In the "Off We go!" update, an in-game "Guide" has been added to Crossout. You can open the “Guide” via the main menu (the "Guide" menu item) or by pressing the special question mark button in the upper left corner of the garage screen.
In the “Guide”, any player can read tutorials, hints and clips that will help you in assembling cars. Also these tutorials will tell you about other features of the game.
What else do you think is important to cover in the "Guide"? Write in the comments.
For more information on Crossout, follow these channels:
Check the schedule to find out what you can expect over the next few weeks, ARKS!
From 12/28/22 at 10:59PM (PST) through 1/2/23 11:00PM (PST), the following campaign will be active:
Additional effects on players
Additional Item Drops
HP Recovery +100% Natural PP Recovery +100%
Infernium
*The campaign boosts will also apply to randomly occurring Urgent Quests that are the same as the ones specified here.
Pre-announced Urgent Quests and Concert schedule
Please visit this page to see the schedule. *Please note that some pre-announced Urgent Quests start at the same time, and you will only be able to complete one of them. *Randomly occurring Urgent Quests may start at different times than those listed above.
Precautions
The content and schedule may change due to unexpected operational complications. Thank you for your understanding.
New server - S29 opened on December 27, 2022. Join the official Discord community, Contact the administrator to receive gift packs and more. https://discord.gg/YhNASXq8Kr
I'm Étienne! I co-founded Fika with my friends and I'm the animator and VFX artist on Ship of Fools.
Let's talk about animation! Just like Ariane said in the last dev-blog post, a lot of work and iteration needs to be done before you can find the right art direction for a game, and that counts for animation as well! Let me show you the (many) steps we took to find the right way to make things move in our game.
I focused on traditional 2D animation at university, so instinctively I decided to use that method during the very early stages of conceptualization. Taking inspiration from XCOM’s developers and how they created an all-animated "fake" gameplay video to pitch their game, we created this little 17 seconds clip called a previs (pre-visualization). Everything is animated frame-by-frame.
-CLIP01-
Some good ideas, some bad ones, funky little Fool designs and an isometric boat! This previs video, while being a very useful clip early on, took SO much time to create. It became clear to us that using traditional animation for our main characters wasn't the brightest idea for our first game. But that’s why we try things!
Here is the same Todd design you saw in the previs, but this time Todd is a puppet rigged in a software called Toon Boom Harmony. I was still trying to use the tools I was accustomed to and Harmony is what I learned to animate with originally. It looks fine, we even re-did the puppets in the same software after Ariane redesigned the Fools.
As the art direction for the game was getting clearer, we realized that Harmony wasn't offering us enough liberty to obtain the render style our artists were giving their illustrations. We wanted more details, more textures. Hence came Spine!
Spine is a wonderful software that allowed us to easily rig high-res illustrations to keep the level of visual polish our characters needed to fit their environment. Todd and Hink were fully animated in Spine, as were some enemies. But following some development shenanigans and technical tests, we decided to move again. We took our Todd and our Hink, our animations and our designs, and we moved to the 3D realm of Autodesk Maya...!
😯
Yes! Everything in Ship of Fools is animated in a 3D environment. Marc-André, our lovely Tech Artist, joined us during production and his skills with rigging in Maya were too valuable to ignore. Integration in Unity was also a lot smoother and we had access to all the data from the rigs, textures and materials. We finally found our animation home!
A lot more could be said about the animations in Ship of Fools, but that's it for now! I've rambled long enough. Hope you liked this little sneak peak at us learning to make games. And we are not done learning! Thank you all so much for the love and support, that's why we do it ♥️
Happy holidays, enjoy a complimentary clip of me doing refs for the paddle attack as a gift
Now that the Stormstrider is ready to sail into the Forgotten Waters make sure that you...
Join the official {LINK REMOVED}Ship of Fools Discord to chat with your fellow fools and discuss all things about the game! 💬
Played the game? Make sure you've left us a review! Let us know your feedback and thoughts via the Steam Review system! We really appreciate each review we receive!
We've expanded the Attack Wave information panel to show the current and the next attack wave. This will help you prepare for the invulnerability and weaknesses of the next wave.
Changes
Improved the Attack Wave information panel by showing the next attack wave.
Bugfix - the cursor sometimes remained as a "hand" when exiting the game and returning to the main menu.
Improved the texture used on the Bunker.
Moved the Main Menu icon next to the mini map.
I hope you enjoy the changes and have a great new years' celebration.
After the Steam Next fest in October, we have been in full bug bash mode, but taken the time to sneak a few holiday goodies into our free demo to make the game easier on the eyes and fingers.
Dialogue auto-advance
We have added an auto-advance feature to the dialogue system so you can enjoy the cutscenes with much less effort. Pressing TAB or the X/Square button during dialogue will cycling between two advance speeds and manual. Your preferences will be retained between gameplay sessions so sit back and enjoy the 90s!
Language! Idioma! Sprache!
To make enjoyment of our ensemble dramedy even easier, you can now choose between Japanese, Spanish, German, and Simplified Chinese! The operating system language will be used by default on initial installs, but you can change at any time with the refined OPTIONS menu.
Playback camera system upgrades
We squeezed a shot composition and lighting editor into the playback camera system, so on level clear you now can enjoy a wider range of desaturated pastels, lights, and bloom settings as Powerslyde takes the stage.
And many, many more small upgrades in sound and graphics we don't have changelists for right now, but trust us, it's better, and all thanks to your feedback!
Beta testers wanted!
There are still a few months to go before we release the retail version of our game, and we're spending our days hunting bugs. Do you think you have what it takes to help? Send us a comment or message on social media we will review your application for beta testing and give you access to a deeper version of the retail game to tinker with.
See you soon, god fortsättning, and 良いお年を! /151a Team
The year is coming to an end, and we're ready to roll out the last patch of the year! Here's the list of changes in The Darkest Tales v1.07:
Fixed one of the backtracking softlocks in The Madness.
Reworked enemy respawn system.
Fixed an issue where players were not able to complete some levels for 100%.
Tweaked the AI of the Mantis boss to be more forgiving at low difficulties (no changes in hard mode).
Removed firefly for NG+ in The Arrogance.
Fixes for the Goose mini-boss fight.
Fixes for The Pinocchio mini-boss fight.
Fixed textures and invisible walls in Gullible.
Fixed a new softlock in The Arrogance.
And that's it for the updates!
By the way, did you know that we're holding a Holiday Giveaway and Steam Badge Hunt event in our Discord server? Make sure to check it out for a chance to win a free key for one of 101XP publishing games!
Thank you all for the support throughout the year, we can't express how happy we are for the community that gathered around our project! Merry Christmas and have yourself a joyful New Year, friends! 🧸 ❤️