Jul 1, 2023
Project Apparition - Gothicjawa
As a foreword we would like to inform that the previous development updates where posted before we obtained our Steamworks partnership, they can be found here.

Transmission 1
Transmission 2
Transmission 3

The development grind continues. Since we had been working on the ghost models last month and they involve a lot of work with external programs like Daz3D we decided to put a hold on the trailer production and instead work on the player characters. We have also started work on another map as well, Little Acorns Camp! The majority of our time this month has been consumed by player characters, their creation and the new map! Player characters are a very involved aspect of PA, and we want to get them right!

Little Acorns Camp
Our wonderful creative director has been working on a completely new map this month. Little Acorns Camp, an American summer camp themed map. Set within an idyllic forest beside a lake, the camp was the stage for a tragic event, and now a location that few dare enter. The terrain has been custom sculpted and level-design is unique, a lot of time and care has been taken to ensure the placement and feel is realistic and on point for maximum immersion. The camp consists of several timber framed buildings with all the amenities and quirks that you would find with a real summer camp.

At the moment the map is still within its level design stage. When that is finished it will be imported into the main project and we will hauntify the place, adding all the things to make the place come alive and be interactive!





Player Characters & Creation
Just like with our player lobbies, we want to bring a level of customization to the player characters that we have not seen before within this genre. We achieve this by leveraging the power of Daz3D Genesis figures. These figures are fully licensed for commercial use and provide functionality that would usually require an experienced 3D artist and a lot of time.

Although we side step quite a huge requirement in using these figures, there is still a large amount of work that has to be done around them, and then more when we import them into the game project. What the figures provide is a base shape, the ability to morph the figures and then the rig/bone setup required to animate them. Clothes, hair, textures and anything else that can happen to the figures within the game still have to be considered and processed by us.

Character Morphs

Morphs are what shape a character's base figure. They warp and reshape the figure based on numerical inputs, one to a hundred. For example we can make the figure more portly, or slimmer, we can give them bigger muscles or tweak specific parts of the face, this also works for expressions too! Once the figures are imported however, we have had to write our own system to manage these morphs. Unity does not do this for us, so we have been writing code for both the editor and the game to make our lives easier when working with these morphs. Currently, we have our own editor extension that gives us the tools needed to create morph sets, combinations of morphs that are tied to one slider, and then of course the UI for character creation that links to all these morphs during play.



Clothes, Hair & Beards

Another huge benefit of Daz3D Genesis figures is the fact there is a vast range of items already available on asset stores that are fully usable within a game. However, when it comes to hair and beards, these assets are not ideal for games, they have high poly counts and have large file sizes, which is not ideal. There are some exceptions and we have painstakingly gone through a lot to find hair and beard items that work well within a game. This will be one of the first things we want to contract out, since hair is extremely important in the look of one's character. Most of the clothes on the market are usually fine, and other than texture changes do not require much to get them into the game. Although all of these items that we have are equippable, they are separate items that we link to the base figures and thus we have had to write our own equipment and slot system to make this work, this is fully functional. There will be ten slots on a PA character. Hair, eyebrows, facial hair, head, eye-wear, top-over, top-under, hands, legs and feet.



Skin & Shaders

Another thing we can claim to be completely our own work is our skin shaders. Shaders tell the game renderer how to display textures, essentially. They tell the renderer if something is shiny or metallic or many other things. It’s how some things appear bumpy or have definition, they are texture maps processed by shaders. This is very important to get right, because you can save a lot of computer power if you can represent something with just a texture and some math. For example skinpours, or wrinkles. So, our skin shader can do some pretty cool stuff. We can make our figures older with strong definition and wrinkles, we can add muscle definition, we can add overlays, like freckles or dirt and anything else that we can represent as a texture. We also have our skin tones built in, covering twenty different real world pantones for skin color. We can change individual eye color and iris style, and have also masked out certain areas of the face where certain makeup would be, eye-liner, shadow, blush, lips and eyelashes can all be custom colored, with optional shapes for some of those to define them further, although the makeup is still currently being worked on at the time of this dev update. All in all though, players will be able to fully customize how their character looks, and with the combination of our facial morphs will be able to represent almost any type of person from around the world.





User-Interface

Within the game we need to represent and provide a link to all these features and customization options. That’s a lot of options within a lot of different formats, numerical values, colors, items etc. That is why we have written our own UI elements and helper functions. We have extended the functionality of Unity’s UI layout system to provide more than one level of automatic scaling and ordering of UI elements. This is how we can achieve what you see in our character creation previews, collapsible menus within menus, that can hold different UI types and they will order and scale the UI based on their own sizes. This is an important thing to have, because we can add or remove new UI elements easily if and when we need to add or remove functionality from the base figures.

Ghosts

More work has been done this month on how the ghosts will work and behave, our creative director also does all the research and planning of how the ghosts will behave and the functionality that they will require. Since we are having many different ways of interacting with the ghost, including many types of removal and unique conditions we need a solid library of this information laid out, so we can find relational paths and consistencies between them, this means that we can implement them in a cohesive and performant manner.

This is a good time to point out the synergy that we have in terms of concepting, planning and then implementing. Of course implementing new functionality falls within a developmental time-frame, some things take longer than anticipated, and other things come into the view that require attention. We have an extremely large list of ghost behaviors and functionality requirements ready to be implemented. We cannot wait for this all to come together so we can start showing that off.



Moving Forward

All in all it's been a very productive month, although we know everyone is here for the spoops, there isn’t much in that regard this month. However, the player characters are a huge part of PA and require extensive and involved work to get right, the more we do now the less we have to do later. With that being said, next month we will continue to work on the player characters and ghosts. We appreciate the patience with us while we deliver our vision.
Jul 1, 2023
Primeval - Exhibyte
Baryonyx is now faster.

Inostrencevia is now faster.

Allosaurus is now 32 feet (9.7 meters), to be the same size as the largest Allosaurus fragilis, down from 40 feet (12 meters).

Some species needed their footstep sound effects changed to reflect their most recent size changes.

Creatures can now be heard up to three times further away.

If the camera is underwater, creatures above the water's surface have their volume lowered to 25% of their normal volume.

If the camera is above water, creatures below the water's surface have their volume lowered to 25% of their normal volume.
Welcome to Goodland - Big City Lab

Get ready to immerse yourself in the gore world of "Welcome to Goodland"! 🎉 Join us as we celebrate the Steam Summer Sale with exciting discounts on this crime game.

Dive into addictive gameplay mechanics that blend simulation, management, and adventrue!

Don't miss out on the limited-time offer during the Steam Summer Sale! Grab your copy of "Welcome to Goodland" at a discounted price and embark on a memorable journey.
Jul 1, 2023
Chased by Darkness - steam
- Matchmaking System has been changed to EOS, making possible Crossplay function between storefronts.
Crossout - XO_Team

https://youtu.be/6tQqPNv1OUQ
Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.team containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win!
When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!

In this episode:


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Noel the Mortal Fate S1-7 - vaka
Here are some of the things you can do with "Season 3.5".



1) Free activities
Work part-time, visit cat cafes, or explore the slums freely.
2) Action games
Challenge yourself in the action-packed "back alley missions".
3)Exploration story
Talk with residents and search for the owner of the "hideout".

You will be able to play the daily life of Noel and his friends, which you have not been able to see until now.
Enjoy this special game that you can only experience in "Season 3.5"!

▼ Go to the wish list now!
https://store.steampowered.com/app/2476120/_S35/
Deep Space Outpost - NirisGames
Just a little update to fix a game crash. Silly issue with missing tooltip text. Couple other improvements also included.

  • Improve: Mining droid repair docking position/angle not precise, could cause odd 'wobble'.
  • Fix: Missing repair tooltip text caused crash.
  • Fix: Missing docking permission translations.

Nick
Fishing Planet - Dennis_FP

Hey, Anglers!
How is Treasure Hunting going? Have you already find a treasure?
We decided to bring more fun to the event and added 25%OFF discount on traveling to all event locations!

Discounts will be available through July 5.

List of event locations:
  • Lone Star Lake
  • Mudwater
  • Rocky
  • Emerald
  • Neherrin
  • Falcon
  • Everglades
  • Quanchkin
  • Saint-Croix
  • San Joaquin
  • Kaniq Creek
So check your luck, travel all around, collect all items needed, and complete the event’s missions to get valuable prizes!
Jul 1, 2023
Sky Haven Tycoon - Airport Simulator - mr.gmg
Version 1.1.2.302

* Bug fixes
- disabled landing night flights before the corresponding research is done
- fixed a possible crash related to the supply vehicle
- fixed localizations
- fixed a crash on stopping resource storage
- fixed a crash related to the last instant contract after loading from a save file
Jul 1, 2023
S.E.C.U. - mentally ill
Patch Notes :
- Fixed Bug Where Blade Master Invocation True Spear, Mace and Bare Hands Would Play Sounds 2x
- Fixed Bug Where Invocations Would Simply Not Affect Player In Certain Levels
- Fixed Bug Where You Would Be Able To Jump Off Bridge In Derelict Arena
- Fixed Bug Where Supplied Invocation Would Not Give Extra Money After Respawning
- Fixed Bug Where Blade Master Invocation Would Not Increase Melee Attack Speed
- Fixed Bug Where Frag Grenade Would Stun Enemies
- Fixed Bug Where Stun Grenade Would Not Dissapear
- Fixed Bug Where Throwing Knife Would Not Dissapear
- Added Health Refill In Derelict Arena Before Boss Fight
- Added Zombie Death Explosion Sound
- Added Ambiance To Entirety Of ACT 1
- Added More Loot Boxes In Derelict Arena
- Randomized Bullet Hole Size
- Improved Zombie Death Explosion
- Sliding Now Drains Stamina

Sorry! Internet went out for 3 days now i was not able to get this patch out
as soon as possible because of that

Join Discord : https://discord.gg/rJVueVf8Fb

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