Hello, and welcome to the first devlog of my game, Pool Ball Battle Royale! In this series, I'll be discussing the development process, features, and progress of the game. For this first episode, let's dive into the current state of the game and its core mechanics.
those of you following my devlog might have seen this coming. You can now experiment with the new base building / tower crafting feature in the Steam Playtest version!
Building your tower is not at all just cosmetics for housing, there are very functional constructions, such as shield breaking illuminants, decoys that protect your tower and automatic flask dispensers:
I implemented construction elements up to character level 15, so there is a lot more to discover than what I already talked about in previous posts.
Of course, all the new mechanics related to the new day-night cycle are also included in this patch. In the coming weeks I will explain the new elements in detail. Until then, you can start to do some discovering yourself ;)
As always, the full list of changes can be found on our Discord. I'm looking forward to hear what you all think!
I'm excited to share with you the latest update for my nonogram game, which includes some great new features to help you solve even the toughest puzzles.
First of all, I've added a new option to mark cells in the grid to help you keep track of which ones you've already figured out. This should be especially helpful for larger, more complicated puzzles, where it can be easy to lose track of which cells you've already solved.
Secondly, I've made some improvements to the way the game handles marking cells as empty. It should now feel more natural and intuitive, making the whole puzzle-solving experience even smoother.
Finally, I've added support for undo and redo functionality, so you can easily go back and correct any mistakes you might have made along the way. This should be especially useful for those times when you accidentally mark the wrong cell, or when you want to try out a different strategy without having to start the puzzle over from scratch.
As always, I encourage you to report any bugs or issues you encounter while playing the game. Your feedback is incredibly valuable to me and helps me improve the game for everyone.
And to those of you who have already shared your experiences with the game, I just want to say a big thank you! Your support and enthusiasm mean the world to me, and I'm so grateful to have you as part of this community.
Cintamani fragments, Cintamani jewels, and Lemurian keys stack to 20 again
Special Locked Chests now take only 1 key item from a stack, and can be properly opened again
Player can now matchmake into games that already started up to 5 minutes into an expedition, this should make matchmaking even more optimal for fuller games
Parry effectiveness added to full stat page
Light attacks and heavy attacks stamina cost increased by 20%, kicks changed from default cost 170 to 120
Updates map descriptions since they no longer cost keys
Corrupted zombies hitboxes reduced and attack speeds reduced 20%
NOTE: THIS UPDATE WILL RESET YOUR KEYBIND FOR RELOAD AND KICK- this is due to exciting changes in the background regarding THE SKILL TREE SYSTEM. Sorry for any inconveniences and please spread the message!
Hi everyone, here's what we've been up to recently:
Physical Demo!
As we had several events we were attending at the end of March, the majority of our time was focused on polishing and bug-fixing a physical demo we were putting together.
This involved watching a lot of local people play the game, making notes and carrying out improvements, then repeating the process until we had to catch our flights :)
New Level!
We felt like a new level with a lot of windows would be a good thing for demo-players to enjoy, so we created "Fuel Exchange". Here is an in-editor work-in-progress shot:
And the same level after a weeks more work:
It's not quite finished yet as we'd like to do an additional art pass, but it worked well for the purposes of the demo.
New Enemies!
We had four enemies planned for the demo, and last month took two of these to the right level of quality. This month we took the additional two - nicknamed "Dog" and "Leech" - to that same quality level. Their behaviour is quite different from the bipedal enemies we've made thus far, so it provides a good mix in combat. We love making enemies, we've got loads more in-progress that we'll continue adding later!
Other stuff!
We added gamepad support! Doing this meant including a bunch of gamepad specific controls to adjust to do with deadzones, look acceleration, aim assist and more.
We set up auto-control switching so it's easy to switch between control methods
We also expanded some other settings for the visuals plus keyboard & mouse.
And just for fun!
The events I mentioned earlier included two press-focused ones at GDC in San Francisco across the 20th and 21st March:
One of them had a feature on Steam which got us a load of Wishlists, which is always good :)
Then on Wednesday the 22nd I flew to meet our artist Alex in Boston. We set up our booth ready to commence PAX East the following day:
This was four amazing days of players enjoying the demo and we even got to meet a few from our Discord which was a personal highlight. People loved how the game felt and the venting was a big hit! It was exhausting though, this is pretty much what our booth looked like across Thursday to Sunday:
Being selected by judges to gain entry to the GDC events plus the PAX Rising Showcase was really cool to have our hard work recognised :)
Once PAX East finished on Sunday we caught an overnight flight back to the UK, had a couple of days working before heading to WASD (a 3-day event in London) so we're pretty tired!
WASD is part of the larger London Games Festival and we're honoured to have been selected as part of the "Best of British" category:
We hope you enjoyed this latest update, we’re active on the following platforms if you want to see sneak peeks of the game or reach out to us:
Welcome back to another #FeatureFriday, descendants of the first men! ːlettuceː
We hope everything is going well for you and that you are safe. Another busy week here at Gathering Tree as we continue to strive to provide you with the greatest TFM experience possible. We're excited to share this week's improvements and additions with you, so let's get started! ːreexcitedː
ːhappyhfː First and foremost, we are pleased to announce the inclusion of a new building to the game: the Bakery! You may now make tasty baked products for your hungry characters by constructing your own bakery. In the spirit of food, we've added a new dish to the game: the Morning Meal. This filling breakfast dish will get your characters' days started better!
ːhappyhfː We improved numerous game systems by rewriting prerequisites, improving the reference finder in content tools, and reorganizing classes. We improved the Mapmaker faction detail window and resolved issues with prerequisites for character qualities and faction population. In addition, we're improving elements like talents and items and adding new ways for players to advance.
The work for the upcoming version 0.7 continues, and we're excited about all our improvements. We couldn't have done it without the support of our amazing community, so thank you all for your continued encouragement and feedback. We're always striving to improve the game, and we hope you're enjoying the updates. Stay tuned for more, and don't hesitate to join TFM's Discord with any questions or feedback you may have. ːreimpressedː
Have a wonderful weekend, and see you all next Friday! ːgearthumbsupː
After the 1.7 beta started in early March, it progressed rapidly to its final release on the default branch, 1.7.15. The game gained a variety of features during the 1.7 beta, like fixed departure times, an in-game shared games browser overlaid on the world map, shared game likes, and a couple mod cleanup tools.
After 1.7 was done work started immediately on 1.8. The main feature of 1.8 is a rework of train pathfinding, to solve long standing issues with how exactly train paths origin and destinations are represented by the game. If this effort is successful, it will lead to important improvements like making line timing more in line with real life. This work is ongoing as 1.8 is under private development, but in other areas a couple of new features have been implemented: an unified track append and branch tool and a shared games browser with a sortable listing. Read more in the March devblog:
Spring has blossomed! This week in Forza Horizon 4 is your chance to drive the 1991 Peugeot 205 Rallye, a front-wheel drive retro hot hatch homologated to compete in rally sports.
With a naturally aspirated 100-horsepower inline-four engine, this incredibly lightweight car has removed all the unnecessary details to maximize performance. Ideal for newcomers to the rally scene, it’s the perfect choice to take on the dirt trails across Britain and it’s yours for completing the Star Dew Rallye Seasonal Championship on this week’s Festival Playlist.
Looking for even more rally racing goodness? Check out Forza Horizon 5 Rally Adventure and jump into the rugged Sierra Nueva featuring the most challenging and exciting roads in Forza Horizon history. With asphalt roads, dirt trails and thrilling night routes to race on, as well as 10 incredible new off-road cars to unlock, this is your opportunity to master all facets of rally driving!
Players who do not yet own Forza Horizon 5 can find all versions of the game 40% off the full price on Steam for a limited time. Get the Premium Edition to receive Forza Horizon 5 Rally Adventure, Forza Horizon 5: Hot Wheels, VIP, Car Pass and Welcome Pack. Do you already own the game? Complete your Mexico experience with the Premium Add-Ons Bundle or Expansions Bundle!
This week’s Festival Playlist events and rewards are available until Thursday, April 6. Check out the unlocks below and if you’re looking for players to join your Convoy, head on over on the Forza Forums.
SERIES REWARDS:
50% Completion – Horizon Backstage Pass
80% Completion – 1975 FIAT X1/9
SPRING REWARDS:
50% Completion – 1993 Porsche 928 GTS
80% Completion – 2013 Toyota GT86
Category
Event
Restriction
Reward
Photo Challenge
#HeadlineTrio
Take a Photo of your car with two other Players or Drivatars in front of the Festival Mainstage.