Legends of Astravia - studioalemni
February was a very productive month, and development on the game is going well. Similar to January, the focus is laying down the foundation and organizing, while simultaneously working on the game's content.

No Longer "Solo"
The first key detail I'd like to mention is that the project is officially no longer a "solo" project. Granted I've always had help from various collaborators and freelancers, I have not had anyone actually assisting me with development. But that's no longer the case, because Fangsoft has joined the team to help me get Legends of Astravia's first chapter to the finish line!



She first helped with the project by composing the soundtrack for Ch1 in early 2022. And now, a year later, she's officially a member of the team.

I cannot understate how big of a help Fangsoft has been so far, and it's only been a few weeks. She's helping tackle the overwhelming number of tasks, including production, writing, and planning. I was very wary going into the year, thinking that it just wouldn't be possible to finish the game in a timely manner by myself, but thanks to her, I have renewed confidence in the project and its release.

She's also Astravia's resident Screenshot Expert™, and responsible for all of the great pictures of the game you'll see in this and upcoming devlogs, as well as social media promotions.



New Tactics
With Fangsoft's help, we've taken a different approach to the game's development. Previously, I would go one area at a time, creating full and complete maps with all of the little details. While this made for great promotional material, it also lead to "tunnel vision".

But thanks to this new method, all of the groundwork and infrastructure has been laid down, and Oliver is already able to reach the credits! A rough version of every map from start to finish is created.



In this ant-sized preview, nearly the whole game is mapped out. Many of these are still empty shells without any interesting details, but it's the perfect starting place for creating a real game. It's also really motivating!

The immediate areas after the demo also received some touching up. Mordin Village is structurally finished, and just needs some NPCs to be brought to life:







New Tools
With this new approach, I needed to create a lot more placeholders, and ended up making some special tools to speed up the process.

Automation tools are incredibly important in game development. If there is a task you find yourself manually repeating over and over, there is a good chance you can write a script or macro to make it go a lot faster.



In this case, we needed placeholder graphics for every object in the game. Characters, enemies, items, doors, etc. But I wasn't about to create hundreds and hundreds of graphics by opening an image editor, saving the file and naming it, or even copying each file repeatedly and renaming it. This would have taken days.

Thus, I created "Astravia Tools"-- a separate RPG Maker project written in the same old Ruby, that can handle this particular task, and any future ones.



For now, there is only one function in the tool. But it packs a punch: I feed it a Comma-Separated Values (CSV) sheet with every single filename I want generated, its dimensions and a color, and it spits out an image file for each one.

This allowed me to take my spreadsheet asset list and turn it into workable files--within minutes instead of days.



I'm honestly a little excited to see what other development tasks I can streamline by making tools like this!

Other Notable Progress
Overall, this month felt super productive. Here are a few more things that didn't really warrant their own section:

- Created lots of additional documentation, including a spreadsheet that shows how every map in the game connects.
- Completely planned the structure of the game's other major dungeons. The final dungeon is more than 3x the size of the one in the demo!
- Cleaned up some code and fixed a few really sneaky bugs

I'm looking forward to sharing more updates at the end of March as the game continues to take form. Thank you for your continued support!

-Jaiden
Portal Dungeon - DuskDogStudio
Hello everyone, a small preview, we will carry out a major update on 3/24, please wait patiently for the follow-up update notice!

Bug fixes and updates
  • Added 3 new items:

    Book of Earth: Throw 1 stones at nearby enemies, up to 10 stones, each causing 500% base damage.

    Horn hat:When jumping, a shock wave will be generated to collide with the enemy to cause 150% (75% damage increase for each) base damage.

    Energy glove: Consume all the shield value to cause 1000% damage of the current shield amount to the specified location, and restore 20% shield value for each enemy hit.

  • Added three scene curses.
  • It is now possible to save custom game options.
  • Boss enemies will not chase non-player units now.
  • The UI display of health bar and shield has been changed.
  • Adjust some prop bullets to reduce the delay caused by too many bullets.
  • The blood volume adjustment of the boss in the fourth stage: 90>80, the blood volume adjustment of the summoned monster: 38>43.
  • The character [Shield]'s skill 2, the upper limit of the bullet size, has been increased by 50%.
  • Fixed the problem that the prices of random chests in the shop would overlap.
  • Fixed the abnormal behavior of the boss in the elite level.
Elkabir - Elkabir
what's new
  • In this update, we have replaced some of the sounds
  • add some updates
  • The photo option in the main menu of the game has been removed,
    We are currently working on the rest of the new updates
Mar 3, 2023
Pixel Piracy - Vitali Kirpu
Hey!

This Friday's Update is in!

  • Added Plague System. Your Pirates can now get Flu from others (Plague Modifier increases appearance chance of Patient 0, who will eventually infect everyone).
  • Added Flu Medicine to the Witch Shop.
  • Equip Browser -> Item Sprites are now 50% more Compact.
  • World Map Tooltip now shows if there is a chance that the tile has a Monster Appear Chance.
  • Fixed Bug where Sushi was not removed properly after consumption.
  • Fixed one instance of memory Leak that was happening when you removed all ship tiles.
Mar 3, 2023
BOWLOUT Playtest - Seppo
Heya Pins ːsteamhappyː

It's been a while since the previous update. Our full-time working period is done and we're currently busy with internships. However we were still able to get some content done for this update and we're also still planning to release BOWLOUT this year!

Let's get into what's new / changed.

Reworked UI
This updates changes the game's UI to better fit with the game's artistic style.

Wave Bar & Timer

We've changed the Wave-Indicator into the new Wave-Bar, giving more information about the current and upcoming waves of enemies. Visually, it also fits better with the game's style.

The same can be said about the Timer, which has been given a new icon and updated look.


Febeph's Health Bar
Febeph's original multi-layered HP-bar has been reworked into a segmented-health bar. It's also been given a new look. Febeph's Icon will also change when his shield has been disabled.




Pause & Settings Menu
The TV looked a bit flat before. We've improved it significantly by making the background animated and putting some extra detail in, such as scratches and filters.



The settings can now also be accessed from the Main Menu -- which has also had some slight improvements.



Achievements
We're currently working on implementing achievements into the game. We'll implement these upon release. Here's a sneak peek at some of the icons.



What next?
While updates will be slower than before, we are set on releasing BOWLOUT this year. Exact date and pricing remain to be decided.
We hope to see you at release page as well ːsteamhappyː
Continent of the Ninth Seal - GM-Ellesmere


Greetings Actionists!

The harder the battle,
the sweeter the victory.
Take up arms and rejoice!

Bring forth your skills. As only one can be called as the champion!
Winter cup pvp tournament in around the corner.

We are holding the Winter Cup PVP Tournament!

Tournament Stream Link:

SEA Winter Cup: https://www.facebook.com/watch/live/?ref=watch_permalink&v=1828121757587667
EU Winter Cup: https://www.facebook.com/C9.VFUN/videos/2544219562409417
US Winter Cup: https://www.facebook.com/C9.VFUN/videos/1363302957846534

Tournament Schedule:

https://forums.valofe.com/forum/c9-global/event/68826-blizzard-battle-blitz-c9-winter-cup-tournament-schedule

As celebration of this Winter Cup Tournament, we are holding a special event!

We have prepared two event campaigns and everyone is invited to join and participate! There are prizes to be won!

Be sure to check for the event details below!

https://forums.valofe.com/forum/c9-global/event/68876-winter-cup-livestream-event
Dark Corridors - PeazBlack
Hey Everyone,

It's been a long time since we started developing 'Dark Corridors'. There are still a few things we want to add including multiplayer.
So we decided to go for Early Access. This way we can also involve players in the development!


Stay tuned for the Early Access release date.

The Ghostfire Interactive Team
Mar 3, 2023
Scare Girl - CarlWheezer Fan
My c drive came from having 7 gigs to 82 gigs i really love this engine which is called unreal engine but sometimes it pisses me off i literally have a 14 terabyte hard drive waiting for me to use but no unreal is just going to keep taking my c drive space i even uninstalled the epic games launcher to set it in my e drive which has 14 terabytes but i can't open the project unless it's on the c drive so i put it on the c drive now i can open my project. So im going to stop messing with that and focus on level 2 haunted house and the multiplayer lobby and list of players and a search for server. I really want to work on this game a lot but unreal engine is just being lame right now. I love this engine tho but it pisses me off sometimes if u ever want to achieve something in life just do it but not always cause something might go wrong. So yeah i can open my project thank God. But my project i saved it to my e drive which has 14 terabytes but unreal engine is still going to take my c drive space. i could try installing the engine to my e drive but i don't want to take any risk anymore im better off just buying a new pc with a bigger c drive. Oh yeah and soon i might gift The outlast trails the game to 4 people when its out all u gotta do is comment and send me a friend request but not now i Already know who I'm giving a copy to but the other 3 is on you. oh yeah and i don't work this Friday i got lucky and i worked hard Monday through Thursday. since i got 82 gigs ill work on this level 2 haunted house.
Bramble: The Mountain King - benny_merge


Hey everyone!

Bramble: The Mountain King is home to a wide array of creatures. Whilst some may be friendly, others are not - be careful who you trust as you journey to save your sister Lillemor.

Gnomes are creatures that feature heavily throughout fantasy, mythology and folklore.

Check out some of the Nordic lore behind these creatures, and how Bramble: The Mountain King draws inspiration from Scandinavian folklore, in the video below:



Bramble: The Mountain King releases on April 27th 2023 - Wishlist now on Steam!

https://store.steampowered.com/app/1623940/Bramble_The_Mountain_King/

Don't forget to follow us on Twitter and Instagram for more news and content.

Speak to you again soon,
Your Dimfrost Studio.
Mar 3, 2023
Lost Region - Delraid


Greetings! On to news blog.

Be sure to check the full weekly report following the link.

Keep the gun safe

We've been working on the Lost Region dynamic gun durability system. In the game, guns will now have a limited lifespan, and if they reach the end of their durability, they have the potential to blow up, causing damage to the player. But that's not all - the explosion can also damage the player's vision, making them an easy target for other players in the game. This new feature adds an additional layer of realism to Lost Region and encourages players to be more mindful of their weapons and how they use them. As a skilled mercenary, it's important to keep an eye on your gun's durability. If a gun's durability is low, the gun stats will also suffer, making it less effective in combat. This means that players will need to regularly repair and maintain their weapons if they want to stay competitive in the game.

Round of fixes

As we approach the final stages of development, we are focusing on optimizing the game's performance to ensure that players have the best possible experience. This is a regular optimization wave in the development process, and we are working hard to make sure that the game runs smoothly on most PCs. Our development team is currently working on improving the game's graphics, fixing any bugs, and enhancing the game's overall performance. We want to create a game that not only looks amazing but also runs seamlessly, even in the most intense moments of the gameplay. It's a routine that needs to be done once in a while. And this while has come.

Thank you for staying with us, have a great weekend! ;)
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