Jun 8, 2023
Blightlands Blacksmith - Skald Software
Patch v1.04

First of two patches today, as the cart was causing real issues for people.

Mine Cart

The mine cart is now substantially more stable. It auto-corrects to flat when the cart pitches back too high. Collision response has been substantially improved. There should be no further level breakouts, or cart sticking into the ground.

Some few places remain where it is possible to clip the camera outside the tunnel mesh if you are extremely close to the wall. The trade-off to fix this is either very straight boring tunnels or much more expensive collision meshing. I will wait to see if this causes further issue.

General Game Fixes

Look control inversion now aligns with the rest of the game when forging.
Additional prompts added to assembly bench.

Next patch in 12 hours. Keep the furnace running.
Jumplight Odyssey - Chan


Spacefarers!

If you haven't heard yet, Jumplight Odyssey's Combat Trailer is dropping very soon! Hold your breath through the intense chaos and non-stop action as you scramble to evade the Zutopan's clutches... You can check out some more teasers over on our Twitter!

Some of our Devs -- Community Manager, Chan, and our Studio Founder, Trent -- are sitting down to explore some of these combat scenes from the trailer in more depth in a Steam Livestream.

đź“… Mark your Calendars for:
Mon 12 June at 3pm PDT
Mon 12 June at 6pm EDT
Tue, 13 June at 8am AEST


Until then!


Keeping your Hope Bars full,

<3 LoG


---

✨ Join the Official League of Geeks Discord Server {LINK REMOVED}
✨ We're on Twitter as @JumplightGame & @LeagueofGeeks (plus virtually all other social medias!)
✨ Most relevantly, if you haven't yet, you can Wishlist below 👇

https://store.steampowered.com/app/1893820/Jumplight_Odyssey/
Jun 8, 2023
City Car Driving - MrWild
When it became clear to us that the original City Car Driving engine was very outdated, we began to look for a new solution...

You may read complete Developers Diary on our City Car Driving 2.0 Steam page

Jun 8, 2023
City Car Driving 2.0 - MrWild


When it became clear to us that the original City Car Driving engine was very outdated, we began to look for a new solution that would be:
  • Actually developing and interesting for specialists.
  • Scalable, which would be suitable not only for a new game, but also could be used in the future for our simulators.
  • Optimized for modern computers.
Our search stopped at the Unreal Engine, first of all because of its flexibility in operation and the variability of tools that allow artists and designers to perform many tasks independently. In addition to these reasons, the undoubted advantage of UE is its compatibility with our internal editors: landscape, traffic, and so on.

About a year ago, we created a pilot project on UE4, used internally, after which we transferred all our developments to UE5 in CCD 2.0





Let’s start by creating a landscape. The main part of the landscape and roads are created by a generator specially developed by us, which is not part of the UE. Using the same generator, the main AI of urban traffic is created, as well as the logic of pedestrians. As a mandatory feature, traffic control is attached to this. A side part of the landscape is completed by artists as 3D models. With this approach, we can ensure for ourselves a high speed of creating locations with an extensive network of roads and a realistic landscape.


The screenshot shows how the location is filled: objects without textures and detailing are a blockout (a blank for an object). Level designers, when filling the location, work in parallel with viewing the physical properties of the location so that there are no holes or invisible walls. After filling the location, the objects are checked for a collision with the player’s car.

IWhen filling the location with objects, we use internal developments for automatic placement and generation. In the development process, designers and artists use industry-standard optimization methods:
  • Levels of Detail (both manual and automatic).
  • Geometry Instancing.
  • Material Instancing.
  • Combining textures into atlases (both manual combination and automatic when creating HLOD groups).
PBR (Physically Based Rendering) materials are used on the objects with the possibility of their customization by level designers.


Reflections in the game work on the basis of PBR materials (Roughness-metalness). Thus, materials without roughness have a reflectivity. At the same time, the reflections themselves are generated using SSR (screenspace reflections) technology.


To make the above reflections more realistic, we have added reflections based on HDR (High Dynamic Range) on the car. The reflection capture mode is displayed on the right side of the screenshot. The mode displays the calculation of reflections in real time, this is the main technology that draws reflections on textures.

At the very beginning of development and at every stage, from the first polygon to the last pixel, we were focused on maximizing the optimization of the game. At the same time, we try to achieve graphics quality that meets the industry standards, adjusted for the chosen style.

UE allowed us to choose one of two types of shading – Forward Rendering or Deferred Rendering. Forward is faster in some cases but makes it impossible to use many effects, reduces the overall performance and quality of dynamic lighting. Thus, in order to maintain the balance of the availability of modern graphic technologies, the speed of work and the capabilities for optimizing the final image, we settled on the Deferred Shading.

Having decided on the type of shading, we moved on to the basic lighting settings.


It was decided to make the change of the time of day dynamic, so the intensity of the color of the sun and the filling light will be changing. Further, when determining the presence of dynamic light sources (lampposts, illuminated signs, interiors), performance measurement tests were carried out. The measurement results showed that it is necessary to combine different lighting methods – realtime (from light sources in the engine) and baked (glow within the texture).


Shadows iare implemented using various UE lights functions and baked shadows at the model level. For example, “cascade shadows” work near the player. The shadow processing mode is shown on the right side of the screenshot.


At a distance, cascading shadows disappear and DistanceField Shadows, much lighter for the performance, turn on.





Will there be different regions, countries, etc. in CCD 2.0?
In early access, we plan to release only one region: a southern city near the sea, in the future we plan to expand and add game locations.

In CCD 2.0. will there be an imitation of damages to the car, after which it loses its functionality?
It will be, in future diaries we will definitely tell you how we want to implement this functionality.

Will there be cars from the original CCD in 2.0?
No, we want to preserve the uniqueness of the products and will not mix vehicles. There will only be new cars in CCD 2.0.

Will there be TrackIR support?
At the moment, support is not being considered.

Will there be VR support?
There will be no support in early access.

Will there be an expansion of social interaction with the audience? For example, a discord server, for the opportunity to discuss the game, or to communicate directly with the developers?
Yes, it will. At the moment, we are preparing a discord server, and as soon as we are ready to launch it, we will immediately inform everyone.




For now we have touched only a part of the technologies used. In the following diaries we will tell you more about the graphics.

In the next issue, we will talk about the methodological component in the game and show exercises in the car-racing track. Dev diaries are released every two weeks, where we talk in detail about the development of the game. Don’t miss them!
Jun 8, 2023
GameZero - gutts
68
Jun 8, 2023
GameZero - gutts
1051
Jun 8, 2023
Stellar Echoes - 3535437779
Music optimization
Journey to the West - Chelsea~
We are thrilled to announce that the official version of Journey to the West will be launched on June 29th! In order to express our gratitude for your enthusiasm and support along the way, we have partnered with "Alina of the Arena" to offer a limited-time special bundle, presenting you with a feast of roguelike card games!

https://store.steampowered.com/bundle/32929/Journey_to_the_West__Alina_of_the_Arena/

Our iOS version is also available on App Store!

Welcome to follow our official Bilibili channel or Youtube channel, where we will regularly update exciting videos and the latest information! We also have a video version of the weekly report coming up.


This week, we remade the talents of Swine King, focusing on enhancing the Bleeding build and Discipline build:
  • Crimson Stike Vol I: When Zhu Bajie attacks a bleeding unit, he will apply 2 layers of bleeding counters. In other words, once the enemy is afflicted with one layer of bleeding, each of your attacks on that NPC will apply 2 stacks of bleeding.



  • Crimson Stike Vol II: Whenever an enemy bleeding unit takes action, and here it refers not only to attack but also includes abilities and skills, they will receive an additional instance of bleeding damage.



  • Suntra of Ultimate Bliss Vol I: Gain 2 random Commandment cards you don't have, greatly enhancing the chance to get all 8 commandments.



  • Suntra of Ultimate Bliss Vol II: Immediately acquire an upgraded Disciplined card. If you already have all 8 commandment cards, the damage will increase by 100% with this Disciplined card.


In addition, we made independent changes to the logic of enemy units so that the minions summoned by enemies will not have intentions immediately but only in the next round, avoiding the imbalance towards characters other than "Pokemon" Holy Monk.

Bug Fixes
  • Fix the bug that new Spirit Power talent of White Dragon will cause Spirit Power to keep increasing.
  • Adjust character selection scene auto layout.
  • Fix the issue that the High Buddha will cancel his power after entering combat.
  • Fix a game stuck bug when playing projectile effects with a effect count limit.
  • Fix a bug that after saving/loading, "Protected by Demons" card learned by the Dragon Princess loses level.
  • Fix a bug that exceptions occur when quitting with cards flying to deck.
  • Add 60 FPS options for medium and low graphics qualities on mobile devices.
Bird and Beast Fantasy - mingjilongyuan



Update

1. Add the Xbox button binding on the start interface

2. Add setting interface Xbox button binding

3. Add menu interface Xbox button binding

Next step

1. Fix the resolution interface bug


2. Fix the interface selection character movement bug
Jun 8, 2023
Rebellion Corporation - OOJJRS
Features:
  • Added plugin system. Plugins can be attached to units to give them additional abilities. You can get them while doing missions. (Between the Archives!)

Improvements:
  • Conditions that must be performed prior to Quest have been removed. There are no restrictions on Quests received when performing missions!

Balances:
  • The 3rd and 4th Thanatos missions have been reorganized to be of equal difficulty. In several ways.
  • Adjusted Thanatos' 2nd, 3rd, and 4th mission clear rewards from 6000/6000/6000 to 8000/12000/12000.

Fixes:
  • Fixed issues with displaying facility stats in the Supply Exchange.
  • Fixed minor ui issues.

The deletion of Quest condition and the modification of the Thanatos mission are changes to clarify the nature of the game.
RC is supposed to proceed in the order chosen by the player without the order of missions from the second planet.
Since you can't imagine that kind of appearance if you only play the demo, I changed it so that you can infer that part while playing Thanatos.
...