This is our first update of Toon Toon Racing to the version 1.1
NEWS:
- Two new cars - Barracuda and Mini TT. - New MiniMap. - New suspension system.
FIXES:
- Big changes and fixes on the scenario Citybay. - Small changes and fixes on the scenario GreenHill. - Corrections aplied on Chinese, Korean,Japanase and Russian translations. - AI has different colors now. - All tracks has different AI drivers. - Small changes and fixes on Tires. - Small changes on Car Camera. - Auto respawn adjusted for 03 seconds.
There is an underlying issue with the gameplay in NinjaFall that needs to be addressed.
Speed.
As part of an ongoing effort to make the game much, much faster. We will be making several updates along side typical bug fixes and improvements to increase the speed and flow of the game. This update specifically addresses using a kunai.
The following updates were made to NinjaFall in this patch.
added gravity to kunai
added the ability to throw kunai on angles
kunai travels speed increased from 5 to 10
kunai damage increased from 10 to 40
added a flight time to kunai which does the following thing
the initial 20 frames, the kunai travel is linear
after 20 frames, the kunai then begins to be effected by gravity
after 20 frames, the kunai begins to slow down horizontally to simulate a little bit of air resistance
The initial speed is 10;
the minimum speed is 5;
added two new settings to the settings page
You can now set sound effects to be globally on or off
Beyond These Stars has taken an interesting turn in development lately - it’s begun feeling less like a prototype and more like a fully fleshed out game. Sometimes this feeling can come suddenly, like a light switch turning on, or sometimes it can be something slow and steady that you notice suddenly. For me, I’d say it feels like the latter of those two things!
Before we get into it, a gentle reminder that all these pictures are works in progress! There’s a very high chance the game will look different when it gets to you.
This is a pretty long post, so let me give you the TL;DR right here. Scroll down if you want the juicy details!
We’ve been tinkering with in-game UI in an effort to make it easy to understand but looking slick
Sam and Isaac have been designing and implementing Mining Resource overlays, similar to the overlays in Before We Leave
Isaac has also been working on making tiles look more lifelike; think raised garden beds, and “scuffed” looking edges to cliff tiles. He’s also been working on Spaceship animations (check the video above!)
The composting mechanic has been implemented (scroll down for that video)
Mereana has been working on save and load menus; it’s fiddly and important work!
I’ve been writing and implementing the very first version of the tutorial. I’m happy with it but it could be better.
Okay, time for specifics:
RESOURCE PRODUCTION
We’ve been experimenting with resource production diagrams! We’re hoping it will give you a clearer understanding of how certain resources come to be, and which ones are needed in certain buildings. Ultimately, this should help you make decisions easier and faster.
OVERHAULING OVERLAYS
Some of you will remember the overlays in Before We Leave: they were super handy, right? Well, we’re rehashing them for Beyond These Stars! Sam and Isaac together have been working on an overlay which shows what Mining resources are available on Kewa’s back.
BEVELLED TO PERFECTION (sort of)
Isaac has also been working on the edges of the hexagonal tiles - they're now beveled and roughed up, which makes the world on Kewa's back look so much more real. It also has the advantage of hiding some pesky texture seams! Of course, this is just a first pass, and Tom or Rafał will make better textures so Isaac’s initial efforts work well for different tile types. Isaac also reassured us that there’s tons of environmental assets still to come. No pictures of this yet, sorry!
What I can show you is puffy fields. Sounds weird, but that’s pretty much what they are. Dirt and fields aren’t perfectly flat, so Isaac has done a great job putting this beautiful, perfectly natural imperfection into the game.
YEAH? NAH…
For Aussies and Kiwis, “yeah nah” and “nah yeah” are essential pieces of slang in our vocabularies. So naturally, Mereana simply had to include them while working on the Save/Load menu. Given that everything is very much still a work in progress, we’ll probably take them out… unless…? Tell me what you think and we might keep them in 👀
Mereana has also been working on the Load menu. This UI element involves a lot less slang, but that’s okay.
TUTORIAL WRITING
In case you missed the memo, I’m working as Narrative Designer for this project as well as being the Community Manager! The community has been quiet lately, and part of the reason why is because I’ve been working on our tutorial. I’m very pleased to say, after a whole lot of grinding, the very first version of the tutorial is in the game. I am so glad to finally have it done - citybuilding games are quite complex, and so writing a tutorial that is easy to understand, not too wordy, and engaging is not an easy task. That said, this is the first version and I have a long way to go before I am truly content with it.
COMPOSTING
In Beyond These Stars, the Peeps compost waste from their homes and use it to revitalise the environment around them! This is what that mechanic currently looks like in game:
STUDIO NEWS
We've had a lot of stuff happening at the studio too, but for the sake of brevity, please check out those blogs over on our website! (here & here.)
Whew, that was a long one folks! I hope you enjoyed reading.
Exploit system and apt-get changes has been reverted to the public version. Development of the partial objects will continue in future experimental builds. Thank you for the feedback!
Previous Server Updates
- Fixed bug that prevented the email and bank passwords of players from being deciphered.
- Fixed bug that could cause script actions such as creating files, deleting or renaming not to be saved correctly if there was another script calling file.set_content on a file in the same filesystem at the same time.
- Fixed regression bug that caused libraries in hackshops to not update correctly to the latest version, causing apt.check_upgrade to always return true for the libraries metaxploit.so, librshell.so, and crypto.so
- Fixed regression bug that caused the content of files to be lost when moving the folder containing them to another location
Stories don't write themselves. Legends do. Step into World Tour with your avatar to meet the legendary characters who will inspire your journey in finding the meaning of true strength.
Street Fighter 6 hits the scene on June 2! A new era is about to begin.
v0.7.90 -Online and system fixes based on user reports. -Adjusted Max Titan Count reduction logic to accommodate situations with many over the max count and to reduce faster. -Improved bones in NPC hands so the animations look better.
1. The story has been remade. Due to the change in the storyline, save files of players currently challenging the final boss or those who have completed the game will automatically roll back to the state before challenging the final boss. We apologize for any inconvenience caused and encourage everyone to experience the new ending. 2. After completing Ending 3, players can return to the town and continue exploring. 3. The difficulty of the bosses Theia, Yuri, Nyakori, and the Plague Witch has been reduced, especially in Easy mode. 4. The Boss Challenge Room now includes all the bosses available in the game. 5. Some achievements that were no longer achievable due to the story remake have been removed. Thank you for your understanding and we hope you enjoy the improved gameplay experience.