Achievements are now affect how much money you earn from requests. They only will affect you for the save that you achieved them in. The will begin to effect you in future saves once you reach the same milestone.
The time system was rebuilt to be more stable, and provide less confusion when pausing the game. A hour is ~.75 seconds. Please let me know if this is to fast or to slow.
Future Plans:
Minigame to do while you are making a song. This will effect the review of your song.
Marketing Tab. This will affect how many fans you have / will receive for your next release
Contracts Tab. This will affect your revenue coming in, as well as the cost for marketing.
Bug Fixes
Fixed bug where save files could be incompatible with new updates
Fixed bug where song requests weren't being completed
Fixed bug where style selection was changed when selecting a type
Fixed bug where audio would not play when song was completed
Fixed bug where steam achievements could cause a crash
Any extraction site, such as a farm, belongs to a town. This farm will harvest wheat, but now it depends on your transport capacity what portion of it may be transported to the capital.
Transport capacity is determined by several things, and can be also improved on multiple ways like improving the roads or assigning more vessels and wagons to it through the Towns window. Of course, you must first build those wagons and vessels first.
Other notable Changes
boats and units on the boats now sway with waves.
Transport capacity mechanics.
added Towns window where towns of the empire can be visited, and transport capacity may be set.
I'm looking for playtesters! You can apply right at our Steam Page, just click on the "Request Access" button. See you in-game!
You can check out what's new in the video below, but in short, we have one MAJOR key development this week:
❗️ENEMY ATTACK INDICATORS❗️
Exclamation point appears above an enemy’s head before they attack
The visual indicates to players when they should prepare to dodge
Allows for more perfectly timed dodges and fair gameplay
Thank you all for continuing to follow and support the development of Kittens with Cannons. Have an amazing rest of your weekend and see you all next week for another update! 🐱
Hey all, I've made a fair amount of progress on the game over the past month, so let's get into what I've been up to.
"Gary Island" map
One conundrum I had while designing the tutorial scenario was where to locate it (i.e. which map to use and whereabouts on that map). I could have used one of the existing maps but they are all pretty large and "open plan", which made it hard to lay out the scene for the tutorial. I needed something small with clear boundaries that spatially confine the player.
For a while I had been resistant to the idea of adding another map for the tutorial scenario, but it became apparent that this was going to be necessary, and worthwhile investing the time and effort in. So I decided to make a new map, an island surrounded by water, with a 250x250 m playable area.
For long time followers of the game's development, I resurrected the water from those old procedural island maps! I was also reluctant to do this actually, as introducing water brings about a whole host of implications (what happens when you go in the water? buoyancy? drag? sound & particle effects? player swimming animations?) So for now the water is beyond the map boundary and is just there for visual effect.
As usual, first I started with making the terrain height map:
Then, painted the textures (reusing those from the other maps):
Finally, added details (e.g. grass) and trees:
Overall I'm quite pleased with how the map turned out. It has a central area (which I've used for the tutorial scenario), and other areas that are connected via paths for a bit of variety. I'm thinking this will be good for other scenarios, and also as a general starter map for players.
Water reflection optimisations
After bringing back the water, I needed to do some performance optimisations to the old reflection rendering implementation (water reflections are rendered using another camera with a view that is flipped upside relative to the main camera).
I improved the code by eliminating some expensive per-frame calls (GameObject.Find(), GetComponent(), etc.) and getting rid of GC allocs. I also reduced the level of detail during the reflection render (by overriding the LOD bias, turning off terrain details, and reducing the tree LOD switch distance).
Finally, I added a "video options" setting to make the water reflection rendering only include the terrain & sky, or be turned off altogether (falling back to a reflection probe).
Tutorial scenario
To finish the final iteration of the tutorial scenario, first I had to create a scene in the new map. I laid out all the constructions, checkpoints, and so on for each of the tutorial stages that the player completes in sequence.
Then I worked on the scenario scripting, organising the Lua scripts by breaking them up into the tutorial stages. The scripts are responsible for tracking player progress through the tasks they have to complete for each stage, showing a UI window with instructions (text and videos), and helping the player get back on track if they make a mistake. This turned out to be a huge amount of work, but I think the results turned out really well.
Here's a sneak peak of the start of the tutorial scenario:
So the tutorial scenario is now (more or less) complete, which is a huge milestone, as that was the last major task before early access release. There's still a bunch of work to do, but I'm now in a position to prepare the game for release which is very exciting!
Part resizing indicator
I've implemented another indicator that shows unit dimension numbers near a part when resizing it with the resize manipulator.
This makes it much easier to see the part dimensions while resizing, as it saves having to look down at the part UI overlay.
Script mods
The script mods included with the game have continued to develop. For example, I implemented a "builder tool extensions" script mod that provides an interface with options for precise part placement.
I also improved and added to the various debug tools, and added a simple "hello world" example. I can't wait to see what script mods of their own players can come up with!
The game has already been released. friends can support The game already can come in and talk Do you have any advice for the game? Games Early Access You can adjust the game as your friends want. There are instructions, the story of the game can tell, items, items, playing systems Different modes, different maps thank you everyone
- Menus / options - dynamic door and key - predatory spider and hangman adapt - dynamic drawers - hidden glove skin - pocket and body reset between each level and reappearance - optimized loading between each level ( VR and classic ) - course system in VR ( right or left hand )
We're absolutely thrilled to bring you the latest update: 0.5.2! We've been hard at work and have introduced some fundamental game mechanics that we're certain will bring a whole new dimension to your gaming experience. Let's delve into what's new:
Game Control Assets: Have you ever wanted to turn your creative build into a fully interactive game? With our latest update, that dream is now a reality. We've added the ability to place checkpoints and endpoints on your map. As you design, you can set specific points for players to reach, turning your build into a fully realized, interactive adventure!
Play Before Edit: Now, downloading a game from the marketplace comes with a unique challenge. Players will need to complete the map - reaching the endpoint - before they can dive into edit mode. This allows creators to design unique challenges and players to appreciate and experience the full extent of a creator's vision before making their own tweaks.
Added Damages and Healing: Prepare for a more realistic gaming journey! We're introducing drop damage and lava damage in this update, making the world feel more alive (and a bit more dangerous!). But don't worry, we're also adding a healing function to help you out. Use green tiles scattered across maps to regain health, adding a tactical layer to your gameplay.
Enhanced Immersion: We're all about creating a more immersive gaming experience for you. To that end, we've implemented footstep sounds for a more realistic feel as you navigate through various terrains. Additionally, we've included a message UI to keep you updated and immersed in the in-game events.
We're incredibly excited to see how you all interact with these new features. We believe this update will bring more depth to our game and offer an even more engaging, interactive experience.
As always, please keep your feedback and suggestions coming. We are continuously improving, and your thoughts help shape the future of our game.