Hey All, Alot of Changes have happened Today, Please read the Changes Applied.
Keybindings: Additional Keybindings have been created, "Jump" can be reset to any Key W,A,S,D Can be changed but these will come as a warning as this will add the key to movement, i have added a warning to the movement to be sure before you change your movement controls.
Gore'Dross: Doors Will Not able able to be used once in Combat locking player until encounter is Resolved. Boss Music Resets After Fight. OnLoad Destory Arena Objects (Blocking)
Xerothian Wastes: Acessable Once Completing Level State 1.
Path of Souls: Ozz'Baroth Teleport Trigger Overlapping Player
Scores get higher by slaying more mobs and gainingg higher through level state. This Fully updates Highest score on Completing the "Xorbross Fight" Highest Score Shows on the Main Menu
We're holding a custom level event for Earth Day in Ultimate Chicken Horse! We're asking you to make challenge/party levels inspired by Earth, nature, the four elements, space, or anything else you love about our planet! š±šæš
We'll pick 15 of our favourite custom levels to feature in Ultimate Chicken Horse to celebrate Earth Day!
While in-game, open the menu and select āFree Play Modeā. Then go down the well to the underground area. On the left, jump on the āBlank Levelā to start building!
Share your level by opening the menu and pressing āSave and Share Levelā. Save your level as Online, Party or Challenge, and Public, then press āPublishā to get your level code.
Back by popular demand, Community Manager for Shiny Shoe Cami will be speedrunning Inkbound! Watch her and the playtesters make snap decisions and try to beat their last world record!
Hi ! I hope you are all well ! Pure Rock Crawling is celebrating 5th birthday !
In this update I have addressed a few things that were quite frustrating to deal with for a long time. First, the tire grip. Before, the main factors defining tires were mass, contact surface, and dimensions, while physical material was always the same. It was not by my urge or purpose to make things simple, but the logic behind such physical tires' behavior was much more complicated at the time. Finally, I came up with a suitable solution to the problem. Now, each tire is categorized with its performance on snow/sand, gravel/road, or rocks. For now, the tire performance is represented in customization menu and will be better visualized later. Second, tires' physics has been also improved, resulting in much better stability at higher speeds.
Suspension characteristics have been also enhanced. Now, every suspension type behaves like it should, with things like the Panhard bars pushing axle side to side and links arrangement making difference to the stability. Alongside this change, the suspension physics are also improved giving better feel and more realistic response.
The engine, gearbox, throttle response, and power curves have been adjusted to sound and perform better. Now, the vehicles change the gears in the auto mode more realistically, sound better, and can drive faster. Also, the new throttle curve allows for a smoother start.
As for the anniversary, Thanks for the amazing five years ! The way this game evolved during this time is far beyond what i have expected it to be. If anyone is wondering why it is still in Early Access, it is because the scope of the game grew and grew. it was never my intention for it to be this big. Yeah, it could be finished in its original form from 2018 in a year or so. However, having such and an amazing community around who wanted this game to look better and play better, I could not do that. I want this game to be the best I can do, so if that means more time in EA, I am all for it. It just means more updates for you ;) That is not to say, I want it to be stuck in EA forever. I will do my best to finish this game as quickly as I can, but this has to be done step by step and in a manner that will not harm the quality :)
Hey all! We had been fighting with the shadows the last half a year or so, never really coming to a solution. We wanted to provide the absolute best and use fully dynamically-shaped shadows. After MANY (and I mean it) tries, it always had something going wrong. FYI, Godot 3.x has absolutely no built-in support for this kind of stuff at the precision we were attempting to reach.
The tediousness of this dynamic shadow system was probably the biggest bottleneck in our progression. And to top that off, I've always felt like we won't ever get to the end of it this way. Something was just always missing from working 100% functionally. So yesterday I proposed we actually bite the bullet and stop clinging to it. We never had to do anything like this with any game code that had a fair amount of effort put into it, so it was hard to actually eject the concept.
And so, last night, we came to a compromise to just use black dots and stretch them arbitrarily, based on the character/prop we're depicting.
We went from this:
Dynamic shaders aim to depict shadows - Imagine if we also used them on trees! Yeah, it would look off if we didn't hand-pick each one's offsets, even with a better modulated shadow.
TO THIS:
Arbitrarily stretched spheres represent shadows
Unfortunately for us, Godot 3.x doesn't have complete support for directional shadows that conform to the sprite, thus we had all the trial and error to try and make it work. But eventually, maybe this new solution is better, as we had no consistent methodology to like, display shadows above ground props like a rock.
This means, if we passed by a rock, the shadow would partially be covered by it. And yeah, that's quite unacceptable to begin with. I don't wanna get too technical, but some character sprites/animations would've also required unique rotations, scales and offsets for their shadows. AND even then, it wouldn't work from every angle.
We really wanted to pioneer the visual world while having Godot 3.x as a tool help us, but one can't always have it all. Sometimes you gotta let go of things if they don't work out, and find alternatives. That's what we did, and recreated this shadow system with like 5-10% of the time cost our old shadows consumed.
Thanks for giving this a read, I hope it was as worthy as for me to get this out of my head. If you wanna know more about our game, please pay our Discord a visit :) We're gonna look for testers shortly, and it'd be awesome to have you around!
Have you ever had any similar situations where you were overly biased to keep a feature that has given you enough hard times? How did you overcome it?
By the way, we're still planning to release a pretty comprehensive demo for STEAM NEXT FEST THIS JUNE!
But if you would like to test what we've been up to lately, we have just released a new demo today!
As a player, no one will see this, but it will help improve the speed of the release process for the game - a new build system produces artifacts! This should speed things up when it comes publishing new releases.
And bug fixes:
Fixed race condition when two players entered a map around the same tick causing the map to not load properly in multiplayer.
⢠When a player left a game and re-joined, whispering with them again would caused a new whisper tab to open. With this update, the original whisper tab is re-used. ⢠Fix issue that could cause players to disconnect from multiplayer, causing them to drop out of running games
Hi everyone. Weād like to give you an update on what weāre working on for version 1.0 of Phantom Abyss.
In our last update we had said our plans are to release the next area the Rift, as well as an ending to the game. These plans havenāt changed - however weāve also decided to add and change A LOT more.
New Core Ability: Dash Dash forwards in the direction youāre facing, including up or down! Short cooldown
The Rift (4th area) Torn-apart landscape The Rift is an area slowly being torn apart by the abyss. It features large areas filled with floating debris, whirlpools, and corruption spreading through the walls.
Lasers: Moving, rotating and cycling deadly lasers.
Grapple nodes: Floating nodes that you can grapple-whip continuously without needing to land.
Challenges Adventure mode has been changed to be a series of challenges. Each challenge REQUIRES you to use a specific whip. Beating the challenge will unlock that whip to be used in other modes. It will also progress to breaking a chain and unlocking the next area.
Players can also unlock whip skins by increasing the difficulty via optional curses (see curses)
Curse Revamp Curses have been removed from whips. They instead will be modifiers that players can turn on/off. Turning on curses will increase the chance of what keys you find to purchase upgrades with. Whip skin can also be unlocked by playing with a high curse level.
Upgrade Well An upgrade well that provides permanent upgrades can be found in the HUB and in the first floor of temples. Upgrades are purchased with keys. Rarer keys = better upgrades.
Updated HUB The HUB has been dramatically condensed. The portal is much faster to get to, and the HUB now focuses around 4 pillars. Each pillar represents one of the 4 zones in the game (ruins, caverns, inferno, and rift.)
Each pillar has the whips associated with that region, and the pillar lights up as players collect relics from that region. Collecting 3 relics from a region breaks the associated chain attached to Altec, and unlocks the next region.
New Whips The Crowbar Power: Shockwave Wherever you whip creates a shockwave, interacting (and disabling) anything it touches.
The Snake Power: Time Slow Bound to a button - activate to slow time for several seconds.
Lunar Whip Power: Super Dash Dash is upgraded to beā¦super.
Whip and shrine powers adjusted A lot of whip powers have been swapped around or added. Powers available at end-of-floor shrines are now always other whip powers.
Heals have been moved to blessing shrines - which are only found in hidden nooks and crannies.
Rank system adjusted Rank system is still in place - however it no longer determines what temples you play. Players can gain/lose ranks by winning/losing in temples - and the difficulty of a temple determines how it affects your rank.
Retry added to death screen No more loading the HUB to replay the game. Hit retry directly after you die!
Final cutscene for freeing Altec
Lots of bug fixes
Weāll be showing off a lot more of this content - including the Rift, in our next Twitch stream next month. Stay tuned for more details to come. Thanks everyone!