Life is full of emotion, and the region of the brain primarily associated with processing these emotions is the amygdala.
In the abstract strategy game Amygdala, players vie for control of different regions, each associated with an emotion. They must collect and store emotional resources in their memory bank which they will use to unlock emotions from their mind, then place these emotion tiles on the main game board.
Emotion tiles can be connected in networks of like emotions to score points. The player with the most emotions in each region can score big points at the end of the game, but only if they manage to unlock and place a claim tile belonging to the region they wish to score.
I figured I'd give a quick update on what we're working on, because while things may seem a bit quiet, behind the scenes we're working very hard to deliver an awesome new update! :D
We got a new programmer!!
Due to increased sales I've been able to hire a freelance programmer to help me out with programming and bugfixing, that sort of thing!
They're absolutely brilliant at their job and with their support Zeepkist development should be speeding up quite a bit!!
As long as Zeepkist keeps selling properly, I can keep hiring them. So tell your friends! <3
Unity Engine Upgrade
Goodbye Unity 2018, Hello Unity 2021!
We've managed to upgrade the Zeepkist Unity project from using Unity 2018, to using Unity 2021!
This new version of the engine adds many awesome new features under the hood, and players should notice that overall the game runs a lot smoother than it did before!
We've also been able to fix a weird wallride porpoising (bouncing up and down, like in Formula 1) issue.
Input rebinding
One of the big big things that's always been on my list has been input rebinding, however I've always had other things that were more important that needed to be added first. That means input rebinding kept getting pushed back further and further and it never really got added.
However! It's finally time!
The next Zeepkist update is planned to finally feature input rebinding!
We're also upgrading the input framework under the hood from InControl to Rewired, to give us more flexibility and to allow support of more input devices!
That's it for now!!
I hope ya'll enjoyed this quick little update post!
Keep your eyes peeled for more update posts in the future!
With today's update, we getFULL voice acting, 1 new threesome date, 1 new lady, Cyndy, 1 new lesbian date, and a new date with Sarah.
Sarah - We are taking her to the seaside bungalow for some fun in the sun this time.
Cyndy - A guest lady, she will visit you with her friend Jess.
1 new Threesome , featuring Sarah and Jess, in a hot "cleaning lady" story
We have also added voiceovers for all the dates. We hope you will enjoy the sexy voices of our VA's and that this addition will make the game even more enjoyable.
Overall, this update brings almost 300 renders, 3 new dates, full voice acting, and a few minor bugs fixed.
Hello, everyone. Before I get into the update details, I would like to thank you for playing Treats Please! This is my first attempt at creating a game, and whether you love it, hate it, or aren't quite sure, it still means a lot that you're at least trying it out. I never thought I'd get this far with developing software, so now it feels like I've broken out into interstellar space. Anyway, the game is simple yet challenging, and there's more fun stuff on the way. So, stay tuned.
Launch Day Update v0.7.9b
This update contains the following bug fixes and improvements.
Updated game to use newer version of Unity Engine
Replaced buttons with darker versions for better contrast
MythBusters: The Game - Crazy Experiments Simulator - michal.puczynski
Dear gamers,
We have news that will be disappointing for some of you, but unfortunately, we cannot do anything about it. You can learn more from the statement below. Thank you for your understanding.
One of the central features of the Into The Fray update is a significant rework of the entire Magic Staffs weapon line. We spoke to Art Director Marcus Koch, Senior Animator Alex Pierschel, and FX Artist Daniele Bornino about the ideas and processes that went into this upgrade.
NOTE: Images used in this article were taken from in-progress states and may appear differently in their final state.
What were the main goals of this rework from a visual point of view?
MK: Firstly, we wanted to achieve a clear understanding of what category a staff belongs to, and to better communicate an item’s power level through its appearance and size. We also sought to clearly differentiate between one-handed and two-handed staffs in the item icons and animation, as previously both sets used similar animations. And overall, we wanted to increase the feeling of being a mage, cleric, or druid - of casting spells rather than fighting with melee weapons.
AP: The Magic Staffs are one of the oldest weapon lines in the game, and therefore carried around very old animations from the early days of Albion Online. Our aims were, firstly, to raise all staffs to the same dynamic look and feel of the newer weapons through new animations, and secondly to achieve a visual distinction between one-handed and two-handed staffs through different animation sets.
Could you tell us about how you tried to convey the characteristics of each staff line?
MK: All colors and shapes now clearly show what kind of magic to expect from a staff. For example: Holy Staffs now have a glowing, white circle in the headpiece; Nature Staffs are made of wood and have leaves in their respective tier-level colors; and all faction-based artifact staffs now have the look and feel of the specific faction they belong to.
The animations reinforce the staff’s role - healing spells are much less aggressive than combat spells, which have forceful and fast motions to target enemies.
DB: The role of VFX here is not only to deliver a visual cue to the effect that a staff has in the game, but also to differentiate the staffs from one another: using very different and evocative color palettes, or unique volumes and shapes for each one of them. So for example, dark red and black with smoky, ghostly VFX are emblematic of the cursed staff, while bright and light-driven VFX are more appropriate for the holy line.
AP: The most important task for us as animators was to convincingly visualize the difference between one-handed and two-handed Staffs. We achieved this by making the animations for the one-handed Staff agile and fast, and for the two-handed Staff a little slower but more powerful. The one-handed weapon now fits easily in the character's hand and can be quickly twirled through the air. With the two-handed staff, on the other hand, movements are kept to a minimum and all the character’s energy is focused on its magical powers. They can unleash the magic of the staff with their offhand and hurl it at the opponent, while for stronger spells the staff is used with both hands.
The new staffs have a much more dynamic ‘feel’ to the user with their animations - how did you achieve that?
AP: The dynamic results from the variety of spell animations. We gave the reworked Staffs about four times as many animations as before.
This rework comes not long after the launch of the War Gloves weapon line. Was the experience of working on War Gloves instructive to this project, and how?
DB: With War Gloves we had the opportunity to create something completely new in Albion, both from a gameplay and an aesthetic perspective. I think the biggest takeaway from this experience was a change of attitude that gave us more freedom to invent and create, rather than following predetermined rules on how things should look and feel in a video game.
AP: We learned a lot working on War Gloves. For example, with using multiple autoattack chains with different timing. Also, since War Gloves we've been iterating animations with more effort. We want the animations to be as legible as possible, and to visually communicate player behavior correctly. Of course, we also incorporate feedback from the player community. Each animation should feel high-quality and dynamic and be precisely synchronized with the weapon’s effects. With that in mind, we aim to continue polishing older weapon lines in the future.
Jump right into frantic, gory carnage in a vampire-infested Wild West as the trailer introduces gunslinger Jesse Rentier on his mission to eradicate the supernatural terror. As the star agent in his father’s undercover monster-hunting organization, his fight is also a personal war against the nightmarish leading figures in the vampire world. Take on Jesse’s role as the final line between humanity and the vampire threat, rise up to become a Wild West Superhero and save the United States!
Get fired up by the explosive third-person action gameplay featuring an overpowering arsenal of weapons and guns. Take part in stylish, visceral combat as you unleash hell with your firearms, lightning-fueled gauntlet and gadgets.
Changes: - Non-allied settlement radius decreased from 20 to 10, and 10 to 5 for Siege Camps. - Villagers find the nearest seats to sit at, instead of starting from the build order. - Building foundations near resource lodes and vice versa should be easier.
Fixes: - Players below King/Queen being able to declare war immediately.
Steam Next Fest is coming and One Military Camp will be there! You’ll be able to play our demo starting June 13th.
Hooray!
These last weeks have been exciting at Abylight Barcelona. This will be our first Steam Next Fest, and the demo is coming along nicely.
Some of the members of our Discord community already had the opportunity to play our pre-alpha demo, but the one we have prepared for the festival will be much more complete and closer to our vision for the final release. It almost feels like a different game :D
We can’t wait to share it with you.
Check our store page starting June 13th at 7 pm CEST to download the demo, and stay tuned for Developer Livestreams and Q&As during the week.
Head over to our Discord server to get news about the game, share your feedback, and also join future Betas once the demo is over.