It's the start of a new week, and I've got some fresh news from the development. As you can see in the last hotfix, last week went all great; we delivered a lot of fixes and some improvements to the menu I've covered previously.
Let's see what's in the bag for this week:
Main Menu integration
We want the new menu to be more integrated into the game scene, so we will replace the Pause Menu (when you hit the ESC) with it. It means ESC will open the full-screen menu where you can save, load the current game, or start another game quickly. No more switching to the Main Menu and back from your games.
It requires us to make some addition, like the ability to save a game on the Current Hame tab and some additional actions inside the editor.
Tracks construction UX
We got a whole category of UX improvement of construction (and bulldozing) planned for this month, and tracks will be the first. There are two improvements planned
visually, we want you to give a clue about a newly built track, and
tracks will bend automatically (you can cycle options with a mouse wheel)
As you can see, connecting two points will be as easy as clicking on the origin and the end. The game will calculate the track in between these points for you. You can still click in smaller segments if you want more granular control over the outcome. This will be the UX improvement of the month. It will not matter if other tracks need to be crossed! We could apply some hard limits on the maximal length of the track to make that happen.
New System Upgrades design
We've finished the System Upgrades design for 1.0 and are now prototyping the UI before implementing it. I can say now that Upgrades won't be categories (Contracts, Automation, Control, Interface) but according to the type of traffic (and color).
We will have three types of traffic (or contracts)
Through (green)
Flip (red)
Freights (blue)
Every category will have its Upgrades to unlock, divided into Tiers, and an ultimate goal of the Endless map will be operating all of them in some amounts. Automation will be a great help to accomplish that. The primary metric will be the "trains dispatched per cycle," which also gives you the progression in the Tiers dimension. I will talk details later, but you can expect a whole reworked freight traffic contracts and automation of your freight yard just in your Endless maps by 1.0 :-)!
All screenshots are works in progress and do not represent a final state. That's that. Be sure to drop me some comments below or on our community Discord.
There are many more changes in the pipeline, but I've decided to split them up into several smaller patches. So if there's anything I haven't managed to do now, expect it in the next few patches.
There are problems with excessive randomness in building a build. The following changes have been introduced: -Now if you don't have enough slots for items you can replace one of the old ones. -Increased drop chance of items from elite opponents. -Rareness penalty for elite antagonists and mimics has been reduced (rarer items may be dropped more often). -You now get 2 items per Challenge. One for activating it (but with a high rarity penalty), and the other after killing enemies. -Basic chance of dropping epic items is slightly lowered. (Slightly held back by the player's buff associated with all the other changes).
You can now see the characteristics of your weapon in the "Stats" menu. It's a very limited statistic so far and not detailed enough, but the functionality will be expanded in the future.
Balance:
Summoned creatures have decreased hitbox of collision with each other (hitbox of attack remains the same). Summoned creatures have a 33% penalty to boss damage. (Only applies to melee combat. Exceptions: "Chicken", Earth Spirit and companions). Defender: The creature tries to protect the player. Duration: +30|60|100%. -> The creature tries to protect the player. Duration: +25|50|80%. Slimes: Added - Penetration: 50%. Trident: Lifetime 8 -> 6.5. Wolf: Crit chance 25% -> 15%. Crossbow: Now has a maximum number of targets (5). Boomerang: Damage +2. Hammer: Damage -10 (in total). Added - Global Bonus: Abilities with Penetration or Adamantite get a 25% damage bonus. Flag-bearer: Trying not to go too far.
As always: If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue (my crystal ball is currently in the dry cleaners). This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Bug fixes
There were instances where zombies could get stuck in places where they couldn't be seen or shot by the player. This was keeping players from killing the last zombie(s) and progressing to the next wave.
It's been a few months since the release of TRAFFIC so I've decided to permanently reduce the price and start marketing for my next project.
I've added a lot to this game since its' initial release and I'd still like to add controller support but I've got quite a bit going on right now so that'll be on hold for a while longer. As thanks to everyone who played TRAFFIC I've attached a screenshot teaser of my next project which should be releasing in March 2023. If you enjoyed TRAFFIC consider following my social media stuff for further announcements! (:
We are excited to bring to you version 0.08 of ArcRunner today! Lots of changes and fixes have been implemented with this one and we can't wait for you to see them in-game!
See below for the full patch notes:
Version 0.08
Added FOV slider in Settings menu
Game now pauses if controller is disconnected
Added missing executable file details
Multi-player & Single-player save files are now separated
Added simpler weapon descriptions
Reworked weapon pickup UI so it takes up less space
If you die in a boss encounter to any enemy, CHIP now assumes you died to that boss and gives you appropriate hint
New Ninja stealth effect
New gadget charges UI
Added some sound FX on Armoury
Added some extra time padding at the end of an Intro Cutscene
Fixed issue where player picked up a lootbox item with JUMP
Fixed issue where grenade trajectory stayed onscreen after double-tap
UI now updates after choosing an Armoury weapon
Player can no longer move while Pause menu is open
Fixed small leg animation "flick" when stopping
Un-localised un-needed UI elements
Fixed an issue where AI cores were dealing double damage
Fixed an issue with spacing on loading screen tips
Good day, everyone! I am Tiramisu, the developer of Ntraholic, and I am so excited to announce that we now have steam store page up!
Ntraholic is a R18 RPG NTR game.In this game, you play the role of Ryunosuke: a spouse poacher and a known womanizer. Ryunosuke is the owner of two apartments when a young couple visits him to see if they can become new tenants. The young wife Chiho is very attractive and Ryunosuke is smitten by her beautiful face and voluptuous curves. In order to get to her Ryunosuke makes a bet with the succubus Lilith, who grants him powers to thoroughly conquer Chiho in 90 days. You must completely convert Chiho into Ryunosuke’s love slave. If you fail, the price you pay will be your soul!
The game, made for PC users, will feature some fun minigames and a number of scenes. Scenes are a mix of high-quality CGs, high resolution pixel animations and solid live2d animations!
Different from the usual H-RPG games, who focused more on SLG, we implemented the gameplays with our sex scenes and make it a fun to play with.
Besides, even though this game is more towards netori, we do provide some secret POVs from Shoat(Chiho's husband) to address the NTR feelings. More about Shota's point of view will be seen in the later part and the after stories of the game.
Lastly, I want to give credit to our great inspirator, the developer of Ntrlegend. He is the one who inspired me to work on this game. Also, I want to thank him for kindly giving consent to us in continue with Ntraholic and backing us mentally. More of our story with Mr. GoldenBoy with be told in a later post.
P.S. We are currently looking for publisher with a good follower base and we also welcome any curators in steam to play and review our game! Contact: tiramisulovesntr@gmail.com