The Pit - Vypur
This devlog will be a text version of my video devlog, if you'd like to watch that. check the video below:



In this devlog I'll be going over the current gameplay loop, rare enemies, overall progress, and a look into what a rough timeline will be like. My next goal has been to participate in the steam bash bash festival September 18th. I've done my research thanks to extremely helpful resources on howtomarketagame.com, festivals are HUGE for indie games (or can be huge) so I really want to get a demo out.



Before I explain what I've been working on, Let me give you a general idea of everything that needs to be completed in order to submit for that which is in 1 Month. (Sept 19th)
Gameplay lop variants on stage progression. Rare enemies. Enemy spawning algorithm. Enemy Scaling, a huge balance pass, item implementations, one more boss, more boss attacks, a survival stage, settings menu, main menu, and last but not least... Sound effects.... for literally everything... of which there is a massive list...

But heres the good news, all this is doable and to prove that, in the two weeks since releasing the trailer, here's what Ive got working so far.
Previously, In all devlogs, videos and even the trailer, levels were static, they were set and saved and i manually placed enemies, items and such around, Its a bit of smoke and mirrors all games do in development, but one of the main reasons I felt fine doing this was converting this over to procedurally was ALWAYS the goal, so it was baked in I just had to actually do it.



The first thing I had to do was pull out all static elements in the scene, pretty simple, then I had to make a mesh for the entreance and exit, and update the mesh generator to get the information about the hole in the ceiling and floor to position them. Now that we have a fully section off entrence, exit and level, It was time to make it all loop.


Generally, All levels in THE PIT will have at least 3 qualifications for progressing. Killing the boss, Disabling the barrier over the exit, and one other random objective that will change per map, things like Kill a certain number of enemies, find certain objects, or activate certain structures. So the most important one was the teleporter, and the boss.



Ive had the boss(es) for a bit as you've seen in my other videos and trailer, but mainly all i had to do was set up a coroutine and VFX to spawn him in, additionally I had to add a reverse hitbox to the barrier, to show how close it is to breaking. Once both are eleiminated the portal opens, and you descend a long pit to the selection area.



The selection arera has two holes the player can choose from which will dictate what kind of area they will go into next. Additionally, there will be a shop in this area where the player can choose items as a reward for clearing the stage, but thats not quite done yet.

Then the last thing I needed to do was add a trigger on the portals and the loop was done, for testing purposes I simply reloaded you into the same stage, but that was good enough. Next up was to preform this procedural on all 4 stages so far and make sure the generator properly generated elements on each, and used the same seed. Which wasn't much work.

So now, gameplay loop mostly done. I then started working on a character select menu, the character select menu is pretty self explainitory, and I think i'm going to go with a 3d UI for all my UI's besides the settings menu, cuz I like the look. Here you will get all descriptions of the characters movesets.



With that done, up next was probably the least fun i've ever had in game development.... a settings menu...

Its not that I don't like UI work, its just with a settings menu, every single option requires its own implementation. A lot of what GOOD programming is about is minimizing repeated code or specific implementations and having solutions that work for any input. But this.... was just greuling work... every single seperate option has its own if/else case... but after 2 days of work, we have working settings. I plan to add more configuration because I believe an important part of a good game is the ability to customize your controls to your exact taste, modify the camera settings, change the controls, change the sensitivity, its your experience, i'm not going to force you to play a way if you don't like it.



Moving a step back from there was the Main menu. If you're not familiar with the lore, all 6 of the masters so far have been imprisoned so the main menu area is of their containment zone. The first thing I did was implement the main main menu options, including the main mode, descent, a secondary mode gauntlet which is infinitely increasing survival, and the upgrades zone which is where all the meta-progression from the game will come in. And then just options for settings, and a quit button (please don't click it)



I then moved on to the survival stage itself, to pull back some of the game dev smoke and mirrors, each stage isn't actually fully solid, on the edges it sort of just drops off, but since you are in the center, that is fine. But for the survival stage I wanted the possibility of the player dying from being knocked off the stage, so i had to tweak my noise generator to specifically close off the mesh. After tweaking the materials, Ive got a survival stage with a portal up top.



So up till now, I had manually placed packs of monsters around to test, fight and record with, now I needed to write a spawning algorithm to generate packs of enemies progressively. To start this off I'm going to handle difficulty the same way Risk of Rain does, which is in essence what most games do just obfiscated away. The longer the game does, the more difficult it gets. Simple enough yea?

So Each enemy is assigned a difficulty rating, then as time goes on, it checks if there is un-filled difficulty, and spawns a random set of enemies, It then repeats this process until enemies fill the area up to this difficulty. This makes it so i can tailor certain monsters to only spawn in smaller packs, or spawn large groups of enemies at will.



One of my biggest pet peeves with risk of rain 2 is the waiting..... sometimes 15 minutes into a game of risk of rain... you're literally just waiting for enemies to spawn. I want the areas you do into to feel alive, filled. This is the domain of the biblical enemies you are fighting, not just an empty area where I spawn enemies next to you. So ideally, my goal is when you drop in to a new area, the area is filled with small packs of enemies based on how many stages you've been through. Then as you progress through, more and more spawn in order to keep up the pressure.

Lastly, I started the proper implementation of rare enemies.



I really like this design in path of exile, and feel risk of rain's is a bit limited. So I pulled that system out, and put it here to ee how it will go. Most of the enemies once you play enough become pretty formulaic... you learn how to dodge them. Rare enemies however will attack at different rates, move faster, have more heath, and sometimes have devestating effects like 100% crit chance to really make sure you are dodging them.

Overall, I want the game to not feel static, even though its fully procedural, procedurally only goes so far when the things in the procedural worlds are the same. So this will keep you on your toes.

So thats all for now, All that was done in the span of under 2 weeks so filling in all the remaining work needed t oget a basic alpha demo up and ready for the demo should be possible! So if you're interested in playing an early demo of the game wishlist the game! Thank you for reading, and I'll see you next time.






Eiyuden Chronicle: Hundred Heroes - MrGameTheory505
Hey there heroes!

Gamescom has begun so we are sharing some of the key assets that we will announce at the show. While we continue to polish the game, we hope these new assets will get you excited! Also, please keep your eye on IGN for a new trailer of the game!












As always, let us know your feedback in the comments section!

**Production Updates**

Monster
Hardknock




These rune golems roam the Barrows, seeking out hapless intruders and then using their powerful arms to smash the life out of them.

Murayama's Monthly Development Report
As you've probably already seen in this update, a new Eiyuden trailer will be released at Gamescom 2022! We're still right in the middle of development, which includes work on the appearance of the game itself, so certain things may change... But I hope it still gives you a better idea of how the finished product will look.

Currently in the dev cycle, I'm personally at a stage I often reached when working on the Suikoden series... A stage I like to call the 'manual labor' part.
Eiyuden features over 100 unique characters, and its large cast is one of its biggest draws, so a large quantity of text has to be created for all the different scenes.

For example, when you choose a character for your battle party, if we decide to have the characters say a line there, we'll naturally need to make a line for each character.

Part of the fun of going through a story comes from the personalities of the characters. What sort of personalities do all these characters have? What sort of values do they have, what sort of things do they like, and what sort of goals are they trying to achieve? These aspects are actually deeply entwined with the game's systems.

As I wrote above, if we decide to put a line in for each character every time you decide to add them to your party, we need to make sure it expresses that character's personality... So they all have to be unique. Some characters might be overjoyed to join the battle party, while others may see it as nothing as a chore. Still others might be nervous, and so on and so forth. Getting glimpses of the characters like this is part of the fun of the game.

Still, no matter what part of the game I'm working on at any given time, preparing data like this for every single character is a huge labor. No matter how tiring it gets, I just have to keep chipping away at it, like good old fashioned physical labor, day by day. It certainly isn't easy, I can tell you that!

A Word from the Team
I hope you're all surviving the lingering heat wherever you may be. Japan is still as hot as ever, but how are things out where you live?

Komu-nichiwa, komu-banwa. I'm Director Komuta.

This year, Japan's summer feels even hotter than usual... No matter how little time I happen to spend outside, I still end up feeling like it's robbed my body of all its water. Reminds me of when I went to visit Thailand in the summer, many moons ago.

Regardless of the heat, we're still working hard on Eiyuden. Remember when I showed you a tiny peek of a screen in last month's update? Well, this is what that mine dungeon used to look like when it was just a test map!

After making sure there are no problems with a map in its rough form, we gradually add details, lighting, and effects until it turns into the kind of map you saw last month. Then, after a lot more work, we finally polish it into something that we're proud to show off.

Up until now, I know there have been multiple times where we said 'we'll be able to show you something soon,' then failed to deliver... Just like the boy who cried wolf. But I hope you're all excited for Gamescom!

Now, time to end this entry just like I do all my other ones... Here's my favorite way to cool down! A staple of any Japanese summer... Shaved ice! Recently, shaved ice has evolved a lot...

Look at this! Rich pistachio cream and lemon syrup! This thing looks incredible!! ...But it's still shaved ice.

The heat won't be leaving us any time soon, so I hope you all take good care of yourselves and survive the summer. Oh, and please keep cheering us on!!
Aug 25, 2022
Coronation - Mbdot00
Changes:
- All villagers are no longer killed by mobs and get captured instead, as permadeath was intended as a setback for PvP players.
- Villagers HP threshold increased from 40% to 50% to run and heal.
- Villagers needs threshold increased from 10% to 50%.
- Total number of Nobles increased from 1/5 to 1/3 of max population and reduced from 10k to 3k valor per noble.
- War declarations will also despawn all Dangerous Lands mobs from the belligerents' settlements.
- Dangerous Lands quests cannot be started during a war.
- Rewards for Dangerous Lands (Hard) and (Nosajimiki) are increased to 20m and 100m respectively.
- Merchants stay around for 30 mins instead of 10 mins before restocking.

Fixes:
- Villagers not taking out their swords in melee combat.
Do U Copy? - FreaksUtdStudio
⚠️ ⚠️ For Quest users, please read the end of this message.⚠️ ⚠️ ⚠️

🔥 DO U COPY? UPDATE 1.8.12 LIVE! 🔥

Hey @everyone !
Hope all is well. It’s been a while since the last update for the game. We've encountered some issues during the development and publishing of this version but it's fixed. We also have some great news to announce so make sure to read everything to not miss anything!

So, let's get to it! What changed on this v1.8.12 update? :

Changelogs : Do U Copy? version 1.8.12 includes (1.8.12 VR / 1.8.12 Hacker App)


GAME BREAKING BUGS ARE FIXED

We know that some of you may have encountered some bugs during your games and we apologize once again. Despite the time, we have done our best to fix these bugs to provide you with an enjoyable and optimized experience.

For example, we have fixed the retinal scan bug that could occur on some mobile devices and on some levels. Thanks to your feedback on the Discord, we were able to find this error and fix it.

We also worked on the radio guard which was not working properly. Indeed, for some of you, the message "invalid location" appeared when you tried to distract Steve. So we were able to correct this error in the levels concerned. Thank you also for your feedback.


OPTIMIZATION & FPS IMPROVEMENT

One of our next milestones to continue improving the game is to work on the global optimization and on the FPS count. We want the game to run on every VR headset and mobile/PC devices as smoothly as possible.

We have worked on all the assets, lights and interaction to generate the best render inside the VR headset.

We still have work to do in order to optimize the game but we assure you that it is one of our main priorities. We’re also waiting for your help on that side if you encounter a texture issue or a huge FPS drop at some precise spot.
THE FUTURE IS BRIGHT

With the help of our art department, we were able to work on assets and textures to create a complete new AD to give the game a more intimate personality. The new AD is currently being tested and we hope to add it to the next update (1.9.00).

5 new languages will soon be available in the game in the next update. These languages include French, German, Spanish, Italian and Russian.

A new mini-game model should appear soon with a redesign of the Safe Cracking Tool. Still in the testing phase, we'll keep you posted when it's available in game.


And some additional stuff in progress :
Teleportation locomotion system
New model for the Safe Cracking Tool (still in testing, we will maybe need some of you to help us testing it to determine the right balance to it)
New difficulty for mini-games
Some polish on all levels
Adding SFX

Thank you all,
See you all in the virtual world! Cheers

PS: we may have a major announcement in the month… so stay tuned

⚠️ ⚠️ ATTENTION for Quest users⚠️ ⚠️ ⚠️
We've made a mistake while pushing this new Do U Copy? VR version for Oculus Quest headsets. We've accidentally uploaded an old development version that was not meant to be released to the public as it was not stable and contains untested features at that time. We're aware of this issue and we're actively uploading the correct stable build as of this moment. We will keep everybody updated on our Discord server as the situation evolves. We're truly sorry for this unfortunate error, please disregard that latest update as it does not reflect the quality and end result that we're trying to offer to our fellow players. Thanks in advance for your understanding 🍍 - Ilann
Aug 25, 2022
Farmer Against Potatoes Idle - Oninou
- Fixed issue with language Polish detection, and setting the game to Russian instead
- Fixed the Sale on the Potato Digger / Equipment Band Rating (those are in sale and cost 7000 Soul, the 3000 Soul are refund when you get on this update)
Aug 25, 2022
RaceLeague - oversteerstudiosoy
Changelog:
-Added audio to road tool
-Added particle effects to road tool
-Improved road tool visualization
-Improved skid marks
-Road tool height tooltip now shows height difference to terrain
-Fixed not being able to change road material when having only one node selected
-Fixed not being able to change road material two times in a row
-Fixed some players auto retiring before race starts in multiplayer
-Improved RX handling
-Various fixes & improvements
Souldiers - Yuuka_DV
From August 25th to 27th Souldiers is 20% off!



https://store.steampowered.com/app/1419160/Souldiers/
Aug 25, 2022
Arma Reforger - Nillers


Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. This month we explore another batch of excellent community content for everyone to enjoy. Let's get right into it!

Read more here 👇
https://reforger.armaplatform.com/news/comrad-3

If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to:
Nillers on Twitter, Discord, or on our forums.
I Was a Teenage Exocolonist - sarahnorthway
I Was a Teenage Exocolonist is officially released today! I started development almost exactly five years ago, and wowowow has the game ever grown up since then!



I'd like to take a moment to thank everyone who supported Exocolonist and helped create it. Artists Meilee Chao, Eduardo Vargas, Sarah Webb, Leanne Roed, Sarah Roland, Diego De la Rocha, and our hundred card artsits for making the game so breathtakingly beautiful. Narrative designer Lindsay Ishihiro for making us laugh, cry, and fall in love with their moving prose. Gord, Em and others from A Shell in the Pit Audio, and all of our incredible musicians, for adding another dimension of wonder and beauty to the game.

Thanks to my husband Colin Northway for helping with tricky algorithms and game balancing, and for a tremendous amount of emotional support, idea-bouncing and code checks over the last five years.

Thanks to our publishers Finji, our QA and porting teams, and a very special thank you virtual hug to our incredible beta testers and all of our fans for your support and encouragement. And to my dad, who has logged hundreds of hours living life after life on the planet Vertumna.

Thank you, friends.



Okay enough mushy stuff, it's release day! Time to get in there and decide what sort of Teenage Exocolonist you'll be.

Vertumna awaits!

- Sarah ːnyaaː


Farmer's Life - mionka
Save 35% on Farmer on the Land of War, two fantastic games: Land of War and our very own Farmer's Life! 🐷💥


Life of a farmer is filled with stench, filth and hard work. Kashmir is an old bachelor, farmer and an alcoholic.... Help him survive as long as possible in the middle of east-european nowhere. Your life rhythm will be determined by seasons.


Assume duties of a soldier involved in numerous battles and skirmishes with fast advancing German war machine. Go to battle on foot, driving armored vehicles, or flying an airplane. Use weapons not featured in any other game and feel a good, nostalgic climate of the production like MOHAA or COD.

https://store.steampowered.com/bundle/23117/Farmer_on_the_Land_of_War/
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