After a period of quiet, we are back with some exciting news. We have started testing Season 1 with some awesome improvements! Our QA department and volunteer testers are thoroughly scrutinizing the game and identifying any bugs. If you would like to be a tester, please join our community and have a chance to win the DLC
We'd like to provide you with an update on the game's progress. We know that the release of the new version has been delayed and we apologize for that. Our initial plan was to release it in March, but we require a little more time to ensure that we deliver the best possible product. However, we can guarantee that Episode 1 will be available in April. After making some enhancements and addressing some bugs, we'll offer the game to our patrons first and then to other platforms.
Here are some highlights of the upcoming release:
The average gameplay time for the first chapter will be approximately an hour. Astarte can crouch silently and perform assassination attacks on unsuspecting enemies. New execution animations will be available, allowing Astarte to perform various execution attacks. Astarte will take damage from falling and have different damaged skin effects based on the level of damage. Astarte can acquire and equip various special items to upgrade her stats. Improvements to ranged attacks include a quick release and improved aim feature. The navigational area has been expanded seven times. Heavy and lunge attacks will consume stamina, and Astarte won't perform special attacks without enough stamina. Two mini-puzzles have been added. New features include V sync/FPS rate/motion blur option/invert Y, DLSS option, original soundtracks, and an extended UI and menu options. Re-bindable keys are now available. Our roadmap for the future includes completing episode 1 with this release, which is a significant milestone for us. We're just getting started and our goal is to tell an amazing story of Astarte. We're excited to see what's next and have some future plans in the works;
*Switching to Unreal Engine 5 *Hiring permanent team members for the animation and character creation departments. *A detailed character customization feature with different face/hair and appearance options. *Adding NPCs to the world such as blacksmiths, merchants, brothel workers, and some additional interactive NPCs. *Approximately one hour of additional gameplay *Introduction of a sexual scene feature
If the game is successful, we plan to switch to Unreal Engine 5 at the beginning of May 2023 after completing bug fixes in April. Our goal is to release the new build in October 2023, which will be the last step before creating the full open-world map. As we make this game with a nearly zero budget, we have to be sure about what we have done before any step for the future takes place. Thank you for your continued support and patience!
People were getting confused by their inventories being empty upon first login and not realizing they had to relog, so I've added in a workaround to fix it. Now your inventory will load correctly!
• Gameplay - Improved reporting system • Maps - Fixed places where players could get stuck on the maps Egypt, Circus, Farm, and Camp maps • Gamepad - Fixed incorrect display of the hotkey in the interface
Baldi's Basics Classic Remastered - Basically Games
Baldi's Basics turned five years old a week ago! To celebrate, I'm happy to announce that I have teamed up with Makeship to create a new Baldi plushie! Click here to check it out!
I worked with the team at Makeship to make sure this plushie was just right, and I'm super happy with how it turned out! This plushie will only be available to purchase until April 28, so don't wait too long! If at least 200 units are sold, the campaign will be successful and the plushie will be produced shortly after! If not, all orders will be refunded, so there's no risk in placing an order early.
Addition of English and French translations (previously missing file), the puzzle restart function now requires confirmation, the cube no longer teleports when passing through another portal after shooting a new one, lasers are functional through a portal in vertical position, and the floor of room 03 has been adjusted to allow for easy sliding of a cube.
For the last couple of weeks we have been working hard to improve the core of RPGS. The refactor was focused on improving the data serialization so we can support mode complex data structures for future features. As a result we were able to also significantly improve environment loading times by throwing some multithreading wizardry into the mix but we Also we took the opportunity to finally separate the mass placement tool from the object layer and implementing it as a separated system. Main Change is that the Mass placement tool now Samples from your current selection and as a result it: 1) Works on anything, Characters, Structures, Objects and Groups 2) Supports more objects for more variation 3) Samples the placement size from the original selected object.
I'm afraid in terms of content we are still working on the next Collection. But It's an important one so we want to make sure we get it right.
+Fixed: Krono can no longer use lunge while it's sleeping, causing it to jam +Fixed: Empty carcasses no longer give Necrophobia +Fixed: Exploit that would allow players to infinitely drink from a water source, eventually draining it +Fixed: The Elasmo can now much more easily interact with deity shrines while carrying a trinket +Fixed: Mosa now uses proper animation when it's eating and moving at the same time -Both when it's swimming and when it's beached +Fixed: Hitting objects while in flight no longer heals you +Fixed: Lurdu's dart no longer deals more damage than it should be doing +Fixed: You can no longer combat log by pressing quit game or return to main menu +Fixed: Horseshoe crabs no longer crash the client when possessed +QoL: Unjam and Unstuck buttons now have a visible countdown until they can be clicked +Admin: Added new server config variable, bDisableUseRandomName -This variable goes under the /Script/BeastsOfBermuda.ServerGameInstance header in the Game.ini file -If true, players will be unable to use the console command UseRandomName +This wasn't documented in the Official patch notes, but Ichthy's Storm Lord buff now provides a 25% damage boost, down from 50%
Hello everyone, I'm here with a status update to discuss some cool stuff that's been going on!
First, Baldi's Basics turned five years old a week ago! To celebrate, I'm happy to announce that I have teamed up with Makeship to create a new Baldi Plushie! Click here to check it out!
This plushie will only be available to purchase until April 28, so don't wait too long! If at least 200 units are sold, the campaign will be successful and the plushie will be produced shortly after! If not, all orders will be refunded, so there's no risk in placing an order early. I worked with the team at Makeship to make sure this plushie was just right, and I'm super happy with how it turned out!
But that's not all I want to talk about! As some of you might know, one of the reasons Baldi's Basics Plus has received so few updates as of late was because I realized I was totally unorganized and needed to finish the game's design document. Well, the core of that document is finished and so I've recently begun active development on the game again! Let's go over what I've been working on over the past month.
Level Control Improvements
Mainly, I've been reworking some old systems that were in dire need of improvements, and cleaning up parts of the project that have become obsolete or messy to manage. With the game design document's core finished, I've gained a much better understanding of what the game needs to be capable of, and one big thing that needed changed was the way tiles - the individual cubes that levels are built out of - are controlled. In current versions of Baldi's Basics Plus, all the data for tiles is stored with the tile game objects themselves. This causes some issues, especially with level generation since large numbers of these tile objects need to be created and destroyed during that process, which is very slow.
What I've done is switched over to a more data-oriented system, where tile data such as navigation and shape info, position, the presence of objects and posters, etc. is now stored separately in a "cell" variable. Tiles are now just the objects that you see in the game, and they are linked to their corresponding cells, but don't actually hold the data anymore. This means that I can now do stuff like generate levels without having to create and destroy stuff until the process is finished, which means the level generator can do a lot more per-frame. The level generator should be lot faster when Plus version 0.4 launches! With these changes, the level control systems are also a lot more flexible than before which should open up some cool possibilities!
Map Improvements
Something a bit smaller, but cool, is that I've made some tweaks to the map. Map tiles are now filled in with a matching transparent background color, making it easier to read. Doors and windows now have unique tiles on the map. Icons for things like items and notebooks now remain upright when viewed through the quick map, and additional icons have been added to elevators to show where they are and their current status. I've tweaked the map colors to make more sense (Class rooms are now green, faculty rooms are now red, principal's offices are now yellow, and hallways are now white). Lastly, I've added a subtle background affect to certain rooms when viewing the advanced map which makes it easier to identify them. I have more plans for map improvements, but this is what I've done so far!
Level Generation Improvements
The other big thing I have to talk about in this status update is that I'm making a big change to the level generator! In the current version of Baldi's Basics Plus, almost everything is procedurally generated. Too much, I've come to realize. So the way level layouts are generated is great, there are no issues there, the problem is with how the contents of individual rooms are procedurally generated.
I think when I started this project my mindset was "the more stuff that's procedurally generated, the better!", but I've since come to realize that isn't necessarily the case. Currently, rooms in Baldi's Basics Plus are really boring. There are a few different types which place furniture and decorations in certain ways, but they all feel stale. My plan for a long time was to eventually take some time to improve the process for room generation to add more variety, but I realized that in order to add enough variety to make rooms that really feel interesting, it would take a lot of additional programming. Too much, in fact. It would basically be like programming a unique level generator for every type of room. Even sharing as much code as possible, it would still be a lot of work, and I haven't even mentioned how prone to bugs and bad layouts such systems would be (I'm sure many of you have seen quite a few desks sticking through windows by now!).
So, I'm switching to a different approach. In Plus version 0.4, all rooms will be premade. Levels will be generated as before, and when it comes time to place rooms, the generator will randomly select from a list of potential rooms, find a position and rotation that the room fits in, and then load it and its contents into the level. This not only makes it easier to make a wide variety of interesting rooms, but it has other big benefits. It improves level generation speed, it helps avoid potential softlocks (Like teleporting only to get trapped behind a desk), and is much easier to maintain, among other things!
Now, initially this might seem a bit less interesting, but I'm confident that this will result in levels that are much more interesting to explore, especially as I add more rooms to the game. I'll be able to add rooms with furniture layouts that have interesting affects on gameplay, rooms with weird shapes (Like the smiley face used in the map you can see above!), even rooms with unique gimmicks! I'll try my best to find the right balance between common, simple rooms and rarer, weirder rooms to keep exploration fresh for a long time!
Oh, once I got this system up and running I also adapted it so that hallways can generate with custom made areas as well, like this open area with a pillar in the middle!
Spring Cleaning
With these big changes almost finished, the next thing I'll be doing is some spring cleaning! There are lots of outdated and obsolete assets and scripts in the project, so I'll be cutting out all the stuff I don't need and making sure the project is easy to work on before I start working on the stuff you all are waiting for- New content!
Work on the next character has begun. I've drawn some (bad, but effective) concept art to figure out what colors he'll be using. Once I pin that down, I'll have to order some art supplies...
Anyways, that's all I have for this status update. 0.4 is on its way, and remember, once 0.4 releases, that will be the beginning of a new update schedule: Major updates every two months! Thanks all for your patience and support!