The bestiary presented in the previous Devlog is the final result of our concept work. However, before the final versions were made, we went through the entire process. Today, as announced, we will present to you the process of creating a monster with the example of one of them - Shildar.
How were they made?
As you already know, ideas appear at the beginning of the creation. Lots of ideas! Some turned out to be too difficult to implement, and some were less demanding. Flying, glowing, with the ability of teleportation... There were many ideas. We rejected some of them by the method of elimination and compromises. We focused on further implementation of ideas that suited the most to the overall concept of Rin's World, as well as those that were feasible for us.
Shildar was supposed to be a monster requiring some tactics from the player during the fight. We wanted to make him immune to attacks. But we thought of giving him a weak spot that would make him vulnerable. We decided to cover this spot with his front legs, which by default were his shield but also became its weapon.
References
These ideas about creatures became our basis for the first concept arts. The initial assumptions allowed us to set the direction, mood, and specific features of the monsters that we could translate into their design. We also used various reference images that let us illustrate these visions even better.
First concepts
All these guidelines were the foundation for further design. Artist, prepare! Brushes and pencils in motion!
First concept arts
Adjustments
We had the first designs. At this stage, we decided to assess the visual adequacy of the original concept. We also focused on refining its appearance to suit the monster’s planned abilities and started working on minor corrections.
Selected concept art - further works
The Shildar’s design has been pimped out, but we have kept the powerful front legs and glowing weak spot. You can see its final look in the picture below.
Adaptation
Just like in the case of vegetation, we use several variants of the appearance. Monsters look different in each of the locations in the game. Shildar only appears in one of them, but we have adjusted it nonetheless and fitted its appearance to the terrain it prowls.
Next week we will tell you more about the technical aspects of creating animations and their implementation in the game.
And we are back with the regular Monday program. Check out what the team has been up to last week.
Also a PSA:
There is a bug where you can equip the hunter suppressor on the AWM and AWP sniper rifles, and the AK15 suppressor on the VHS rifles. This will be fixed in the next update, so please remove those from your weapons or they will be lost in the next update.
Working on a vehicle falling trough fix.
Resolving issues with the master server.
Implementing the Grenade launcher features.
Setting up the new weapons.
Further work on modular vehicles.
Preparations for new UI elements.
Transferred the devkit to 4.27 version of Unreal Engine.
Researching implementation of FSR.
Testing and optimizing the new physics system.
Working on prisoner appearance rework.
Fixing the admin drone issues.
Resolving logout issues.
Finishing up mushroom intoxication system.
Bugfixing.
Testing new outpost optimizations.
Setting up occluders in Samobor city.
Placing down ATM machines.
Creation of ruined concrete elements.
Working on the nuclear powerplant POI.
Adjusting the new Hospital POI.
Created 3 types of wagon containers.
Finished up the new stadium.
Level bugfixing.
Finished the weapons animations for the Weapons update.
This week's update brings a whole host of new challenges to test your mettle with. Combine them in any way you like to create the perfect difficulty or push yourself to the edge of madness. The choice is yours. Early game balance, and level up experience has also seen a significant rebalance for a more meaningful early game, and a smoother late game. I'll keep an eye on feedback and adjust balance and challenges as I collect data, in future updates.
Speaking of the future, I know you're all hungry for a new zone, bosses, and the endless mode, and I'm already taking a deep dive into that. The third zone will be my most ambitious yet! The endless mode is also shaping up to be something quite special, and isn't simply about removing the end game from the current zones, but I'll talk more about that after the 3rd zone is finished.
One more note: Another patch is planned for later this week with updates to how upgrade choices are generated, as well as a few other things not quite ready in time for this patch.
As always, if you're enjoying your time with the game, please leave a review.
New Feature
Trials: A customizable difficulty system and new way to score. Trials allow you to add additional challenge to your runs. Each trial has its own challenge score, and completing a zone with trials activated will save the combined challenge score total for that zone. - There are 20 trials to start, with challenge ratings 1-5 - Once you beat any zone, trials becomes activated for all available zones. You can select between a basic and trial run in the deploy menu once trials are unlocked. - Trial scores are now also displayed alongside high scores in the deploy menu - You can see your current Trial Score below the high score in-game
Quality of Life
Asteroids have been recolored to a redder color that should be easily distinguishable from gems
You can now click and hold selections in the upgrade menu to quick confirm, without needing to click the confirm button. This works with rerolls as well.
Pilot specific augments are now crossed out for pilots you do not have selected
There is now a visual effect and reveal for regular upgrades and rerolls like there is for Symbionics.
The Pulse Cannon's Level 1 text was incorrectly stating that bullets did 25 damage each, but actually do 17. The correct information was already displaying when selecting Badger, but not when finding the weapon in-game as another pilot. The actual balance of the weapon is unchanged.
Balance
It now takes more experience to level up for the first 11 levels, but afterward it takes less. Gem drops now scale more slowly in the first 5 minutes.
The action now ramps up a bit more right at the start of the game with more possible enemies on screen
A new basic enemy has been added to both zones
Princer class ship's mortar damage reduced from 10 to 8
High Roller grants an immediate extra reroll
Force Field is now more likely to spawn in front of your ship
Bug Fixes
Fixed a bug that could generate a non-functioning duplicate upgrade choice if you had less than 3 available left in the pool.
Fixed a bug where hit boxes and effects could get stuck on screen if the game or window was interupted
Fixed other edge-case issues related to minimizing/moving the window during gameplay
Fixed a bug that could cause the game to get stuck between a paused and resumed state in rare instances
The Sting King has been given a code update that should prevent soft-lock situations where he never becomes vulnerable and no longer attacks
A major Coloring Game 2 update has arrived. This update will not appear in other games of the CG series.
The game core which is responsible for the visualization of the working area has been redesigned completely.
Data buffering optimization has allowed reducing the use of RAM more than twice. The speed of switching between the colors has increased several times. The overall performance has improved.
The saving mechanism has been changed.
The saving mechanism was originally developed for the base game and worked perfectly well with the image sizes that are used in most CG games. With the arrival of CG2, players were given an opportunity to upload their own images, and the program now had to work with dozens of times bigger images comparing to the base game. As a result, when trying to save large images, the app used to get blocked, and users perceived it as an input lag.
Now, however, the saving mechanism is divided into three stages (data formation, data analysis, compression). After each stage is completed, control is passed to the main program which performs user actions. This allows either eliminating the input lag problem or considerably reducing this side effect.
Now you can unlock FPS.
To unlock FPS, you need to add the line to the config.json file:
"fps_unlock":true
Note: during the two months that I spent working on this update I’ve tried to identify as many errors as possible. Unfortunately, the size of the changes introduced to the game code increases the risk of errors which I could have overlooked. I hope for your understanding and kindly ask you to report errors not in the comments below the news but in a separate discussion thread.
Do not forget that very soon the release of Coloring Game: Girls
The Lyrus were created by Lyra and Urus, twin sons of Azahlia and Eirald, a forest nymph and a human. Lyra mastered the arts of healing and spiritual enhancement and Urus mastered the arts of pain and vital transfer.
Combining their skills, Lyra and Urus created the Order of Ebuin's healing and support cell, the Lyrus. They are focused on healing and blessings, they can resurrect their allies, but they are also capable of dealing some damage to their enemies.
Tank Mechanic Simulator VR: Prologue - GameFormatic_business
Fellow Mechanics!
Today we all start celebrating the STEAM VR FEST! As you don't stop sharing new, precious feedback, insights and suggestions with us, we were able to prepare yet another update for the free Prologue of Tank Mechanic Simulator VR. That of course means improvements to the full release as well :) And rest assured that we are getting closer to the launch day.
Don't forget to add the full version of the game to your wishlist so you get notified once we have more news! ːsteamthumbsupː
Below you will find a list of what to expect in the newest update:
Optimization fixes.
Fixes to model swapping of some objects in Warehouse.
Added automatic fluid switching when grabbing Containers.
Fixed issues with Shop and buying duplicated elements.
Tank Status window now attaches to currently used Tool.
Autosave changed to 5 minutes (previously 30 minutes).
Settings now save every time any change is made.
Various element duplication methods have been fixed.
Next month, Tower of Spirit will receive his first major content update: The Scarlet Forest Update!
About the Update
The Scarlet Forest will offer a lot of new content for players. There will be a full new area to explore with her own enemies, boss and secrets!
Explore the Scarlet Forest, a brand new area to explore filled with unique encounters
Face new enemies and boss with their own mechanics
New discoveries event with brand new choices and rewards
And more!
Release date for this update will be announced asap!
Thank you so much for playing!
The Scarlet Forest Update is a free, automatic download as part of the Early Access development of Tower of Spirit. If you've come directly to this post, check out the game here:
Tank Mechanic Simulator VR: Prologue - GameFormatic_business
-Optimization fixes. -Fixes model swapping in some objects in Warehouse. -Added automatic fluid switching when grabbing Containers. -Fixed issues with Shop and buying duplicated elements. -Tank Status window now attaches to currently used Tool. -Autosave changed to 5 minutes (previously 30 minutes). -Settings now save every time any change is made. -Various element duplication methods have been fixed.