What a wonderful week, and here's another Monday and Rail Log from the development of the Rail Route. I told myself I could keep you more in the loop, especially after creating the #dev-logs channel on our community Discord. Let's cover the most important thing first.
Track Building
We are not happy with how our construction works (in terms of user experience), so we address it with improvements. Tracks were the first to hit the train of refactoring. But video can describe the situation better than a thousand words, so let's check it out first:
As you can see, you don't need to lay out each piece of track but connect two points, and the game calculates "what's in the middle." But that would not be enough. Initially, we thought you could cycle through the possible layouts with a mouse wheel, but the result could have been more staggering. Then we tried a different approach, and that was the right hit.
You can select the beginning or the end of a new track and rotate it with a mouse wheel while building the track. It feels so smooth once you get the grasp of that. We are introducing four new keybinds as additional actions during constructions (Q, E, Z, C, or d-pad on the controller). In this situation, you can use them to select the track endpoints and upgrade/downgrade or rotate the signal in other examples.
In short, this will follow:
Ability to take and move every element (signal, sensors, CY)
Improved bulldozing (whole tracks by default)
Sensor placement won't cut the track in two (breaking your configs)
System Upgrades Restructure
I've covered this previously, but let's go into more detail. We don't see the current structure of the Upgrades as best for several reasons. One of the issues is the need for more natural progression, but Upgrades can be seen as overwhelming and need to be more structured for new players as well. We, who have played the game for more than three years already, must not forget that, in the shade of our curse of knowledge.
The most notable change in the structure is we want the Endless mode to have a goal like the other two modes. To give players a sense of progression and satisfaction. And once it is all about automation and traffic optimization, we build up the structure around that, dividing the Upgrades according to the traffic category.
If you reach certain thresholds in your trains per cycle counter, you unlock more until you get the star - an ultimate reward for each category of unlocks. The upgrades in the corresponding categories are here to help you achieve that, allowing you to automate everything. You'll also unlock a new category of Upgrades pretty soon, so it's up to you to start including red traffic or just continue filling the green bar.
We are dropping nearly all the Interface upgrades as they feel superfluous. We just make most of them unlocked by default. We could have introduced the interface upgrades, little different ones to these. If we do, they will be global, and once unlocked, you'll have them available on all your games.
Next to it, we would like to introduce more granular unlocks in terms of sensors below the arrival or routing "sensors tiers." I'll write about them once they are assigned to the development week sprint in another dev log.
Accept Sensor
You probably know the "Auto-accept" upgrade. It unlocks a toggle for every station to accept the incoming trains automatically. We don't like toggles and UI, so we redo this toggle into a buildable cheap sensor. After unlocking it, you would place it either on a platform or next to a station - we have yet to decide - maybe you can share your thoughts in the comments. But this sensor will allow us to do a more detailed configuration of auto-accepting (whether to accept ANY trains and where) and will be much better aligned with the rest of the game. We'd like to take this approach once iterating over other Upgrades content.
Main Menu Integration
It's nearly done, but it still requires a day or two to polish it up. But a seamless transition between the menu and the game is there. We'll need to improve the Current Game tab even more to show some statistics about your current game, for example, but we'll leave it on the roadmap and get back to it later.
This week, we'd also like to integrate the Editor similarly. No more loading between editing the map and trying its timetable! Hell yeah! Hopefully.
That's all for now. Don't forget to join our community Discord and/or share your love in the comments :). Until the next week, Happy Dispatching! -Angel
Everything in Runaria is surrounded by magic. As the wonders of magic permeate them, forests expand, and animals, trees, and even stones gain sentience.
Territories were established within the Thousand Beast Range Forest, each one ruled by a terrifying beast. The Ice Phoenix, a haughty and chilly bird, ruled the north. The elderly White Sage Tiger controlled the territory to the east, constantly engaged in combat with the Beast of the West, the Wise Hunchback Penguin.
Several species fought for control of the southern provinces, constantly at war. There, an odd pair challenged all mighty beasts. They were referred to as Slothy and Quickens. The muscles and the brains. They have quickly risen to the rank of Beast Kings, but they have larger ambitions and want to rule as the Kings of the World.
They left the forest, aimlessly wandering the world as inseparable partners. Slothy’s great endurance and unstoppable might combined with Quickens swift reflexes and quick reasoning complement each other to perfection.
They left the forest and aimlessly travelled the world, as partners, always together. In combat, they complement each other with the superior stamina and the unstoppable force of Slothy, and the lightning reflexes and fast thinking of Quickens. Their adversaries stand no chance. They make the perfect duo.
It's a very important day! Our friendly devs from Madnetic Games studio just released WW2 Rebuilder and we have a special bundle with them available now!
With our game in your Steam library, you can get the new WW2: Rebuilder for a lower price! If you don't, you can get both of them with a discount! Sounds great right?
For those of you that don't know yet: It is a simulator of rebuilding European cities after the destruction caused during World War II. It's an immersive building simulator with storytelling based on real-life history. Sounds good?
[ + ] New attack animation [ + ] New death animation [ + ] New Movement-System [ + ] New running animation [ + ] New walking animation [ + ] New turning animation [ + ] New idle animation [ / ] Further work on AI (sorting + readjusting variables) [ / ] Polished AI Script
Generals:
[ + ] Shelf-System to store items [ * ] Adjusted Save&Load System to new Age-System [ * ] Upgraded project to Unreal Engine 5.1 (More possibilitys & better performance for the first world of G.E.T.)
Our plans for this week:
[ + ] Add some effects to certain events [ + ] Start planining & creating the first world of G.E.T. [ + ] Specific building parts for Stone Age e.g. small shelter [ / ] Continue save-system (buildings, inventory, day time) [ / ] Finish Building UI (Final polishes) [ / ] Polish & Fix smaller things (icons, animations etc.) [ * ] Bugfixing
While gnomes are known for being inventors and tinkerers who use fire as fuel for their creations, a small percentage of gnomes have chosen a different route and follow the currents of magic in order to connect with the water spirits.
Despite the events that occurred on Runaria, this tribe of gnomes continued to dwell in harmony close to a lake, guarded by the formidable water spirit known as the Lady of the Lake.
This village gave birth to Ran, who, from an early age, showed aptitude and soon rose to the top among her peers as a wizard. She ascended through the Lake priesthood’s ranks and eventually became its youngest priestess.
When the disaster occurred, the villagers had assembled in front of their spiritual leader, the Lady of the Lake. The order was clear: no demonic minions were to put their soiled paws on the sacred lake.
Ran mounted on her disk and shot off into the distance; this was her chance to experience an adventure. But the reality was too harsh. All she saw was burned villages, destroyed lands, and the people of Runaria enslaved. The youth changed from a happy, tender mage to a reserved scholar.
The lake was being increasingly threatened as enemies gathered in greater numbers, preparing to launch a final attack.
With the power of the lake behind her, Ran stumbled upon the evil armies growing stronger and preparing for the inevitable battle.
Lucky Dog is a dice game where the dog always wins. There are two ways to play: A free-for-all 2-4 player version, and a 2-player cooperative version.
In the free-for-all version players take turns revealing 5 cards with parameters (such as 3 of a kind, 3 in a row, two pair, etc.) The player rolls 5 six sided dice and then may discard and reveal one new card. The player then gets an opportunity to reroll any of the dice up to twice, trying to fulfill the parameters of as many of the cards as possible. When they are done re-rolling, they take and score any of the revealed cards that the dice fulfill the parameters for. Players take turns in this manner until a player reaches 20 points, then the player with the most points at the end of the round wins.
In the 2 player cooperative version, each player will have 2 hidden cards in their hand. The player who's turn it is rolls all five dice and choose to 'keep' any of the dice, but must choose at least one. The second player takes and rolls any of the un-kept dice, then they can keep any of the dice, but must keep at least one. Players roll dice back and forth like this until all dice are kept. As soon as that happens, both players can score any cards in their hand that the dice meet the parameters for. If the players collectively score at least one card, they may keep playing by drawing up to two cards and starting a new round. If they can't score a card, it's game over with a total score equal to all the cards scored. -Description from BGG
This is a large-scale update of a technical direction. In my opinion, this game is a mirror of reality. The clearer image reflected by the smoother mirror is more likely to help players immerse in the world in this mirror. This requires strong architecture and stable game system to support. The focus of this version is to greatly reconstruct the basic system of the game, optimize functions, reduce redundancy and waste, and reasonably decouple some visual effects and logic, all these efforts make the game more robust.
Updates:
Performance optimization
[Global] Optimize physics related performance.
[Global] Optimized the performance of the character IK.
[Global] Optimized rendering efficiency.
[Global] Optimized CPU overhead when not using the game controller.
[Global] Optimized the performance of the Templar’s aura effect.
[Global] Optimize the characters’ skinning performance.
[Cinema] Optimized the performance of the timetable on the ground floor of the cinema scene.
[Cinema] Optimize the performance of ground reflection and glass window reflection.
[Cinema] Optimized the performance of lighting.
[Cinema] Optimized the rendering performance of the bar.
[Projection Hall] Optimized the performance of the lights.
[Museum] Optimized the performance of some object materials.
Improvement of graphics and animation
[Global] The aura of the Templar is more obvious.
[Global] The VFX of water ailment accepts lighting.
[Cinema] The ground reflection is clearer.
[Cinema] Glass mirror reflection is clearer at close range.
[Cinema] The shades of the lamp to the ceiling was added.
[Cinema] More light source reflexes are added.
[Cinema] The normal details of some walls are added.
[Screening Hall] The real-time lighting of the lights on the steps is added.
[Screening Hall] The dust effect in the air is added.
[Screening Hall] In the locking mode, reduced the camera jitter caused by the target walking on the steps.
[Museum] The material of the horns of the exhibit "ghost skull" has been replaced. Now it has a more physical feeling, and it is more reasonable to interact with light.
[Museum] The rendering quality of the museum founder’s portrait is improved.
[Museum] Improve the accuracy of reflection.
The following is the comparison of some new and old screenshots:
Old on the Left, New on the Right
Conclusion:
This version uses some technologies that experimented in the new level in the future, and the docking work with the new levels will therefore become more smooth. The next update will focus on the expansion of gameplay. The development of the new levels is still in full swing. Stay tuned!
We are finally announcing our crossover with a game we really love: Her Name Was Fire! There will be a patch in just two days from now (January 18), bringing crossover content to both games. In Furcifer's Fungeon you will be able to fight the first boss, unlock Fire as a playable character and gain two different weapon sets!
There will also be a Furcifer's Fungeon related content update for Her Name Was Fire, including new cards, a new sorcery and an elite enemy, coming this Wednesday 18th January!
When the Evil Gods arrived at Runaria, they brought armies of thousands of warriors. Hundreds of demon-like creatures engaged in battle under the banner of Vulcanus, while summoning the powers of the fire.
The origins of the Imp race are unknown. As a race enslaved by the Infernal God, they are used as cannon fodder in his invasions. The mysterious chains the imps wore were used by the Evil Gods to bind the imps’ souls, forcing them to blindly obey their commands and never to rebel.
During the invasions of Eureka, a youngling Imp by the name of Servius chased a group of terrified gnomes and cornered them into a small workshop. Fear and despair were evident in the gnomes’ eyes as the older one took a crafting tool and tried to hit the Imp, only for the attack to be blocked by one of his shackles. A crackling sound resonated through the room. The shackle broke, and Servius, incredulously, witnessed the binding of his soul dissipating. That marked the start of the rebellion, the liberation from the slavery imposed by the Evil Gods.
All the imps shouted the same phrase that day: “Break the chains.” Hundreds of imps rioted against their former masters and fought the Infernal legion and its warlord Vulcanus.
Servius quickly assembled a crew of imps and formed the Firebreakers Warband. He left the ruins of what was once the city of Eureka with his new team prepared for battle, and became soldiers of fortune, a group of mercenaries only moved by the highest of bids.
Far from being the most dependable team of mercenaries out there, as their loyalty sides only with money, their results are truly outstanding. They bring fire and destruction wherever they show up.