this week came with quite a surprise: BattleJuice Alchemist was (and still is) featured by Epic Games as the top Weekly Spotlight project. This means everybody who launched Unreal Engine this week through the Epic Launcher was greeted by one of our screenshots, which I think is very cool!
But let's get to what I worked on in the game. I already showed you a little teaser of our new base building mechanic in the past. The foundations of the system are now in place and you can design your own structures.
What you see here is just a quick foundation, but your tower can eventually be multiple stories high. I'll show you more in the future when there are new building elements to utilize. And to remind you: The unique thing in our game is that the alchemy tower you construct will aid you in battle and you are able to summon it to any open patch of land:
I have to head out for today, but before I forget: a warm welcome to the people who joined our Discord after seeing us at the Epic Spotlight!
After more than a year of development a full early access version of the Alpha build of my game LION is now Published, all that wish to support the development can buy the early access game and get the full game for free afterwards when is realized on 2025, if you’re unsure you can download the Demo available as well.
Before the notes we want to make it clear people playing on different versions of the game ARE NOT able to play together so make sure to update!
--UI-- Added - Live Player count on title screen.
Fixed - Kill feed grenade/gadget icons being overly large. Fixed - Proxmine and Impact Grenade not having their own kill feed icon Fixed - Interaction tooltip now shows correct Key-Binding.
--Grenades-- Fixed - Throwing knifes doing damage while stuck in an object.
Changed - Proxmine explosion radius to be 10% smaller. Changed - Impact Grenade explosion radius to be 25% smaller.
--Player-- Added - Nukes in Horde now award all players $1000. Added - Perk effects now show on screen when looking at vending machine.
Changed - All perk visual effects to be 50% less intense. Changed - Steroids perk visual effect blur to start 65 meters away, was 30.
--Settings-- Added - Players can now rebind Jump. Added - Players can now rebind Sprint. Added - Players can now invert the mouse Y axis.
--Weapons-- Changed - G3/HAR weapon aimed FOV to be more like snipers.
--Gamemodes-- Fixed - Gun Game showing nametags for enemy players. Fixed - Gun Game not loading player back to menu on match end.
--Maps-- Removed - Crouch hiding spot under pipes in refinery
I want to give everyone a huge thanks for a great launch week. I've been blown away by the reception and hope I can make Football Coach: College Dynasty the college football game we've all dreamed of. Many of you have asked for a roadmap, so here it is, along with an FAQ of some common questions I've seen.
Here is a rough estimated timeline for when certain features will be added to the game. Note that this does not mean the feature is guaranteed to be added, or that it will be added within the estimated timeframe. This is mainly used as a tiered list of priorities. It does not mean that the items will be completed in this order.
Short term, 1 - 3 months
- Smarter game simulation (various fixes / improvements / game plan options) - OOC schedule customization - More plays and formations - More coach skill badges - More booster gift conditions - Better conference realignment - Support for more conferences - Stat records for players and teams (most pass yards in a game etc) - Various league pages like game preview, recruiting class history, and more
Medium term, 3 - 6 months
- Roster file imports for players and coaches - Jersey numbers - Different difficulty modes - Mac and linux support - Steam achievements - Steam workshop integration for custom league files - Challenge modes - More in-game customization for players, coaches, conferences, etc - Team image logo support - Better in-game tutorials
Long term, 6+ months
- Release out of early access
General
Q: Is the game coming to Mac/Linux? The plan is to release for Mac and Linux eventually, hoping by Spring of 2023.
Q: Can you play on the Steam Deck? Yes, you can play on the Steam Deck. If any UI is particularly bad, feel free to post a screenshot and I can try to improve it.
Game creation / settings
Q: How can I get real FBS teams? A: Check the steam forums or the reddit/discord to find what others have posted. I hope to have a better, more centralized system, for this in the future.
Q: Can you have more than 6 conferences? A: Not at the moment, though this is something I will explore soon.
Q: Will team logos be added? A: It is not on my priority list but is something I'd like to add, but not until almost everything else is done with the game. Don't expect it anytime soon.
Q: Is OOC schedule customizable? A: Not at the moment, but I plan on making it customizable soon.
Q: Can you import players/coaches/recruits? A: Not at the moment, but will be added.
Game mechanics
Q: How do you redshirt players? Players are redshirted automatically if they play 4 games or less. If you want to preserve a redshirt for a player, you can do so by going to "Depth Chart" and clicking the three-dot menu for a player.
Q: Can injuries happen in-game? A: No, for now injuries are only applied after a game is completed. All players who played in the game are at risk for injury.
Q: Does practicing plays do anything? A: Practicing plays is just for your benefit as a playcaller to see what does and doesn't work. It has no effect on the game simulation. However, practice focuses *should* be set, as those will give a bonus in-game for the offense and defense.
Q: Is there a way to revoke NIL or scholarship offers from recruits? A: No, not at the moment. It is something I hope to add in the future.
Q: Is there a cap to player attributes? A: There is no cap, I like seeing outliers and ratings over 100 are expected.
Q: What does potential/playing time/facilities do? There are four factors that contribute to a player's development: their potential, their playing time, their school's facilities, and their coach's training. In general, potential is the most important, and playing time least, but each play a part in developing the player in the offseason.
Q: Is there a roster limit? A: No, not at the moment. There is no penalty for having large rosters, though players will probably transfer more often as you don't have enough playing time for everyone.
Q: What is school level? A: School level (shown next to prestige) is just the sum of all school attributes; meaning stadium + facilities + college life + marketing + academics levels. The maximum school level is 50.
Q: What decides who goes to the CCG? A: If a conference has just one division, the top two teams go. For two divisions, the two division winners go. For four divisions, the two highest rank division winners go. If there are any three-way ties based on conference record, the poll rank is used as the tiebreaker.
Q: What does conference prestige mean? Can it change? A: Conference prestige determines the end of year TV payout to each school, with 10 star conferences giving much money money than 1 star conferences. For now, conference prestige will remain the same for each conference throughout its history.
Q: What does realignment do? A: When realignment is on, higher prestige teams will try to move up to higher prestige conferences, and lower prestige teams will move down. It can happen every 5 years. Note that some custom universes will not work with realignment, as for now it can only swap teams between different sized conferences.
Q: Can I control where in the formation each of my players are? A: For now that can't be controlled, though more fine-tune control of personnel is on my list. However, the game is smart about automatically placing players in the formations. For example, better pass rushers will be slotted on the outside, while better run stoppers are placed on the inside. And faster WRs will generally be placed wide with better route runners placed in the slot.
Q: Are you adding play X or formation Y? A: I plan on adding many more formations and plays, including things like a QB kneel, the pistol formation, more QB runs, etc.
As a solo developer (with a separate full time job) I hope you all will be patient with me as fix bugs and implement features. Seeing so many people play and enjoy the game I've been working on for over a year has been incredible. Thank you again for playing Football Coach: College Dynasty!
Dear players, Thank you for your support of "Bio Prototype: Prologue" in the past half a month. The official version of "Bio Prototype" will be launched soon! The starting price is only $2.69 ! The release version will include: 19 characters, 40 organs, and unlimited build combinations! https://store.steampowered.com/app/1498040/_/
Learn Japanese RPG: Hiragana Forbidden Speech - studybunnygames
You can skip non-random/boss battles any time now by flipping the enemy Encounter Rate to the lowest setting using the Q or Z keys. Formerly, this setting just impacted the frequency of random battles.
1. Changed the font size of the leaderboard, now the leaderboard page can accommodate more rankings 2. The setting configuration will now be saved in the registry, and some settings will be preserved when the game is opened for the second time
Non-blocking "consulting the AI": Replaced "consulting the AI" with a brain animation which does not prevent you from taking non-AI actions such as viewing your inventory.
Edit story overhaul: You can now edit any turn that's being prompted (currently, only the last 2 turns are considered. This will most likely be a player-configurable setting in the future).
Fixed some lag issues
Added "all" ability tab which is default
Fixed/balanced using the conversation window during combat (enemy gets a turn afterward)
Fixed new location prompt to not cover up log text
Implemented scrolling text animation to more easily see what text is new.
Replaced "AI decided that" with an AI icon.
Increased wombo time out for times where wombo is extremely slow
Added kobold API key for free cloud gen (this is a completely optional field for the kobold horde priority/karma system)
Allows instant running away from enemies (take damage without consulting AI) unless in Insane mode