Jul 30, 2022
灵墟 - happytall
• 增加蚌和技艺笔录可以批量使用
• 修复古董成就-增加一个新的橙色古董并提高获取概率,所有蓝色宝图都可以获得
• 后面城镇的势力委托,商会等等
• 实装-蛇门圣山,楚庭的商会商品,价格会在下次商会刷新时更新
• [fix] 功法-青云梯使用条件与描述不符
• [fix] 墟石缺少全属性标签
• [fix] 上京城百草堂委托任务空NPC
• [fix] 背包内不显示装备数量bug
• [fix] 墟石洗练ui越界问题
Casual Pro Wrestling - pdinklag
In this dev blog, we will look at the Artificial Intelligence of Casual Pro Wrestling.

Unless you're in a small match with only a couple of friends in either couch multiplayer or netplay (more on these in future blogs), it is absolutely crucial to have AI-controlled wrestlers that play along. Apart from that, it's so much fun to watch AI-only matches in wrestling games!

Naturally, CPW features AI controlled wrestlers. The main idea is that they should be able to do all available actions and create a pinch of unpredictability. In the following, we will look at some details.

Virtual Controllers and Reaction Times

Fairness is likely the most important aspect when dealing with AI players. If the AI has silly shortcuts unavailable to human players, it's usually where the fun ends. In CPW, picture the AI holding a virtual controller: in order to do anything, they have to point a direction with a virtual analog stick and press virtual buttons just as a human would have to. If humans need to hold a button, e.g., to perform a heavy strikes, so have the AI players.

Further, the AI in CPW doesn't always click instantly. As human players do, they have to react to what is going on first, which may take some time (determined at random and eventually by difficulty). As a result, what may happen is that an AI player simply starts blocking too late and you still land that punch.

Goal-Oriented Behaviour

CPW's AI wrestlers act goal-oriented. This does pertain to Goal-Oriented Action Planning (GOAP) that some of you may know per se, but a variant of it that is also used for the mobs in Minecraft, to name a pretty popular example.

The AI knows a predetermined set of actions and how to perform them (i.e., what virtual buttons to press). These actions are very fine-grained, e.g., "approach the opponent", "do a weak strike", "try counter the current move". Each goal has a priority based on the current situation, so while "try counter the current move" may be of zero importance when running the ropes, it will have a high priority when the opponent is performing a move on them. Whatever goal has the highest priority in any given moment will be pursued. To spice things up, there is always some randomness involved that cause priorities to shuffle to an extent. The following flowchart sketches how the AI ticks roughly:



Action goals are completely decoupled from navigational goals. To see what this means, "approach the opponent" knows nothing about climbing out of the ring if said opponent is outside. This is handled by the navigation behaviour, which in its own knows goals like "go to the apron" and "climb off", or simply "quickly slide out". Again, the choice here is based on current priorities.

This system is extremely flexible and ridiculously easy to maintain and extend. Subtle changes in priorities may cause a wholly different behaviour, and adding or removing goals allows to enforce behaviours helpful, e.g., for wrestlers entering the ring, which is done simply by an entrance AI. At the same time, this system does not do any complicated computations behind the scenes and is thus very performant.

Grid-Based Pathfinding

Today's free-roam 3D games are probably dominated by navigation meshes, which are basically a compressed form of navigation grids that you may know from strategy games. Navigation meshes require very little RAM and allow for very simple pathfinding, and thus they seem like the best choice for a wrestling game initially.

Now let's say somebody places a large object, a table, somewhere in the ring. AI wrestlers shouldn't try and walk right through that table to reach the opponent, but walk around them. For that to happen, the pathfinding system needs to be updated. Updating navigation meshes, however, is everything but simple. The easiest and safest way is recomputing them, but this can be extremely costly.

For this practical reason, CPW uses a good old grid instead, as shown in the following picture:



Green cells are perfectly accessible, whereas red cells employ a penalty (the table could be moved if need be, but this takes longer than just walking around it). Note how some cells beneath the wrestlers are also slightly red-ish - this is to avoid that wrestlers walk through one another for no reason, all without the need for complex (and hard to get right) algorithms like Reciprocal Velocity Obstacles or similar. Grids are very easy to update and allow for well-known pathfinding algorithms like A* to be used directly.

The downside of grids, in general, is that they require substantially more memory than navigation meshes. It turns out, however, that the grid doesn't need to be too fine-grained for a wrestling game. We're talking only a bunch of megabytes in RAM, which even on horrible hardware nowadays is negligible.



To round it up, AI has been a key endeavour in CPW's development. Naturally, it's a topic that will not end with the game's release and will remain subject to tweaks and balancing for a long time. To this end, it has been designed to be easy to maintain and extend. The virtual controllers were actually meant to make machine learning a possibility, but this is definitely something for the far future when the game is in a very ready state.

For those who have been following, thank you for reading, feel free to discuss and ask questions, and stay tuned for the next update!
Jul 30, 2022
The God Unit - PLAYER NOT FOUND
- Finally added background music in levels;
- Added Chinese language (text only);
- Some optimizations;
- Various fixes and improvements.
Jul 30, 2022
EZ2ON REBOOT : R - SQUARE PIXELS


Hello fellow players, This is EZ2ON Team.

● What's New


1. New Song
- 「conflict」 by siromaru + Cranky

※ Be advised that HD / SHD pattern contains gimmicky note effects.

2. Improvement
- Added UI animation for score summation on the result screen.
- JUDGE RATE in JUDGEMENT TRACKER now shows an identical value to the one in the result screen.

3. Bug Fixes
- Fixed bug where certain patterns would not show properly when player is using low note speed.
- Improved server stability.
- Tweaked server parameter to mitigate 'Request Timeout' errors.
- Fixed the SSL CA certificate error.


Thanks.

Jul 30, 2022
Global Aviation Dream - WangShu
Deal with the problem that the airliner cannot be return to idle status.
Battle Teams 2 - 生死狙击2
嗨,亲爱的狙友们!

你们的前线情报员B酱又来啦!8月4日我们将为大家带来全新的版本内容,包括全新枪械皮肤、全新的地图、全新角色以及众多精彩活动。其中的行星动力系列武器受到了大家的极大关注,B酱特此准备了行星动力武器活动的详细攻略供大家查阅哦~话不多说,下面就来看看B酱带来的最新情报:

首充福利重置规则

原规则:每档首次充值额外赠送100%等额金币

新规则:每次军备箱武器池更新时,重置玩家的首充额外赠送金币福利资格。

-  未充值过的玩家,保留首充额外赠送金币福利资格

-  已充值过的玩家,刷新全部档位的额外赠送金币福利资格

-  单次军备箱武器池开启期间,各档位充值赠送金币福利仅可触发一次



M4A1-行星动力(首个不朽品质武器)



1. 获取途径
8月4日军备箱【朱利奥的神圣盟约】系列武器池将替换为【行之所向,星辰大海】系列武器池,新武器池内将包含全新的太空主题系列武器:

特别备注:朱利奥武器池累计的开箱次数及保底次数将被继承

-  M4A1-行星动力 Lv.1(不朽)

- 行星动力系列武器(传奇品质)

        ♦FAMAS-行星动力

        ♦Vector-行星动力

        ♦M249-行星动力

        ♦长刀-行星动力

-  北极狼(全新史诗品质系列武器,替代H&R系列武器)

        ♦QBZ 192-北极狼

        ♦Vector-北极狼

        ♦Type 56-北极狼

        ♦RPK-北极狼

        ♦沙漠之鹰-北极狼

2. 升级方式
在获得初始的M4A1-行星动力 Lv.1(不朽)后,玩家可以通过构造核心将其逐步升级并解锁对应等级的特殊效果。

构造核心:

-  每获得一把行星动力系列武器,即可获得构造核心*5

-  在获得全部五把行星动力武器后,每获得一把重复的行星动力武器,获得构造核心*10

行星动力补给活动:

在活动期间,角色等级到达5级,每位玩家可前往活动页领取行星动力专属补给:军备箱*3+构造核心*1。同时为了回馈参加朱利奥军备箱活动的玩家,每获得过1把传奇朱利奥武器的玩家,将额外附赠构造核心*5

武器升级解锁内容:

M4A1-行星动力共有五个等级,初始获得的M4A1-行星动力 Lv.1为基础的不朽品质皮肤。通过消耗构造核心,可将其升级至最高5级,解锁数种专属皮肤特效!

-  M4A1-行星动力 Lv.1:基础不朽级皮肤

-  M4A1-行星动力 Lv.2:消耗构造核心*10升级,解锁升级外观

-  M4A1-行星动力 Lv.3:消耗构造核心*10升级,解锁特殊检视动作+换弹动作

-  M4A1-行星动力 Lv.4:消耗构造核心*10升级,解锁武器开火特效+曳光弹特效

-  M4A1-行星动力 Lv.5:消耗构造核心*10升级,解锁专属击杀特效

举例:脸黑B酱参加活动,在第三个保底时获得了M4A1-行星动力 Lv.1(不朽)。之前她已经获得了两把行星动力武器,因此她直接拥有了15个构造核心。且她抽取朱利奥军备箱获得过3把朱利奥传奇武器,可以前往行星动力补给活动领取额外的15个构造核心。B酱消耗她获得的一共30个动力核心将M4A1-行星动力 Lv.1升级到M4A1-行星动力 Lv.4,即可解锁升级版外观+特殊检视动作+换弹动作+武器开火特效+曳光弹特效。

欧气爆棚的正义哥参加活动,第一个十连抽就获得了M4A1-行星动力 Lv.1(不朽),在第一个保底时即可获得最少两把行星动力武器.此时他获得了最少10个构造核心,可以直接升级至M4A1-行星动力 Lv.2,解锁升级版外观。他在朱利奥军备箱活动期间也欧气满满,获得过4把朱利奥传奇武器,可以前往行星动力补给活动领取额外的20个构造核心,将武器继续升至4级。

今天的情报就是这些啦,后续B酱会第一时间给大家带来更多最新消息,不要错过哦!
Vault of the Void - Josh Bruce
Hi there everyone -- just a small update post today, letting you know about a few bug fixes and updates that have gone through over the last week or so.

Route Planner
As many of you would have seen by now, there is a new feature I’ve just added named “Route Planner”, which enters a simulation time mode where you can traverse the Map, without risks. This is super helpful when learning Vaults slightly obscure map movement method. It’s also a great way to mark out a path for Veterans of the game!



Daily Draft Reset and Anti-Cheat
I’ve gone ahead and reset the Overall Top 100 Leaderboard as promised, some great new high scores already coming through! I’ve also gone ahead and updated the anti-cheat system a bit, and will continue to keep an eye on decks and ensure they are being played and submitted legally.

Swift Changes
A small presentation change of note. The Swift tag at the bottom of cards has been switched out to now be a keyword on cards. This should help new players onboarding when it comes to Combo and what cards get multi-triggered. Being a tag meant it often got missed, so moving into the body text of the card will help alleviate that problem.



Humble Bundle!
As many of you may have seen already, it was a huge honor to be asked to be involved with the Humble Bundle Deck Builder Bundle (try saying that 10 times fast!) that was released a few days ago. If you haven’t checked it out already, this is a great opportunity to score some awesome games, and support charity at the same time! A huge welcome to all the new players who have come across Vault from the Bundle as well!



Bug Fixes
I’ve been tinkering away at lots of little bug fixes over the past little while as well! From cards doing wrong damage (Grapeshot!) to other display issues, lots of things have been crossed off in the Discord. Thank you to everyone who’s been reporting things as wel go!




Thank you everyone for making Vault what it is, its awesome to see so many new players and active discussion happening around the game. There's a small card infusion coming for the Daughter of the Void, then we’ll move over to the Tempest for one last balance pass -- then, some exciting news regarding 1.0!

Thanks everyone! If you're enjoying Vault of the Void, please do leave a Review if you don't mind, it really does help a lot for small Devs like myself!

Thanks everyone - all for now!
- Josh

Bless Unleashed - Metheril


Greetings Adventurers

The Lumena store has now been restored and you can use it normally.
We apologize for the inconvenience caused, and thank you for your understanding and support.

If there is any problem in the game, please feel free to contact us.
Regards

Bless Unleashed VALOFE Team
Iron Snout - SnoutUp
Hey there,

This is quite a different from what I usually post, but I would like to invite Iron Snout players to check out my TikTok channel in which I'm talking about game development, my old/failed/jam games, other indies and try to highlight Lithuanian projects.

I would love to reach more people!

Here's the link: https://www.tiktok.com/@snoutup

Let me know what you think and what kind of content you would like to see on my channel!

Cheers!

P.S. I have some Iron Snout updates ready (mostly skins and UI changes), but I want to rewrite Wolfball multiplayer before I can release them to the public...

Community Announcements - 一个绅士的自我修养
Dear residents of Houhai Town, how are you?

We have received a lot of feedback from the players on the first day of "Graduated" early access version, there are suggestions, criticism and encouragement, first of all, we are very grateful to have your support, some bugs we have made adjustments, at the same time, for the current optimization and experience problems, we are also in the process of trying to deal with, any results we will be the first time to update all residents.

Then we would like to address your various questions and comments and say what we are going to do next:

  • The relationship and marriage system you've been waiting for! This is being done, and we will also add more ways to strengthen the emotional social play
  • The manual archive function will be available, and will be online after testing
  • The archive function will provide multiple files, so that you can start a variety of life
  • Automatic archiving will add more tips
  • The setting options of the home page will be increased, and the overall color of the home page will be adjusted.
  • Various key tips for skipping and operation
  • Adjustment of the judgment of certain items (talking about lobsters)
  • UI overall look and feel adjustment (will enlarge a level)
  • the avatars of some Houhai town residents will be tuned
  • Inspiration system late value adjustment, at the same time will optimize the entire inspiration system, reduce the sense of powerlessness
  • Marketing system adjustment, mainly for the timeliness of the goods and the object to be marketed to add more personalized settings and sales revenue tips
  • Takeout system adjustment, reduce all kinds of invalid orders
  • Continuously optimize the preliminary experience and difficulty curve

Finally, regarding the plot of Graduated, I would like to say that Graduated is not exactly a plot-driven game. There will be a plot and interpretation, but more also fragmented, emergent type, will allow players to experience their own unique plot, rather than a unified arrangement of the mandatory main line, which is the ultimate hope of the game of small life to show the experience, belonging to each person's unique own life.

We will still work faster to fix and optimize Graduated, thank you for your support and suggestions, please keep giving us feedback!

Follow our official community and feedback:
Twitter: Bento Duck Games
Discord: Bento Duck Games

We take every piece of your feedback very seriously. Love you all!
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