We are here with a giant update package that we prepared with full content in April!
1- Emote System Matches are now more fun in Zula! With the newly developed fun emote system, players will now be able to dance or express themselves in the game. It will also play fun sound effects while using emoticons. With this update, Clap, Apache dance, Backpack dance, Laughter, Uncrowned King pose, Robot dance, Worm dance and Surrender expressions have been added to the game. Note: Expressions may vary from character to character.
2- Leyla Kurt and Kiera Jelani are in the game! In the war of Zula and Gladio, 2 new characters are now in Zula!
3- Toxic Smoke Bomb The Toxic Smoke Bomb, which we are familiar with from the Battle Royale Mode, has been added to the game. Details about the Toxic Smoke Bomb are as follows; Toxic Smoke Grenade inserts into the regular bomb slot. It has an 8 second poisoning time. Toxic Smoke Bomb, like other bombs, affects the person who throws it.
4- Junkyard Map Junkyard map is now in Zula, where 10 players can play All Solo and TDM matches at the same time!
5- Green Crystal Series and Gloves The new Heroic Green Crystal Line and Gloves have been added to the game with the update.
6- Silver Master Series and Gloves The new Elite Silvermaster Series and Gloves are now available!
7- Dual Grenade Skins Part 2 You loved the double bomb patterns! With the new update, 6 new Double Bomb patterns have been added to the game.
8- Knife Skins Added 4 new patterns for Butterfly, Exo, Razor and Karambit!
9- New Animated Gloves New animated gloves for all characters have been added to the game.
10- New Sprays Fun sprays with Rainlox pattern, our permanent content producer, are now in Zula!
11- New Flag Skins Zula's Globalization operation continues. Azerbaijan, Poland and Netherlands flag patterns have been added to the game.
Other developments Fixed an issue where plug-in icons were not visible in the AWP dimension pattern. Fixed the disappearance of the Service Building on the Battle Royale map. Added Bomb, Knife, Weapon, Glove and Emote Subcategories to Cards."
We are here with a giant update package that we prepared with full content in April!
1- Emote System Matches are now more fun in Zula! With the newly developed fun emote system, players will now be able to dance or express themselves in the game. It will also play fun sound effects while using emoticons. With this update, Clap, Apache dance, Backpack dance, Laughter, Uncrowned King pose, Robot dance, Worm dance and Surrender expressions have been added to the game. Note: Expressions may vary from character to character.
2- Leyla Kurt and Kiera Jelani are in the game! In the war of Zula and Gladio, 2 new characters are now in Zula!
3- Toxic Smoke Bomb The Toxic Smoke Bomb, which we are familiar with from the Battle Royale Mode, has been added to the game. Details about the Toxic Smoke Bomb are as follows; Toxic Smoke Grenade inserts into the regular bomb slot. It has an 8 second poisoning time. Toxic Smoke Bomb, like other bombs, affects the person who throws it.
4- Junkyard Map Junkyard map is now in Zula, where 10 players can play All Solo and TDM matches at the same time!
5- Green Crystal Series and Gloves The new Heroic Green Crystal Line and Gloves have been added to the game with the update.
6- Silver Master Series and Gloves The new Elite Silvermaster Series and Gloves are now available!
7- Dual Grenade Skins Part 2 You loved the double bomb patterns! With the new update, 6 new Double Bomb patterns have been added to the game.
8- Knife Skins Added 4 new patterns for Butterfly, Exo, Razor and Karambit!
9- New Animated Gloves New animated gloves for all characters have been added to the game.
10- New Sprays Fun sprays with Rainlox pattern, our permanent content producer, are now in Zula!
11- New Flag Skins Zula's Globalization operation continues. Azerbaijan, Poland and Netherlands flag patterns have been added to the game.
Other developments Fixed an issue where plug-in icons were not visible in the AWP dimension pattern. Fixed the disappearance of the Service Building on the Battle Royale map. Added Bomb, Knife, Weapon, Glove and Emote Subcategories to Cards.
"Dream Sketcher" is expected to start its final test before the EA launch this weekend (0:00 on April 15th). This test will open two upgraded scripts for everyone to experience in advance. Welcome to try the new version through the demo on the Steam page! Don't forget to add "Dream Sketcher" to your Steam wishlist~
【Test Time】
April 15th-17th
【Version Highlights】
●Redesigning Characters and Cards - All controversial and repetitive cards have been completely redesigned!
Our expectations for the card gameplay in "Dream Sketcher" are quick pace and rich strategic options. With this guideline and based on everyone's feedback, we have made the following adjustments:
1. Clear positioning: redesigning the skills and cards of each genre's characters based on this.
In card design, we will focus more on originality and the linkage between effects, bringing more cards with unique mechanisms and gameplay like "Brainwash," "Divination," and "Road to Wealth." We will also continue to improve and supplement based on everyone's feedback.
2. Accelerated Pace:
Overall cost of cards reduced, with a shift towards direct damage for combat cards, to facilitate interaction between card effects.
3. Rule Simplification:
Remove the attribute symbols on each card and replace them with a uniform default effect.
●Enhance gameplay characteristics based on the environment of electronic games
1. Enhanced special dice face effects for increased random fun
Rolling dice and making checks play an important role in the game. We have simplified and merged the original special dice faces, and added a 3-in-1 random result, hoping to provide everyone with a bit of strategic fun in choosing the optimal solution based on the current situation.
2. Upgrade the "crazy" gameplay for more "entertainment value"
We have added action expressions and more fun interactive effects for the "crazy" effect after rationality is exhausted:
For example, there are "masochists" and "fear addicts" who need to be "whipped" by their teammates...
Some crazy effects may trigger exclusive endings, such as "sacrificing" all teammates...
3. Add more positive and interesting events during the encounter stage and supplement the script narrative.
Some players commented that they almost always encounter negative events during the encounter stage when they have bad luck, which affects their gaming experience. Therefore, we have enriched the event library during the encounter stage to balance the game pace and hope that everyone can enjoy more fun in this stage.
1. Exciting surprise from a mysterious character, investigators, come meet her!
The new version focuses on shaping a mysterious and beautiful girl, who not only guides novice investigators to understand the game background and current tasks, but also provides important clues at critical moments.
Of course, this young girl doesn't have a good temper. Be careful when talking to her.
2. UI redesign to enhance storytelling
As an independent small team, creating impressive 3D performance is not our strong suit, but we have received feedback on the script performance from the last test. On one hand, we are trying our best to improve the performance, and on the other hand, we are also making efforts in UI design and concise text to ensure that everyone can follow and understand the storyline.
Streamline the text and use a lighter survey UI
Add more illustrations to enhance the plot presentation
3. Enrich the unique gameplay and branching storylines of each script
In the previous versions, each script's exclusive gameplay received a lot of praise from investigators, such as the random deduction in "North of the North Pole" and the random rooms and events in "Murder Sanatorium" In this script upgrade, in addition to adding more branches and endings, we have also added more interesting gameplay. For example, in "North of the North Pole" under certain circumstances, players may face difficult choices, such as voting to sacrifice one teammate..
In the upcoming new script "Journey To The Deep", investigators will be able to experience special features such as disguise infiltration and incubation of alien species.
4. More optimization content
●Added "Reconnect" feature ●Added "Start from Chapter 2" feature for experienced investigators to skip repetitive experiences ●Performance optimization: smoother operation even on low-end machines (continuous optimization will be implemented) ●Backpack feature: Pure plot item cards without active effects in the script will be automatically placed in the backpack after being obtained, no longer occupying the hand card area ●In addition, there are numerous optimizations and other minor adjustments at the underlying technology level, waiting for everyone to experience in the game.
The adjustments made to the gameplay are not the final version. We will continue to improve based on feedback from testing. Please experience and provide feedback. Thank you very much!
【Test Benefits】
●Online gift matching for development team
During the testing period, the development team will randomly enter the lobby for matchmaking. Players who are matched with the development team in the same game will each receive a surprise gift.
●Randomly drop game key
We will invite the players who started the 8th and 88th rounds of this test, and give each person in the group one game key as a gift.
●Perfect ending achieved, sending game key
We will invite the players who achieve a perfect ending by being in the first group after the server opens and the last group before the server closes. Each member of the group will receive one game key as a gift.
*Prize rewards will be distributed after the end of the test by pulling relevant data. Please pay attention to your Steam friend requests at that time. Alternatively, you can join the investigator QQ group: 710558249, where we will also sync updates and information about the rewards.
【More Information】
"The game 'Zhigaizhe' will be launched on EA at the end of April. The game adopts a buyout system and does not require any in-app purchases or random card draws.,We will release scheduled videos and launch PVs soon. Please stay tuned!"
In order to ensure the stability of the game operation and improve the game experience, Shadowbane's server [Gram] will perform routine maintenance on April 13 16:00-18:00 Pacific Time (8:00-10:00, April 14 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.
[Wonderful Activity] From 20:00 on April 13 to 20:00 on April 16, Pacific Time (from 12:00 on April 14 to 12:00 on April 17 Beijing Time), this week's limited-time event will be opened. For specific content, please follow the in-game mall!
Hello everyone, we are Aluba Studio, and it has been a while since the official version of The Bad Kids went live. During this time, we have seen many discussions on the game's art style from our players, so today we would like to share with you the development process of the character art in The Bad Kids.
I. How were the characters in The Bad Kids created?
At the beginning of the game development, we carefully read the novel and watched the TV series many times, and then assigned descriptive tags to each character, such as "a studious but bullied student," "an outwardly gentle but inwardly cold teacher," "a mother who gave up her dreams for her family," etc. We used these tags to roughly depict the characters and referred to the images in the TV series. Based on the characters' age, temperament, and characteristics, we completed the initial design of the characters in the game.
II. How were the character designs finalized?
After the rough sketches of the characters were finished, we felt that the visual expression was still insufficient. In order to emphasize the design sense of the characters and align with their settings, our art team started an intense working mode, iterating and optimizing more than ten versions before finalizing the current portraits. Looking back, it was a tough and bitter period.
Take Zhang Dongsheng as an example. As a substitute teacher, he is humble, wears a watch and gold-rimmed glasses, and appears gentle and refined. However, his unhappy marriage and life pressures gradually twisted his psychology, arousing his murderous thoughts. The initial character design was too simplistic, so we improved and refined the character's body posture and facial expressions based on the original image, emphasizing the contrast and recognition between his "teacher" and "murderer" identities.
III. How were the characters' dynamic images designed in the game?
As a suspenseful story-driven game, immersion is crucial in The Bad Kids. To better fit the plot background and make the gameplay more smooth and immersive, we optimized the characters' movements based on their personalities and stories.
For example, the protagonist Zhu Chaoyang needed to be shown walking and running throughout the game. Initially, several designs were not ideal, as the character's movements were stiff and did not reflect the intensity and pressure we wanted in the chasing scenes.
Zhu Chaoyang should have been growing up happily and establishing a correct set of core values. However, due to his mother's control and father's indifference, he developed a withdrawn and unsociable personality, losing his autonomy and becoming a puppet of his mother. He is meticulous and good at disguising himself. After digging deep into the character, finding references, and identifying details, we designed characteristics such as his hunched posture when waiting, inward shoulders, and walking style. These dynamic images reflect his psychological flaws and give him an age-inappropriate gloomy temperament.
We also made minor designs to the dynamic images of other characters, such as Zhou Chunhong, Yan Liang, Wang Yao, and Zhu Jingjing, based on their personalities and stories.
Wang Yao is Zhu Yongping's second wife, and she is arrogant. Even when she sees her daughter bullying Zhu Chaoyang, she walks away with her head held high and a disdainful expression. Meanwhile, Zhu Jingjing is Zhu Chaoyang's half-sister, a proud little princess. She walks with a bounce, embodying a spoiled, arrogant six-year-old girl who has been pampered by her parents.
This concludes our sharing on the character art of The Bad Kids. Did you notice any of these small designs mentioned above? We would like to thank you once again for your support of The Bad Kids! We will continue to optimize and update the game to enhance your gaming experience. Please feel free to contact us by email if you encounter any problems or have suggestions during gameplay!
Hi guys! We are back with another devlog. Today, we'll discuss the another puzzle element in the game -stone gates. These gates present an exciting challenge for players to solve. Let's dive in!
In the game, you will find various stone gates that features a remarkable force field located right at thecenter. When the gate is closed, the force field restricts passage, making it impossible for players to cross. To open the gate, players must first activate a pressure button. As they do, the gate begins to open, with the stones gradually collapsing and descending towards the ground. Simultaneously, the force field automatically deactivates, enabling players to pass through the gate. Here's an image of how we planned the concept of these stone gates.
In Unity, we utilized the Animator component to enable more flexible gate animations. However, we encountered a challenge where the gate could only move between fully opened or fully closed positions. This made it difficult to blend animations if the character disengages from the pressure button, as the gate would snap back to its previous position.
To address this issue, we introduced a parameter in the Animator controller that allowed us to adjust the gate's position progressively. By modifying the value of this parameter from 0 to 1, we were able to achieve smooth transitions in the gate animation, even if the player disengages from the button. This modification ensured that the gate would move to its final position based on its last known position, allowing for a seamless and immersive gameplay experience.
Thank you for reading our devlog. We hope you found our insights and solutions helpful and informative for your own game development projects. Keep an eye out for more updates from our team as we continue to work on enhancing the gameplay experience. As always, we welcome your feedback and thoughts. Follow us on twitter.
Get ready for an exciting update with Version 1.9.10! What fantastic features and improvements can you expect?
A brief list of the main feature changes and additions:
Added a dedicated standalone tutorial for new players
FPS optimization (Object Culling)
Radial damage hit indicator (player/vessel combat)
Improved Animations
Improved damage indication visuals (player)
Device/Signal group hotkeys (Control Panel)
Check out our update release video and the detailed changelog below for more details
We would like to extend a huge thank you to all the contributors of bases and ships. With this update, we have added a larger batch of your submissions from the public Builders Forum (with more to come!).
The Eleon team wishes you loads of fun playing the new version!
Changes:
Convenience
Added hotkeys for control panel signals & device groups:
Device Groups are toggled with CTRL + SHIFT + 1 to 8
Signals Column are toggled with CTRL + ALT + 1 to 8
Optimizations:
Adding Occlusion Culling to structure decoration blocks & NPC's in rooms the player cannot see when in a POI & optimisations to AI multithreading have been worked on With both of the above optimisations available as of this build you should see an FPS boost in POI’s. Note: Activating godmode disables the culling so the FPS will go down to how it used to be until godmode is disabled when at a POI.
Visuals & Effects
Added radial damage indicator to Vessel HUD. Now players damage will appear in red & vessel damage will appear in blue
Added new animations for Jumping, running & sprinting, falling & crouch walking with a weapon equipped (improved)
Added new screen vfx for:
Radiation: Activates when Body Radiations reaches 4)
Poison: Activates for both stages of Poison Bite
Heat: Activates when Body Temperatures reaches 38
Frost: When body temp lowers to 9
Improved new Load/Start menu:
left-aligned buttons and window title with title menu
exchanged Load and Start to have most used Load at top (and no mouse move needed for loading a single player game)
Creativity
Added a "clear pivot point" checkbox on the BP menu window to be used before using Save As / Overwrite
Added two new config files (see content/configuration); Read the info in the head of the files carefully
+BlocksGroupsConfig.ecf: Define custom Block Group String for better balancing Block Groups MaxCount.
+GlobalDefsConfig.ecf: Combine properties and reference them in the ItemsConfig.ecf and
BlocksConfig.ecf with a global parameter. This way you can easily use the same values on multiple entries.
Added GalaxyConfig properties to hide star system from search (HideFromSearch) or map display (HideFromMap), adapted respective properties for Sectors.yam
Added new PDA Checks: Player adding/removing armor booster (ArmorBoostEquipped / ArmorBoostUnequipped)
Added 'Comment' field in all PDA data structures
Added PDA Check: Player un-/equips armor type (ArmorEquipped, ArmorUnequipped)
POI
POI update: please retest story missions if all replaced pois still work. Thx!
Added several new Warlord vessels and POI (thx to teakeycee)
Added/updated Warlord POI (thx to sulusdacor)
Updated/Added Kriel POI and OPV (thx to Stellar Titan & Escarli)
Added/Updated UCH POI (thx to Don2k7 & Stellar Titan)
Added/Updated Pirates BAO (thx to Stellar Titan)
Added new SV wreckages for orbital junkyards (thx to sulusdacor)
Added Karana and Tresari POIs and OPV (thx to Escarli, Ramachandra, MatCZ and others)
Fixed/updatede several story POI (GLaDOutpost, PirateBaseStory, GhystPrison; thx to sulusdacor)
Added 'collector' random POI placeables (thx to sulusdacor)
Updated OPVs that had an extreme amount of Pentaxid (thx to Escarli)
Technical & Other
Added a “Guided Tutorial” scenario which is aimed at helping new players to learn the basics before playing survival: Multiple new structures are set up to be used in this scenario thanks to all these builders!! CrazyZ, Frank the Witch, HeckenDiver, Hootsman, Jenniphurr, Kithid, LycanThrope, LyfeForse, Jrandall, Sulusdacor & Yunaleska_Kurryku.
Now validating playfield names in Sectors.yaml (as they are used as folder names)