It’s been a while since the last recap and a lot has happened during the last time, before I continue, I would like to give a shoutout to all the new 🌟positive reviewers🎇!
Thank you so much!
Now I will be talking about the topics below:
Next voting form
Recap of all updates/bug fixes/improvements
New quick updates since last week.
Next Voting Form
So I took a bit more than 2 months working on what was promised, however most of the time was spent adding quality of life and fixing bugs as well, I’m happy that the game is wayyy less buggy than it was a couple months ago.
I would like to make a request now, instead of running a new voting form with all your guys suggestions, I would like to pause that for 1 to 3 weeks so I can add a new Lobby/Login scene, I think it’s going to be really important for the Lore of the game. After that is done, I’ll run the normal voting form. This is all up to you to decide, I will leave the voting form here: https://docs.google.com/forms/d/1NKVtJGqGrCecjG5yDvg8n0XQtN2AHc2avmQF6s8IlZQ
(REMEMBER TO REACH OUT TO ME IF YOU ARE SOMEONE FROM THE COUNCIL, SUCH AS A CUSTOMER, SUPPORTERS, POSITIVE REVIEWERS, YOUR VOTES HAVE MORE WEIGHT!)
Now it's possible to change Gameplay Settings during Runs, such as setting the grab item mode to toogle or hold, blood, haptics and character voice/grunts.
Made the in game menu bigger and easier to read.
Part of the blood stream liquid physics after destroying opponents body parts seemed to be "attached" to the opponent, moving in an unnatural way.
Improved stabbing opponents, sometimes opponents will still glitch a little, specially while trying to get up while being stabbed. However now if you stab an opponent, it will stop whatever they are doing and after a while they will move away from you while removing the blade from them.
Also wherever the opponent is damaged, they will put their hands on the wound, giving a realistic feedback.
Made opponents run faster towards players and spawn closer, so there will be less delay of opponents coming towards the players.
Increased damage of stabs.
Decreased amount of information sent through the network when first starting the game, decreasing the lag.
When there were at least 2 players playing, sometimes the lights would turn off, or if the Host left the server, the lights wouldn’t turn at all. That was fixed.
There will always be Scouts in the Maze now, even after a Wave. So Waves can always happen until the player can manage to Exit.
Made opponents body parts more resistance, except the Head.
Added customizable sockets/pockets position.
Fixed blood stream being stuck in the air.
Improved network items bugs.
Fixed other player hitting opponent and not showing hit or sound effects.
Fixed voice chat being able to be disabled however not being able to be enabled until the scene changed.
Decreased Spider health by 80%.
Fixed players being able to drop items in other players sockets.
Fixed when creating a new character, the avatar would appear with the same colors of the previous character, however if player did not select any colors, then it would just create a new character with the standard armor colours(red).
Made Spiders try to stay a longer distance from the player by 25%.
Added customizable graphics. Now you can play around and customize for the best performance.
Added volume customization.
Fixed spider bugging for non hosts of the server.
Fixed game breaking if the host crashed or left the server.
Fixed opponents sometimes not getting up after getting knocked down or getting up, falling down and getting up again for non hosts.
Fixed stabbing opponents sometimes dealing zero damage.
Added First Aid Kit tutorial to the Tutorial Room.
Added translation for a few words.
Optimized items to decrease CPU usage.
Optimized information sent through the Net so it will lag less by a lot.
Added Half-Sword technique.
Cooler grabbing system.
Fixed Shotgun Pump sometimes not pumping bug.
Fixed hand angles to fit more with the players real life hand angles.
Added option to switch locomotion sides. Making it that the player can move using the RIght controller and rotate using the Left controller.
Fixed Tutorial Buttons, now they do not teleport move around once you press them.
Made weapons 50% lighter.
Fog will slowly change color and intensity according to the Theme area you walk into.
Fixed very small sockets not saving position.
Added Act 1 Boss
Fixed a few weapons being invisible
Added new swing/woosh sounds when swinging weapons.
Fixed opponents glitching when fighting too close to the player.
Fixed katana flying off hand.
Synchronized opponent attacks better through the network, so all players will always see the same attack animation, before it would occasionally show different animations.
Increased all gun damage by 20%, because sometimes shooting a goblin in the head with a pistol wouldn’t kill it, so it felt unrealistic.
Added warning when player is trying to logout during the run, because sometimes player would accidentally go back to the login scene.
Twohanded opponents grab the weapon properly when attacking(couldn’t do it for the Boss).
Fixed when player 1 would load a gun with a magazine or sight and if they dropped it, whenever player 2 would grab the gun, the magazine or sight would disappear. Finally fixed this!
Fixed items sometimes not being able to be grabbed by another player after player 1 already tried to grab it. This too was a very annoying bug.
Fixed cocked gun not shooting when another player grabbed it.
Fixed shotgun counting as empty of slugs in it if a player loaded it and dropped for another player to grab it.
Fixed opponents putting their arms in strange positions when being stabbed.
Fixed Act 1 Boss bugging for non hosts of the server.
Fixed Act 1 Boss skull rotating when using the ranged spell ability.
Fixed not returning to login screen when player died. ( I was testing something and I forgot to change the code afterwards, my bad).
Made grabbing indicator bigger.
Made player controller collider(what will block the way of opponents), disable for all players, before there would be an invisible collider blocking opponents.
Fixed slug making metal noises when colliding with other objects.
Fixed opponents standing around not doing anything.
Increased volume of the end wave ping noise.
Increased opponents' spooked/alert vocal sound.
Fixed other player legs animating whenever the player crouched.
Made guns magazine/bullets stop spawning on top of guns on the starting room tables.
Made melee weapons stop spawning standing on a perfect balanced upward position on the starting room.
Put player wrist health bar closer to the wrist.
Increased the invisible table lips to avoid slugs falling on the ground for the starting room.
Fixed bowling balls not triggering blood particles when hitting opponents.
If players or opponents accidentally clip above the ceiling, now will teleport back on the ground.
Fixed players able to teleport and walk at the same time after reviving.
Added 2 new opponents that are halberd/polearm wielders.
Some opponents have a chance of spawning with a shield now, the further the player is in the Maze, the higher the chances of opponents spawning with shields or even bigger and stronger shields.
Bullets are now able to penetrate shields, the stronger the gun, the higher the chances of penetrating opponent shields and dealing more damage.
Opponents now protect themselves if you aim at them with a gun.
Decreased the chances of disconnecting from loading the Maze scene by a lot.
Decreased the loading time to 10 seconds instead of 12.
Made opponents' bodies fall in a more realistic way after dying(not when getting knocked down, only when dying).
That yellow shiny circle won’t show up anymore when players sometimes open the Menu.
Melee weapons now are visually represented with the portion of the item you're supposed to grab inside the holster bubble.
Increased Shaman Fireballs accuracy.
Able to customize hand angle rotations.
Fixed players being able to grab weapons and moving even while dead.
Fixed only non host going back to login screen after all players are dead.
Slowed attack speed so opponents' movements feel less janky, will decrease the speed of other things as well.
Increased maximum number of opponents to 8 during the final parts of the run. I managed to remove some unnecessary animations values that were being sent from the host to all the other players in the game
Decreased the goblin throwers dust particles amount for their spears because it was causing lag when blocking them.
Whenever an opponent would collide their weapon with a wall or the floor, it would always make a damage cooldown activate, making that when the weapon hit the player it would deal no damage, because the cooldown was still active. Made opponent weapons ignore walls and grounds to not trigger this cooldown anymore. This would always happen with the Boss since his sword was so big causing it to always hit the floor first.
Fixed the Boss bugging an animation when being stabbed after he reached the 50% health threshold.
Boss wasn’t taking damage sometimes, I believe I fixed it.
When grabbing some melee weapons with both hands, sometimes the secondary hand would only grab a fixed rotation breaking the immersion, now the angle will be accurate to where the hand placement is.
If you grabbed a weapon with both hands and spread your controllers apart, the weapon would jump around a little, this mostly happens with guns, so I made that if the secondary controller is too far away from the grabbing position, it will let go of the gun. Melee weapons don’t have this issue as much.
Opponents were still screaming or triggering the wave after being killed after being alerted.
Sometimes opponents would get stuck in some pillars at the Ruins area, fixed the opponents path so that won’t happen again.
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New quick updates since last week.
The stab is a lot smoother now. Player weapons don’t get stuck as much with opponent weapons. Smoother body movement for opponents when looking at players and placing their hands on a wounded position. Disabled the blinking box of where the player is supposed to insert the mag when another player gives a gun that already has a loaded mag. Opponents do not repeat the same attack anymore in a row. Thompson cocked bullet wasn’t appearing when player bullet the bolt a little bit. Fixed spear wilders doing strange hand positions. Opponents stopped blocking attack after a certain update, fixed it. Fixed weapon making swing sounds after player walked and stopped walking. Made opponents more difficult of getting knocked out.
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I hope you are all working out and eating healthy as usual! 💪😁🍳
・Adjusted the number and size of enemies that appear in the middle and late stages of the game ・UI and special effect adjustments ・Added highlighting for enemies above Elite rank ・Adjusted the screen shaking effect during a critical strike ・Optimized gamepad support and now fully supports playing with a gamepad ・Adjusted the background music and performance when the boss appears
◆New Content
・Added 【HARD】 mode ・Added 【ENDLESS】 mode ※【HARD] and 【ENDLESS】 modes can be unlocked after clearing the 【NORMAL】 mode ・Added 【Settings】 option when the game is paused ・Added 【No aiming mode】 ※You can switch to this mode by pressing the right mouse button in-game ※While in the 【No Aiming Mode】, press and hold 【SHIFT】 to fix your direction ・Added game operation instructions for first-time players
Lost Assassin - A Tale of AI Corruption - KingSaturn
This update is to provide some details on what to expect when we begin the first major phase of our relaunch. We promised an update in Q1 but have decided to hold off a bit longer while we refine the opening stage.
This update will go into some more depth on what to expect with the new relaunched version of Lost Assassin - A Tale of AI Corruption
Enemy AI and Physics
This past month, we have been further improving the enemy AI to feature more responsiveness to the environment. More dynamic 'decision making' on platforms and refinement to the different behaviour modes (idle, patrolling, chasing/engaged). If you shoot an enemy, they will begin to chase you and negotiate the terrain in a more realistic way by jumping and dropping down from ledges.
Level Design and the Prospector Tool - This has been the main focus of late. Our aim is to create an interesting and challenging opening level. Now some solid AI enemies have been created, we are developing a level that makes the most of them. We are also leaning into puzzle platforming elements with some physics based areas that utilise the Prospector Tool to pick up and move items. Since you will not have an arsenal of weapons to begin with, the prospector tool will be your main 'weapon'. Don't worry, there will be plenty of ways to cause chaos.
Humans (early stages of development) - We have been wanting to include autonimous NPCs who will engage in combat with the enemy if they are encountered. So far it's still in early stages, but it looks promising. We will have NPCs as characters in the main story that assist in providing objectives etc.
Shaders and Effects Refinements and changes to various effects in explosions and pickups etc.
Gems - There are now special rare gems that provide large numbers of gems when mined.
Stay tuned and don't forget to give us a wislist. We are a team of two so it all counts!
As mentioned earlier, we're going to have a comment poll to determine which character will be the focus of one of the Time Fragment bonus scenes in Chapter 04. Simply vote by posting a comment with the name of the character you want to win.
Characters in alphabetical order:
Akane Ellie Mandy Selena Serah Vanessa
The poll ends on May 5th at 11:59 pm EST. I'll post the winner in the comments after going through the votes.
More news soon, and thanks for the support!
If you haven’t already, follow Zero2HeroGames on Twitter and Instagram for Time For You news and future contests to win some Steam keys! If you’re interested in Time For You BETA releases, Dev updates, monthly lewd wallpapers, and other bonuses, you can get that all at my Patreon or Subscribestar.
The 1.04 version update for the game is now available, and we hope that everyone will update!
First of all, we want to apologize to everyone. This is our first time releasing a paid game, and we will do our best to improve on our shortcomings. We sincerely apologize for any bugs and design issues in this version, and we bow to you ( Ĭ ^ Ĭ )!
After the game was released yesterday, we collected a lot of feedback through live streams, player recordings, instant messages, and comments. We are very grateful for this, and we have been working tirelessly to fix many issues overnight. Here are the corrections and optimizations:
[Bug Fixes]
Fixed an issue where the camera near the Summer White Dragon could get stuck. (Players who got stuck here can now continue the game after updating, we are very sorry for this issue)
Fixed an issue in Autumn where the Hammer worker could be used twice with the hammer, causing the game to freeze.
Fixed an issue where the camera could appear abnormal when opening the Qiaoqiao task in Autumn.
Fixed a layering error with Spring Flower Girl and Winter Rolling Pin.
Fixed a data error when entering the game through the "Season Selection" level after completing the game.
Fixed an issue where small games like "Finding Wild Vegetables" and "Drawing Tree Leaves" could crash.
Fixed some minor layering issues.
[Content Optimizations]
Significantly reduced the difficulty of the "Finding Different Colored Items" game in Spring. (We are very sorry for this and bow to you all)
Optimized the random positions of the Spring Rake, Pruning Shears, and Seedlings, as well as the Summer Duck, Frog Mother, Seedlings, and Sickle, making them more noticeable. (Thank you for your hard work)
Optimized the collision box for the Autumn Maternity and Cow Pen, making it easier to use items on them.
Optimized the logic for obtaining the Fish Scale Stone item.
Optimized the artistic resources for Seedlings and Reeds, making them more noticeable.
Optimized the puzzle flow for the Summer Water Boiling and Autumn Roasting Duck locations, making their ideas consistent with other puzzles.
Optimized the camera flow for the Wu Gang location, making it easier to provide guidance information.
[New Features]
Added a "Skip" function for the "Finding Different Colored Items" game in Spring, the Summer Pipe Clearing, the Qin Puzzle, the Houyi Shooting Game, and the Winter Laba Bean Reading game. After a certain number of attempts, steps, or if players get stuck for a certain period of time, they can choose to skip the mini-game and continue the main story. (For those who are stuck, you can continue after updating!!)
Our team of three part-time workers has taken leave from their regular jobs to continue working hard to correct and optimize the game and ensure its quality. Thank you for your support and understanding.
Hope you have a good time in the game! Feel free to share your journey and conmunicate with other in the forum, thank you!
I decided to open the year with a fun project, where I essentially remade a Digimon Tamagotchi but put my own unique spin on it. Man, was that fun!
So what makes the RTG version different from the classic v-pet? A lot of it will hopefully feel familiar to people but one of the biggest things I wanted to make sure of was that this could be a single player experience, and I wanted to make sure that it wasn't too terribly long. The game was designed with all of the wacky variables of the original but to get to the final form, it takes a substantially less amount of time.
In addition to the single player, single session gameplay, there are also a ton of forms to obtain. The original had a reasonable amount of forms, but for ours there's just a little more and some of them are even RTG themed. Triangles (Mr. Triangle's Maze and Adventure), Yo-Ghost and Cthulhu (Cthulhu's Paradox), Louis the Goose (Graffiti Goose, MTA, Video Goose), Dinosaur Brown (Surfasaurus). But before I did any of those, the thing I wanted to do most was turn my dog into a beast, and it was too fun to not make his forms the promotional materials. His child (rookie) form is based on him at regular size, and then when he gets to teenager (champion) he starts to get bigger like his personality. His adult (ultimate) form is based on his first Halloween costume, where he was a shark.
As you can tell this game is a big passion project, with a very small scope for gameplay, but in what I hope is conveyed a giant scope of heart.