exciting time for OUTBRK as we continue our work implementing much of the core feedback received from our most recent playtests. This newsletter will cover several of the improvements that we've made since then, and the majority of these modifications are a direct result of the feedback from it.
We know our community is increasingly curious about when our next playtests will be and when we may have an idea of the timing of Early Access, each step that we take gets us closer to knowing when these things will happen. Our internal team, as well as our outside partners, have been hard at work getting the core components of the game integrated to provide an engaging, fun, and stable experience for players. This includes items such as new car models, networking components and many key in-game features and their respective user-interface systems.
New Camera Gameplay / UI : In our last playtest, we received very helpful feedback regarding the storm reporting features and how it interacts with the camera system in-game. Players in our playtest let us know that needing to exit the camera to then report storm features such as funnel clouds or debris was not efficient. Now, when players enter the camera and begin identifying key storm components, they will have the ability to report those storm structures right from the camera, earning them extra points. We'll also have some helpful hints on screen to help players of all knowledge levels know what they are capturing in their shots.
Accessibility / Controller Support : When it comes to accessibility, we're working to design UI components that make it so even players who may have never played PC games before can interact with the world easily. We're integrating both keyboard based contextual labels as well as gamepad labels. Essential game controls will be accessible to players without ever having to enter a pause menu to review the game keybindings.
Alongside that work, we've also recently integrated our mini map. This was a highly requested feature from our playtests. With a massive world to explore, it's easy to get lost. While the full screen maps and forecasts products will remain accessible as needed, you'll notice our most recent design mockups now have a mini map!
Stay tuned for more updates as we continue our work! Let us know what you think about these most recent community feedback-driven features!
As we head into the peak of storm chase season, we hope to have some additional updates regarding our next playtests and eventually what our Early Access timing may look like. Many of the features that we continue to improve are foundational to the game experience. Game optimization and performance testing will be critical to getting ready for public Early Access.
Be sure to give a glance at our public Trello planification board to stay up to date with the OUTBRK’s development. We continue to remain transparent with our community and hope to have more exciting updates in the coming months!
Alright, it's update time! As I said, this is a little bit smaller update than last time, but somehow I still added more content than I had planned initially, so it's bigger as planned, but still not as big as the last one^^ It's getting naughty this time (even more than last time ;) and there will be a little surprise at the end. No new achievements this time, but I hope you still like it and most importantly, have fun!
Changelog 0.7.5 - 839 new render - 56 new animations (some combined to one) - re-made some older stuff - added new stuff to the gallery (yes, this time I actually remembered it) - minor fixes, mostly typos and bad grammar - added some new sfx
Hello everyone! It's nice to announce that we're kicking off our first developer blog!
NEW TEAM
The last year The Warhorn wasn't going well, but its time to change! We have taken some big steps to help The Warhorn raise from its knees. One of them was enlarge the team, because we are aware that two people can't handle with such a big game. We've spent the last weeks looking for awesome people, so please welcome our new team members!
@Martat - UE4 Programmer @Krawiec - QA & Game Designer @Szkuti - AI Programmer @Pavvlito - Level Designer & 2D Artist @Abbinco - Concept Artist @Bobon - Social Media Specialist
We know that together we can create something better and players will be able to spend hours enjoying The Warhorn game! ːTheWarhornLogoː
You can find new developers on our Discord server and feel free to ask any question. https://discord.gg/SbsRXMM
CHANGES
We are in the process of analyzing in which we want to focus on the most important elements of the game and develop them. We want to improve building, combat and exploration because we know that is the core of the game. Furthermore we will optimize the multiplayer to give you the opportunity to enjoy the game with your friends.
We are aware that the early game is lame, so in the next update we will focus on item balance and we are going to add tier 0 equipement for new players. When you die in the early stage of the game, it is really hard to get a new sword without any money, so players will be able to craft basic sword and armor in the crafting menu.
The new locations are really important to us so we want to design and create a more magnificent and magical world of The Warhorn! The arts below presents a concept of a new cave from a new chapter of the game. We are really excited about designing new game locations.
UNREAL ENGINE 5
We want to keep up with the time so we face a big challenge of migrating the game to a brand new Unreal Engine 5. We know that it will take a long time to optimize and adjust the whole game to the new engine, but we are motivated to implement new technologies to The Warhorn.
If you want to help us develop the game or have other questions regarding The Warhorn, join our Discord! https://discord.gg/SbsRXMM
We've just released the Japanese version of the game, available now! When you open the game you will see a new setting in the Options Menu that will let you switch between English and Japanese. The game should also auto detect your system language and set your preferred language to be the same. Enjoy!
If you have any questions or want to chat feel free to Join Our Discord™!
In addition to this update, I'd like to remind everyone that the 3rd CrocoJam starts soon! 🍓CrocoJam 3
v.1.8.8 (May 31, 2022)
Added: New option in Settings > Edit Mode > Group WASD Undos. This will reduce the number of undo states when moving the select with the WASD keys. This will be enabled by default.
Added: New option in Settings > Edit Mode > Object Mode Hide All. This will hide everything outside of an object when in Object Edit Mode.
Added: Flip/Mirror hotkeys (F and R keys) to Painting panel for use with selection tools. You can change these by going to Edit > Buttons > Painting..
Added: Rotate Left/Right bindings to Painting panel for use with selection tools. They are unbound by default. You can change these by going to Edit > Buttons > Painting..
Fixed: Undoing the Add Camera or Add Light would cause an error, preventing the Redoing of it and leaving a ghost item listed in the Scene panel.
Fixed: Edges were not selectable from backside if doublesided mode was enabled.
Fixed: Sticky tool and Block tool would not work from backside if doublesided mode was enabled.
Fixed: Tileset,UVs,Painting panels would sometimes pan the tileset momentarily when holding spacebar and clicking the 3d view to rotate.
Fixed: You could still select and edit edges of tiles if the tiles were hidden.