We are 27 days from Inkbound’s release date, May 22, 2023!!
As we near Inkbound’s release date, I wanted to make sure that you knew about TWO fun cosmetics you’ll get on May 22!
THE IMP HELMET!
As a thank you to all our Monster Train fans, we’re so pleased to announce that everyone who has Monster Train on Steam will get a special edition Imp Helmet in Inkbound! If you own Monster Train, this special cosmetics unlocks automatically when you first complete the tutorial.
And now, the second helmet…
*Drumroll*
SPACE CAT HELMET!
For our amazing newsletter fans, you’ll be sent a special code for the SPACE CAT HAT! If you haven’t signed-up for the newsletter yet and want to strut your space cat helmet in the Atheneum on Launch Day, sign-up for the newsletter here: https://inkboundgame.com/
And that’s it! These are just two of the amazing cosmetics the Shiny Shoe art team have been working for years. I personally can’t wait to see what cool combinations you come up with and maybe we’ll have matching Space Cat helmets!
See you in the Atheneum! ~Cami Community Manager at Shiny Shoe
Thanks so much for the strong support so early in our release! We've been getting great feedback in both Discord and on Steam, and we're already here with our first hotfix (well, second if you count the blunder of pushing an internal testing build live on release instead of the actual release build... whoops!).
Here are the fixes for this build:
FIXED: Getting stuck in buildings
FIXED: Daggerfall incorrectly bypassing armor
FIXED: Running away from combat could potentially hard-lock you
FIXED: Combat UI fixes
FIXED: Quest log should properly show location of quest NPC's
Keep reporting any bugs you encounter, either via the forums here on Steam, in our Discord or via our in-game bug reporter (best solution so we can get logs of your build and the errors).
Again, thanks so much for both your support and for enjoying the game!
Hello! I uploaded a quick fix for the demo to address a couple of issues. Now it should be easier to do the wallrun, and also there are clearer instructions in the pause menu. I will work on a short intro sequence where you can practice the movements without dying, and it will be part of the next demo. In the meantime, I decided to do this quick fixes.
- key duplication in keybinding is now possible - added build mode - added hot bar switch - added life bar - you can now catch moles - added new quests related to Fulraste and to moles - fixed a lot of bugs
It's time for ∑∫ỹriȱŋ Tribe Week! Instead of a picture and blurb, we wanted to spend some time helping charity!
This means that all revenues from sales of ∑∫ỹriȱŋ tribes & things in http://shop.midjiwan.com during this week will go to the Canopy Reforestation Project, which helps plant trees.
Hello everyone, we have made adjustments to the TLVL2 Map in some textures and rocks, we are also working on a new map that we will soon be presenting to the community
-The AfricanMap will be removed from the game for the new map in the next update
-New rendering system added to the game
Animals
-Adjusted head movement of all animals. -Optimization of animal animations
It takes time to load a video game. Whether it happens all at once in one big loading event that gets it all done up front or it is broken up into smaller pieces and loaded in smaller chunks (or even streamed in while the game is running), the game data needs to end up in memory somehow. On top of this, players don't all have the same preference of one solution compared to another.
Our original strategy was to load the entire game world in one shot so the game would have no loading screens at any other point. Unfortunately some players didn’t like the idea of having to wait for 30-45 seconds right at the start, especially if they didn’t know in advance that they wouldn’t be exposed to any more loading delays until they closed the game. So… it was time to rewrite some code to allow the game to be loaded in smaller chunks. Unfortunately this changed one of the core assumptions about how the game was architected: not everything in the game was available.
In our original paradigm where the entire game world was loaded, if we needed to move an NPC for a cutscene we would know with 100% certainty that they were out there somewhere, they could be located, and they could be moved. With the game data loading in chunks, there is a decent chance that what you are looking for might not have been loaded yet. The conversation with the computer now goes something like this:
Cutscene Engine: “Go get that NPC and move them to this room for a cutscene.” Game World: “That NPC doesn’t exist. The part of the game they are in hasn’t been loaded yet.” Cutscene Engine: “Well go find them.” Game World: “I don’t know where to look. The part of the game they are in hasn’t been loaded yet.”
It makes a good point, therefore we need a way to tell the game where things are supposed to be before they are loaded. And when an object gets loaded it also needs to ask if there is some save data that needs to be applied, because we can’t assume that it existed when all of that game data was being applied (as a matter of fact, it probably didn’t). And an object needs to save and track its own default state just in case it gets loaded one way but then has to get reset to a different state that isn’t explicitly marked in the save data. And… and there are just a lot of things that need to be considered. Especially in a game with save data as complicated as Reina & Jericho, because every time you find a new save point a new timeline is saved in whatever state it is in at that specific moment, so there are dozens of timelines recording dozens of potential world states.
And that has been an interesting and fairly complicated problem.
In the next updates we'll focus on something a bit less technical, and we’ll have some nice visual before and after comparisons soon, but for the past week or two the story has been the pains of loading data asynchronously in a game about asynchronous timelines.