you can play the game with Xbox Controller or Keyboard
The game contains 3 game methods 1- Chapters contain 2 methods 2.5D 3D
in 3D Chapters, you will be able to switch the camera to First Person Cam and play
2- Local multiplayer ( 2.5D, 3D)
3- Online ( 3D ) In the Online mode, you are going to face a real person and fight them to get more and more ranks to open your mission and get EXP to build your own character and make him stronger, there are 5 Ranks in the game for each rank you are going to get EXP to build your ability,
for each win, you are going to get 2 points if you lost the game, you are going to lose 2 points if you faced any problems, please send an email to (skullsameh.work@gmail.com) Waiting for your feedback and review :D
Happy Halloween Crash Test Engineers! Crash Test Jake back with another installment of the Crash Effects Inc. Development Vlog. Today we're going to talk about the high tech Crash Test Dummies you will get to use in game. These sophisticated pieces of equipment are at your disposal to test and evaluate the impacts of crashes on the human body. The dummies are lined with all sorts of sensors that measure various metrics in order to capture the extent of damage during an impact. They are very sensitive so keep that in mind when placing these things as they capture even the slightest changes in velocity.
You can place these dummies in the seats of your vehicle prior to executing a crash in the Vehicle Bay. When setting up your dummies for evaluation you can give them names, weights, height profiles, whether they were buckled up during impact, occupations, relationship status...
Ok so maybe not the last two but we are working on that tech to make them more personable. There are various configurations of dummies that can be seated including:
Male Crash Test Dummy
Female Crash Test Dummy
Seated Child Crash Test Dummy
Baby in a Car Seat Crash Test Dummy (Included in future release stay tuned)
Data Collection
Enough of the chit chat, let's show how we use them. In the gif below I just picked up and threw Crash Test Steve here onto that Electric Forest Runner's windshield we showed off at Next Fest 22' to create some data. Thank you for the applause I've been working out with the Hulk lately!
All we need to do now is walk up to him after a crash test and extract the data to our work tablet by pressing the Interact button to dump the data collected.
Dummy Evaluation
Now, once we have collected the data from him we just need to open our work tablet up and select the Data Evaluation Tab to see the data collected from all of our dummies.
We can click around on the various body parts of the dummy to see the data recorded during the crash test by the dummies sensors. The severity of damage to each extremity is recorded as: None, Minor, Severe and Critical. These extent of the injury is also color coordinated to how severe the injury was with the colors mapping to injury classification as follows:
Green - None
Yellow - Minor (think scrapes and bruises)
Red - Severe (Think Fractures and broken bones)
Pink - Critical (I leave this one to the imagination)
As we can see, Crash Test Steve took a pretty hard hit on the right side of his body when we threw him up onto the Electric Forest Runner in this example. He may have suffered extensive damage to his pelvis and right foot from the looks of it. We also can see metrics such as the peak G Force applied to the extremity, peak impulse measured and even peak velocity. I will let you do your homework on those terms if you don’t already know what they are.
In the future, a readout of the types of injuries captured by the dummy will be recorded in the far left column of the data collection view. Injuries such as a broken foot or fractured ribs to name a few. We are still working on fine tuning the bugs with this super cool feature so stay tuned!
Welp, that’s all I have for today folks. Let us know if there is something you want to see these high tech dummies do or any other feedback you want to share! Feel free to post on this blog post or in the steam forums.
Back with October’s issue of Monthly Dev Diaries where you can read short, monthly updates on College Craze’s progress!
If you can’t wait to play the latest version, want sneak peeks, tons of bonus content, and special-edition merch, consider becoming a Patron.
It’s been a productive month, editing, posing, and polishing v5! In typical Pretty Ink fashion, I added a few more lines and interactions after editing, pushing the word count to ~118K. Testing has also gone smoothly. The first wave brought on a hefty number of bugs, but they were all very simple to squash, so I’m confident the build will be good and ready by the release dates!
Patrons at the Alumni & Dropout tiers will get access on Nov 1st, Seniors & Juniors on Nov 8th, and Sophomores on Nov 15th. As I mentioned last month, there won’t be any more free/public updates, so if you can’t wait, consider supporting in November. Otherwise, the game’s full release is slated for Summer 2023.
In other news, the Fall Fanworks Fest on Discord has been a roaring success! Congrats to the winners, and thank you to all of those who have participated! I’ll be back to posting bonus content for Patrons in November, so look forward to Gabe’s postcard and Inkspot Interview as well as other Lore Posts.
Please welcome our VR creator.. oh sorry, he's not just a creator, he's the king - Rhys Da King 👑 I advise you to fly on his ship in Z-Race if you want to feel like royalty 😌
It's been a hectic weekend, with so many people trying out the game and giving feedback on basically everything!
Incredibly there have been almost no bug reports, with just one minor graphical glitch on Mac (if you're experiencing it, please try increasing Shader Quality), so we've been able to focus on game balance a bit more after the quick difficulty update we did past Friday.
Now that we have more telemetry and data, we've been able to pinpoint more effectively at which points in each level people do usually get stuck, as well as which characters, trinkets and weapons have been performing below expectations.
We'll leave a detailed analysis for a future post, but suffice to say that we found out that the third tier of stages was a bit too easy when compared to the others, and some trinkets and characters proved a bit too weak.
So today we're releasing an update trying to address these imbalances. Not everything is finished (for example we want to add some damage to Lanyz's skill), this is just a numbers change update before we start working on more interesting features (we'll prepare a small roadmap to share with you in the following days).
Gameplay changes:
Increased Regeneration skill values by 5.
Increased values for Elixir of Health, Soul Container, Ice Mirror, Fire Mirror, Crimson Flask and Sacred Effigy.