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Running (EU): from 18/02/2023 at 4:00 PM CET till 20/02/2023 at 12:00 AM CET Running (NA): from 18/02/2023 at 10:00 AM EST/7:00 AM PST till 20/02/2023 at 6:00 PM EST/3:00 PM PST
Welcome to this new devblog! As you may know, the Open Playtest is approaching and we would like to thank all the players who are helping us a lot to prepare this event. It’s always a pleasure to see players enjoying the game while we still have a long way to go. Don’t forget that to support us you can participate in the Kickstarter here, add the game to your wishlist on Steam here and join us on Discord here! Don’t forget to share the game and the different networks around you!
Open Playtest! February 25th & 26th
In the previous Devblog, we announced an Open Playtest! As a reminder, this one will take place on the following dates:
Start: February 25th, 2023 09:00 am (GMT+1) End: February 26th, 2023 22:00 pm (GMT+1)
This open playtest is an essential step for us, we want to introduce the game to as many players as possible and allow them to have fun and enjoy themselves throughout the weekend. We also expect several Twitch streamers to come and play during the playtest.
We count on each of you to share the existence of the open playtest around you, to your friends, your relatives, your steam contacts, discord, etc… To participate in these playtest you just need to request access directly on the Steam page.
Stress Test
To prepare for this playtest we have already set up 2 stress tests and this will continue next week with other sessions allowing us to observe different criteria. Contrary to a classic playtest, the main objective of a stress test is to test the performance of the servers and for that we need a maximum of testers. The goal is also to receive feedback from players on the overall feel of the game, knowing that we are constantly working on those aspects of the game that make for an enjoyable experience.
We will keep you updated via Discord on the dates of the next stress test.
To participate in these stress tests you just need to request access directly on the Steam page as same as in the same way as for the playtest.
UI Design
In the previous devblog, we informed you that we were starting to rework the user interface. Currently, the UI is purely functional, it is neither thought out nor aesthetically pleasing. That’s why we took some time to think and conceptualize what we want for the future of the different UIs. In order to facilitate the creation of the UI we use the Figma software which allows us to create a tree structure, to prototype, and to integrate directly the UI inside the game engine.
In this small demo video, you can see the game menu and the navigation between the different menus. This step of creation is called zoning, it’s just a matter of conceptualizing all the interactions.
At first, you will find some scrolls on the right showing possible News and links to our different networks. By clicking on the first button on the left, we access the servers page, we can see its dates on the tab on the right. By clicking we connect to the server with a loading screen. Once in the game, here is a part of the new interface, the player’s inventory, and the primitive crafting menu.
We hope this preview will get you excited! Tell us what you think about it for now.
Furnace
Every dwarf needs a custom oven! You can finally admire the 3D model of the oven. The realization of this asset started at first with the research of different references and the conceptualization of the design. The references in the dwarf universe are numerous and it was necessary to gather all that makes the dwarf its splendor in this asset. The lava of this asset was quite complex to realize so its texture matches well with the artistic direction.
Animations
We are constantly working on the creation of new animations. This week we made for example an animation about two-handed weapons, especially the sword. So you will have the possibility to equip different weapons and we are currently working on the possibility to equip a secondary weapon with the left hand.
Concept Art
We are happy to have welcomed a concept artist to the team. This newcomer allows us to make the work of our 3D artists much easier. Here are the first concepts for assets in the game, more precisely the Engineer Workbench and the Wood Workbench with 3 different levels. This is the same logic as for the Blacksmith and will be the case for each of the workbench.
What's Cooking?
At the moment we are working hard on the success of the next playtest and for that, we are analyzing the different performances during the stress tests. The role of the testers is essential for this. We count on you all. We are also preparing for the arrival of dungeons in the game, the addition of new weapons as well as the arrival of explosives to attack the opposing bases and get a first loop of gameplay allowing raiding!
We are always very happy to read all your feedback and to discuss with you on discord and during events like the one we are going to have next week
Well, that's it for today.
Again, thanks for all the support guys, and be ready to test the game on February 25th. Join the discord here! Don’t forget you can participate on Kickstarter here and wishlist the game on Steam here!
I am currently preparing a major update. I will be adding 8 more Achievements to the game, so they are currently pre-listed in the store. Please wait for the update as you will not be able to unlock them in the current version.
City Game Studio: Your Game Dev Adventure Begins - Binogure
Hi everyone!
Well, are you waiting for something? Just kidding, I've been working hard this week too with adding details to the game like wearing glasses. So yeah, that's pretty useless, but it's done. Maybe later I'll add the option to wear a mustache or to customize your character more. I'm not sure that's super important for a management game like City Game Studio, so you tell me.
Otherwise, this week, I fixed a major bug that made City Game Studio crash. Also, it's the stabilization of the unstable version, I corrected about ten minor bugs this week. In other words, I'm giving you an update with little details if you know what I mean.
Preparations for the anniversary update of City Game Studio, which is going to celebrate its 4 years already, are going very well, we're in time. Come on Tuesday, there will be a lot of cake!
See you on Tuesday, Have a good weekend to all Xavier aka Binogure
The Dawning Clocks Of Time - Director's Cut - spacefarergames
We've added AMD Radeon / RYZEN Series optimizations to the game. When launching, you will be presented with a AMD icon when this mode is enabled on these GPUS automatically.
With these settings applied, the game will run at optimized settings with these GPUS. You will be presented with the AMD Gaming Evolved logo when starting the game, indicating that the mode is active.
You'll see smoother graphics, improved movie playback speeds and better post-processing. We have also resolved a glitch that would cause the AMD Software Overlay from minimizing the game or not appearing at all.
Additionally, when running on the RYZEN hardware, the game will switch to DirectX 12 and attempt to use DirectX 12 Ultimate if the GPU supports it.
We have changed the game's system requirements to reflect this on the Steam Store page.
Non AMD GPUs will be presented with the regular 'Performance Mode', which can improve speeds on non-AMD GPUS.
NOTE: The AMD logo is a trademark of AMD. We show the logo only to promote the game's support for AMD RYZEN GPU's, and not for promotional or affiliation purposes.
Previous Revision Notes:
-We've fixed a bug where a Time & Space relic was not accessible in Kalyk. -We've fixed a bug in the menu where the font for items was too big. -We've fixed a bug with an infinite loop when viewing the Cartographer's Sphere from the main menu making it impossible for the user to return to the game. -The launcher will now detect the OS language and display it to the user. This is for future voice pack and language packs. -We've improved shader performance. -We've improved engine startup performance. -We've Fixed a bug with options not applying correctly on the launcher. -We've Fixed a bug with AMD Radeon Software Overlay. -Reduced system requirements due to engine optimizations on launcher. -Fixed a bug with cinematic encoder. -Upgraded engine version that supports DirectX 12 and DirectX 12 Ultimate if running on an AMD GPU, allowing upscaling using native AMD Software methods.
English ############Content############## [Deset of the Trapped]Shade creatures now appear in the otherworldly version of the Desert of the Trapped. However, they will not go near the pyramid. [Encounter]New Encounter: You may now find "Stolen Washing Machines" in the forest in Siberia. (West part of that forest, behind some trees, the location is a bit random. The encounter is repeatable.) For more details of this encounter, here is a wiki page: https://neolithia.fandom.com/wiki/Stolen_Washing_Machine_(Encounter) [Environment]Burning effects in the hot environment now cause more damage. [Environment]Cold environment will no longer cause your fire skill's power dramatically decreases anymore. (Negative impact on fire skills changed from 66% to 20%) [Effect]New effect: Oiled. (Reduce the target's fire/burn resistance. Increase the burning damage on the target. Also, decrease the target's speed a bit.) [Item]You can now throw Food Oil on enemies during a battle which may apply the Oiled effect. [Battle Calculation]Physical/Magical defense can no longer reduce an incoming skill's base power lower than 33%. 简体中文 ############Content############## 【被困者的沙漠】暗影生物现在会在异世界版本的被困者的沙漠,但是不会靠近金字塔。 【遭遇】新的遭遇:你现在可以在西伯利亚的树林中发现被偷走的洗衣机。(在西面的树林里,那些树的后面,出现地点有一定随机性。这个遭遇是可以重复发生的。) 更多关于这个遭遇的信息可以在维基上找到:https://neolithia.fandom.com/wiki/Stolen_Washing_Machine_(Encounter) 【环境】燃烧效果现在在高温环境下会造成更多伤害。 【环境】寒冷环境不会再让你的火焰技能变得非常没用。(效果减值从66%改为了20%) 【状态】新状态:油浸。(降低目标的火焰/燃烧抗性。增加对目标造成的燃烧时的伤害。同时,略微降低目标的速度。) 【物品】你现在可以在战斗中对敌人丢食用油,有可能造成其进入油浸状态。 【战斗计算】物理和魔法防御无法将一个技能的基础伤害降低到原先的33%以下。