Kindred Fates - FlyPurpleSky
Single Player
  • We’ve made progress on the VFX for multiple different abilities! Here’s an example of a new projectile called Aqua Launcher.


  • We’ve been working on descriptions for each Kinfolk’s Compendium entry. They’re generally similar to the one we showed in the previous example with Shovlet, and they’re a good opportunity to convey aspects of a Kinfolk that might be less apparent when you first encounter them in the game.

    • As a part of this, we’ve also been determining the average heights for all Kinfolk. We’re pretty happy with the overall range we have!

  • There’s now an easier way to create story mission dialogue for Kinfolk on your team. Essentially, we’re able to write lines for all applicable personalities in a single node, which conserves a vast amount of space in the xNode graphs.

  • We’ve created some new shouts for Kinfolk on your team to use when you cook for them. They’ll be based on things like personality and whether or not you fed them their favorite flavor.

  • The colors for our Character Creation models have been corrected to use the intended color scheme. Previously, everything was too light and de-saturated due to an issue importing them into Unity. There’s still some slight fine tuning to be done, but all in all it’s a massive improvement.

  • There are two outfits in the works for the child human models. After finalizing the shape of the clothing models, our next step here will be making the textures for them.

  • The materials for the houses in town are coming along nicely! At the moment we’re focusing on creating the materials for the climbing ivy plants that will cover many of the houses in town.

  • The story boards for some cut scenes are making great progress! After years of only having mental images for these scenes, it’s both thrilling and eerie to see them before our eyes. It’s also interesting to discover the variations in how different people have envisioned the same moments!

  • We currently have a handful of Null Type Kinfolk (Big_Bandit, Short_Sword, and Tender_Foot) in the concept art phase, as well as one Gaia Type, Briar_Stomper. We’re finishing up the model for Little_Bandit, and the model for Briar_Heart is coming along well. The unnamed Gaia Type that was in the modeling phase last time is now in the rigging phase. Puddle_Hopper’s attack animations are in progress, as well as Tide_Walker’s standard animations.

  • The concept art for the dungeon’s interior overview has been completed, so we’ve moved onto creating more detailed concept sheets for the set pieces that will be in the dungeon. It’s important that we get the feel of these smaller details right to achieve the desired atmosphere.

  • While working on the artistic side of the dungeon, we’re also fleshing out the design aspects. Now that we have the interior overview, we can start planning the layout for the path through the dungeon. The 2D design plans are finished, and we’re starting work on gray boxing.

  • We began working on something called “pooling” for our abilities. Essentially, instead of creating a brand new instance of an ability every time you use it and then disposing of it after, we save it and hide it after use. Then, when that ability is next used, we just dust off that old one and repurpose it. This is a huge performance saver, and should reduce stuttering and lag in instances with a lot of abilities firing.

  • We’ve added support for assigning distinct locations and regions within the over world. Essentially, we can draw a polygon around an area and give it a name. This is useful for things like showing where you met your Kinfolk or their final resting place. We also implemented the logic that causes an area’s name to show on the screen when you enter its boundaries. It’s a small detail, but it’s exciting to see an addition to the UI that builds out the exploration side of the game.

  • We started an early implementation for characters orienting themselves correctly on sloped terrain. Now both the human player and Kinfolk should tilt to fit the terrain's natural curvature much more believably.

  • Our process for updating low poly terrain tiles has been streamlined to take much less time. It used to be that once we finished sculpting in an area, we had to go through a somewhat long and complicated process to make the low poly version of the tile match the high quality version. That way we can load in a less detailed terrain tile when you’re far away from it to save on performance. Now we can achieve the same result by clicking one button. So much better.

  • We’ve continued working on mission code for one of the single player's story missions. Part of that during this sprint has been making an NPC with unique behaviors and logic.


Community
  • Earlier this week, we sent out the information for Tailors/Cryptic Journal backers. If you haven’t yet, be sure to check your email for this message. You can also find the information in this post.

    • One small addition to the information we already gave: If you’re working on your entry for the Cryptic Journal, images without backgrounds are preferred, but not required.

Thanks for stopping by, everyone! We’ll see you next time, on April 7.
Camp Buddy: Scoutmaster Season - jey6292
Hey, buddies! We’re back with a host of new Scoutmaster Season updates, including the release of both the Final Animations Patch and Scoutmaster Season: The Journal! Please be sure and read the full post below, as it contains information for fans of all BLits Products and Camp Buddy!

Scoutmaster Season: The Journal Released!

After our announcement last month of Scoutmaster Season: The Journal, we’re happy to announce that the wait is over and a digital version is available for purchase on our website right now! You can purchase this brand-new artbook, which contains both PDF and PNG image formats, for $19.99 at the link provided below.

https://www.blitsgames.com/product/scoutmaster-season-the-journal/

With 210 pages of exclusive content, Scoutmaster Season: The Journal is packed full of beautifully rendered illustrations, character profiles and designs, storyboards, walkthroughs, and more! Please check out the table of contents below:



That’s quite a lot of content to begin with, but we have more to show! We’ll be previewing each of the individual sections, so check them out below.

Journal Entry 1 – Official Art Gallery:

Just like for Camp Buddy, the first section contains all major promotional images for Scoutmaster Season, including a brand new, amazing cover illustration of all the main characters! Check it out below:



Journal Entry 2 – Concept & Characters:

If you thought you knew everything about the Scoutmasters, think again! There’s lots of developer trivia, new concept art and more packed into this section for both the main and side characters!



Journal Entry 3 – Story Event Illustrations:

Since the stories are so essential to the game, each route has a dedicated section with compiled art, trivia, and sketches of each scene so you can dive even deeper into their backgrounds and how we created the game!



Not only does this section contain all the story elements, but it also contains the juicy details about each character’s sexual preferences, including a guide for the foreplay minigame for each character as well! There’s also glorious full spread pages of each sex scene, so you can enjoy all the sequences at once! Check out a sample below:



Journal Entry 4 – Development & Multimedia:

This section dives into the nitty-gritty of Scoutmaster Season, including showing a full roadmap of our development timeline, a photo minigame guide, as well as interface design process, staff and cast interviews, and even the sheet music for our main theme, Buddy Oath!



Section 5 – Fanworks:

As promised during our 2022 Fanart Contest, the winners have been included in our newly released Journal and can be viewed in this section, alongside several guest artists that you might recognize! You can check out all their entries inside the artbook!

Section 6 – Game Walkthrough:

Lastly, just like in Camp Buddy: The Journal, we’ve included a detailed walkthrough of the game, along with point values, sexual role choices, and sidequests to make getting that perfect ending even easier!



As you can see, there’s lots to learn and checkout from the previews alone, so be sure and get your copy now!

Scoutmaster Season: Final Animation Patch Released!

Following on the heels of Scoutmaster Season: The Journal, we’re also releasing the Final Animations Patch for Camp Buddy: Scoutmaster Season on both Steam and our website! This final update contains various bugfixes, as well as the final two Crack Scene Animations for both Goro and Aiden’s Route!



With these two animations, we’re happy to announce that all sex scenes in Camp Buddy: Scoutmaster Season have been fully animated!

That’s all for this patch, but you can checkout the full patch notes at the link below:

https://www.blitsgames.com/scoutmaster-season-patch-notes/

Closing Word

That’s all for now buddies, but we hope you enjoy the brand-new artbook, as well as this final animations patch! We’d also like to inform everyone to stay tuned for a Jock Studio Development Update releasing tomorrow evening – this update will contain previews, news about the kickstarter and more, so you don’t want to miss it!



Thank you again for your support as always, buddies, and we’ll see you again soon!
~Lots of love,
BLits Games







IdleOn - The Idle RPG - LavaFlame2



• Added French language!
• Added German language!
• Added 2 new Fishing Accessories -- both can be found in the W5 Crystal drop table, but more specifically are in the W5 Tree rare drop, and Wurm Monsters rare drop.
• Added the 4 starter hats as SUPER rare drops to a monster in each world, W2, W3, W4, and W5.


• When placing Tower Defence Towers, they will pixel-perfect snap next to existing towers so you don't need to precisely place towers to squeeze them all into the same platform.
• Added a "Kick Inactives" button to Dungeon Lobby, shows up if you try to enter a dungeon with people in your party missing.
• Edited the display for Deathnote, so that kills "hug" the right side, and are in a neat orderly column. Much easier to ready!
• Added major buffs to YANG cogs: from 40% Build rate / 40% Flaggy rate, to 100+% Build rate / 100+% Con EXP rate. By 100+, I mean they scale based on your highest Construction Lv (they start at 40% at Lv 1, and go up to the mid 100s%)


• Adjusted "+% EXP for Specialized Talents" to correctly also include Construction, Laboratory, and Divinity. These talents still won't help "account-wide" skills like Breeding, Sailing, and Gaming.
• "EXCOGIA!" buff from YIN cogs buffed: now includes +20% Cons EXP rate. These two cog changes were made so they remain viable in late-game as they were always meant to, as described in their Gemshop description.
• Lowered Smithing Lv Requirement for Diabolical & Troll equipment
• Lowered the time required to smelt bars. From Copper to Dreadlo, it went from [100, 400, 1000, 2.2K, 3.5K, 6K, 12.5K, 25K, 50K] to [50, 150, 350, 1K, 1.5K, 2.5K, 5K, 10K, 20K]
• Lowered Gold Twince cost for Troll helmet : 10 --> 3


• Fixed a weird bug where youd "level up!" at random times (just the animation would pop up, no actual Lv Ups. Purely graphical fix)
• Fixed a display issue where certain cards would display the monster's stats, even if the monster had no stats (like the Blobfish Critter card lol)
Mar 24, 2023
Her Heart's Desire: A Landlord Epic - Mr Big Chungus
There are now 23 different achievements in the game. Obtain them all by playing through to each of the four endings. Please enjoy.
Mar 24, 2023
AChat - rbskft
New position for male-female and male-shemale couples

Mabinogi - Arciellia


Join Community Manager Arciellia and the GMs to celebrate 15 Years of Mabinogi together! There will be plenty of shenanigans and prizes you won't want to miss out on! Join us on our Twitch.tv channel, Tuesday, March 28th at 12:00 PM PDT (3:00 PM EDT). As always, there will be giveaways throughout the stream.

Check out the 15th Anniversary GM Event details here!

Don't miss out on the fun. See you Tuesday!
Mabinogi - Arciellia


Come celebrate the 15th Anniversary of Mabinogi in-game with some of the team members! Meet your GMs and reminisce about 15 full years of Mabinogi! Wait... is that cheese I smell?
-Time-
Tuesday, March 28th, 2023 

Pacific (PDT, UTC -8): 12:00 PM - 1:00 PM
Eastern (EDT, UTC -5): 3:00 PM - 4:00 PM
Paris (CEST, UTC +1): 9:00 PM - 10:00 PM
-Location-
Channel 3 & Channel 5

Near the East Blago Prairie Moon Gate


-Event Details-
  • Log on to your character at the date and time shown in the above schedule, and visit the location.
  • Meet up with the GMs of the Mabinogi Team to hang out and chat! 
  • Watch out though, as you may encounter monsters in your path!
    • Wait ...  what is that over there ... is that The Ghost of Katherz?
  • Bring your friends and your pets to spend some quality time with the Mabinogi Team. 
  • Special rewards will be provided to all who attend!
  • CM Arciellia will also be livestreaming on Twitch, with giveaways!
-Rewards-
  • Special rewards have been prepared just for you by the GMs!
  • The rewards will be sent to the Mailbox of the character who attended the event.
  • Please look out for the mail reward after a future maintenance, to be announced!
Mar 24, 2023
Shadow BoXR - 3Pupper Studios
Fixed bug causing some songs/difficulties to fail to load their choreography.

Improved haptic feedback to be based on user hit quality and power.
Swords 'n Magic and Stuff - Kindred
Hey guys. Kindred here again.

Janna says now that I've started posting progress updates that it's no longer her job to post them. Something about a new baby and what not. Not sure how I feel about that... but here I am.

With a lot going on this week, I've been giving attention to some design work that had been neglected until now since it doesn't always require me sitting at the PC.

If there's one thing I find lacking in Swords 'n Magic, it's clarity around how stats, damage numbers, and status effects work. This ambiguity can make it difficult to fully engage with the game.

Working on the new buff bar changes last week was a first step in clearing up some of that ambiguity, but I think we need a lot more. While I finish up work on the stats/attributes panel I'm realizing that a lot of our attributes (focus, vitality, resilience) don't all have a very balanced effect on gameplay. And we have other stats, such as luck or movement speed that feel like secondary attributes.

Redesigning Character Attributes


So this week I'm really working through a bit of a redesign for these attributes as well as looking at ways to streamline more of the RPG elements in the game. The combat in the game was always designed to be simple and easy to understand, but when we introduced stats in the form of consumables, suddenly combat was this mysterious void that everyone has questions about.

Redesigning how those numbers are crunched behind the scenes and clearly teaching players how they work is now become a priority for me. This week Janna and I are scheduling a design meeting with our dedicated testing team to get their feedback and input on major changes to the attributes and how they should be handled.

Permanent Progression


During this meeting I'm sure the topic of more permanent progression will be brought up. This is definitely something that the game has been lacking. Originally it was designed to be entirely gear and buff based so players could always play with new players by simply equipping lower level gear. That way they would never out-level another character and would never be forced to make a new character to help catch up their friend, a bane of many coop RPG's I've enjoyed over the years.

The question is, do we add permanent progression in the some form and break this rule we've set in place? Or do we find other ways to offer better gear-based progression, like armor or stat buffs on equippable items?

Implementing a Class-less Class System


Another design change I've been considering for a while now is streamlining weapon skills. We've hinted at clustering our weapon skills into classes in the past and I think now is the time to finally pull the trigger on that.

The plan is to organize skills in the following way:

Brawler
  • Mace
  • Sword
  • Shield

Rogue
  • Dagger
  • Gauntlet
  • Slingshot

Hunter
  • Bow
  • Spear
  • Axe

Mage
  • Ember
  • Frost

Mystic
  • Order
  • Chaos

Druid
  • Earth
  • Sky

Whenever you use a weapon skill, it'll give you generic experience in that class. All class-specific weapons will benefit from the class level, and no longer from an individual skill level.

Why is this change a good idea? Because it'll generalize a lot of your skills and allow you to have a more diverse kit. When you're wandering through the Windless Woods and you come across a cool new magical axe, but you've primarily used spears the entire game, it means you can't really even try it out. You'll be such a low level that you'll need to go back to Azura to train it up, or hope you survive an encounter where you swap between the axe and your primary weapon to level it up.

While this new design doesn't entirely remove this situation, it does limit it a lot. It gives players a lot more diversity in how they play the game. You can now swap freely between 3 different martial weapons and 2 spell schools and retain the benefits. I think this will give players more freedom to swap weapons without feeling like it's a waste of their time not leveling just swords, for example.

Lastly, I think one of the biggest advantages to this class system is that it frees up players who really enjoyed specific weapons that might be lacking in the game. There are only a handful of scythes and fist weapons in the game, and while ideally we add more to make sure players can play how they like at any stage of the game, this system helps smooth out those gaps in weapons by allowing you to at least swap to a dagger for a while until you find a new fist weapon.

And I know what you're thinking. Does this mean a skill wipe? And no, I don't think it'll be necessary to wipe everyone's skills to implement this. I think we can gather everyone's weapon skills, take an average for each class and set that to your new class level.

I don't want to put the cart before the horse here, but with a new class system this also lends to the future possibility of class based skills, whether they're passive or active. I'm not making any promises for something like this, but it would be much easier to manage and design 6 class skills than 15 individual weapon skills.

As far as crafting skills go, I don't think they'd be grouped together in any way. They'll remain unchanged for now. But eventually I have some big changes for crafting as well, which we'll save for another time, when we get closer to tackling those changes.

Wrap Up

As well as some of this important spring cleaning we're slowly chipping away at new zones in the game while I redesign these mechanics and add in all the missing quality of life features I think the game absolutely has to have to work as a complete game.

And don't worry, dungeons are still at the forefront of all of this. We want to make sure that when dungeons launch, all of our mechanics feel cohesive and intentional and are no longer shrouded in mystery. (And this includes a better way to split stacks, by the way. One of the BIGGEST complaints we have right now.)

Thanks again for your continued patience. We have an update just around the corner to introduce all these big changes to the game and I can't wait to see all your feedback.
Schildmaid MX - HitP_Studio
Localization:

- Added a missing string (on the Steam login button of all places).
...