- Add target time information for the time challenge on each level - Remove effects and sound if you touch the checkpoint multiple times - Improve translations
The new evil portal has opened, Hiro and the team is ready to go and fighting with Yokai. Will it be a trap? or can they overcome all the dangerous Yokai?
4 new main characters
1 New support character
Additional 4 Map and Content to unlock
A brand new game mode with lot of fun and great reward await
The new evil portal has opened, Hiro and the team is ready to go and fighting with Yokai. Will it be a trap? or can they overcome all the dangerous Yokai?
4 new main characters
1 New support character
Additional 4 Map and Content to unlock
A brand new game mode with lot of fun and great reward await
The new evil portal has opened, Hiro and the team is ready to go and fighting with Yokai. Will it be a trap? or can they overcome all the dangerous Yokai?
4 new main characters
1 New support character
Additional 4 Map and Content to unlock
A brand new game mode with lot of fun and great reward await
🎯 [Misc] The default camera mode has been switched to "Centered" based on the results from a community poll. 🎯 [Balance] On-board ship turret weapons are no longer set to cooldown when changing maps. 🎯 [Balance] The Axiom skill "Straight Shooting" has been buffed and now provides 10% less spread per point (up from 5%). 🎯 [Bug fix] Fixed a crash issue for the "jumper"-type enemies in Act 4. 🎯 [Bug fix] Fixed a race condition that could cause all kinds of weirdness, including crashes and item duplication. 🎯 [Bug fix] Fixed an issue that caused attack speed debuffs to instead increase attack speed.
The new evil portal has opened, Hiro and the team is ready to go and fighting with Yokai. Will it be a trap? or can they overcome all the dangerous Yokai?
4 new main characters
1 New support character
Additional 4 Map and Content to unlock
A brand new game mode with lot of fun and great reward await
Everything is going well with the shrimp update. All we have left to do is the usual endless tweaking of animations, code and a some very easy but very boring and tedious UI modifications. For instance we need to modify the overlay UI to allow for activating visual overlays for shrimps now and we have to reorganise it so it does not take up too much space etc etc. It is sort of the game making equivalent of doing tax returns. I think we have a good chance of getting it onto steam by the end of next week if there are no major problems and it does not look like there will be any at this time.
I also need to mention that when we publish this update to steam the price of fishery is going to increase significantly. We have said before that we only intend to increase the price once the game is out of early access but even after all this time the game is still not ready for a full release and we still have a lot of promises that we intend to keep. We also don't want to spend a lot of time earning money doing non-fishery things. It keeps us alive and keeps things going but it takes time away from working on fishery which then means fishery takes even longer to complete and over time things become more difficult. Aquarium games sit in quite a small niche and every year that niche is getting more crowded with games that are not too dissimilar to each other in appearance, general gameplay and price. That is not necessarily a bad thing for potential players who want more choice in the market but it does dilute sales for us and we have to make sure each sale has a larger impact.
Anyway to get back to this upcoming build, everything is actually going very well. Getting the shrimp navigation to work pretty well was easier than I thought it would be. What I am very happy with is that the shrimp navigation manages to allow the shrimps to crawl over things and swim around without things getting too complicated. It still needs a few tweaks here and there especially when it comes to adjusting timings of all the animations.
Animation is being done the good old fashioned way through hand key framed skeletal animation which takes longer to setup, create and modify but it is really the only way to animate them properly.
Here is a look at the eating animation.
and with all the controls.
It is probably going to be tweaked some more but the sad thing is that shrimps are so small that players won't see much of the animation details unless they are zoomed in quite close to the shrimps. We exaggerate the movements so players can actually see it from a distance. We can also adjust the speed that the animation plays during gameplay so smaller shrimps move faster than some of the larger ones. This helps just sell the feeling of scale a little better and it creates some variety in movement when looking at a lot of shrimp at once.
Here is the latest version of the 'run' animation but the gif is a little jittery:
The movements are exaggerated so they can be seen at a distance. There are a lot of uneven surfaces in aquariums so we animate them as if they are walking over bumpy surfaces like gravel or some lumpy wood otherwise their motions may look unnaturally smooth and perfect.
It is all coming together quite nicely and we hope this will satisfy everyone who has been asking for shrimps for a long time.
Clarent Saga Tactics II is only an idea project but I guess it will remain as such. I am running out of ideas, energy and ressources. I will keep improving/updating the first one instead (if I can).
Concerning Clarent Saga: Chronicles, I wish there is more sale (I sold around a hundred copies) but it is alright. I will still participate in the maximum number of steam sales, the greatest discount was -40% and I will accelerate the rythm of discount. The maximum amount of discount will be -70%.
In truth, I don't know if game creator is appropriate as my role for this game, game conceptor may be more accurate. Graphics, musics, battle system, script novel were (not done by me and) only put together by me, and I did only supervise and ensure the best game I could deliver.
When the game will reach -50% discount, I will make a clarent saga bundle with the emperor tier dlc of Clarent Saga Tactics (4.99$) and Clarent Saga Chronicles (9.99$) at -50%. I will add more games to the bundle. See below.
The big news: I am announcing the next game in the Clarent Saga! Clarent Saga: 8-bit RPG! I hired someone more skilled than me with RPG Maker MV, I made the game concept and I will supervise it. The game should be completed at the end of this month but I will still need to check everything and playtest.
Finally I have an idea/concept for an action-RPG but game development will start only after this one is released!
Clarent Saga Tactics II is only an idea project but I guess it will remain as such. I am running out of ideas, energy and ressources. I will keep improving/updating the first one instead (if I can).
Concerning Clarent Saga: Chronicles, I wish there is more sale (I sold around a hundred copies) but it is alright. I will still participate in the maximum number of steam sales, the greatest discount was -40% and I will accelerate the rythm of discount. The maximum amount of discount will be -70%.
In truth, I don't know if game creator is appropriate as my role for this game, game conceptor may be more accurate. Graphics, musics, battle system, script novel were (not done by me and) only put together by me, and I did only supervise and ensure the best game I could deliver.
When the game will reach -50% discount, I will make a clarent saga bundle with the emperor tier dlc of Clarent Saga Tactics (4.99$) and Clarent Saga Chronicles (9.99$) at -50%. I will add more games to the bundle. See below.
The big news: I am announcing the next game in the Clarent Saga! Clarent Saga: 8-bit RPG! I hired someone more skilled than me with RPG Maker MV, I made the game concept and I will supervise it. The game should be completed at the end of this month but I will still need to check everything and playtest.
Finally I have an idea/concept for an action-RPG but game development will start only after this one is released!