The Cenozoic Era - {Mr.}Opendix147

Hello, everyone

In this recode we're going to go over a couple things, share an idea for the a diet/questing system but first lets start with the UI and some changes that were made



There's been a few changes made here, it will show your current growth size, stored fat & body temperature, yes the temperature returns for the recode, a bit of time was spent on getting this UI fully working and tested properly.



Another new small feature that was needed was an option to mute other players in chat, we know, people can be nasty or ruin your time playing with their sarcastic remarks, we got you covered in the recode



Now lets talk about the growth system, you can find a timelapse video below


The character will start off at 10% of it's full adult size and will seamlessly grow until it's fully grown, this system works perfect and will be a great introduction, it can also support any model used, so it's a very solid system that can be easily expanded upon

Idea

So now I want to share some of my thoughts on a new Quest/Diet system, I like simple game play and nothing that feels forced, so I combined the Questing with a Diet, so how this works is your animal will want certain things, so lets say you're the Cougar, your Cougars diet will say "Wanting to eat a fish" or "Wanting to eat Prime Meat" what is prime meat? Prime meat is the type of animal thats killed, and it must be a herbivore, Animals like a Moose, Elk etc. will supply you with Prime meat and animals like a Boar, Mule Deer etc. will not, that's just standard meat, Your animal will also have negative side effects for eating other carnivores, which over time can lead to death, so the diet system will follow a quest like system, although its not required it can change how your animals mood feels, with that there will be a semi quest system, so the quest system will say something like "Wanting to explore" so you need to walk around the map a little bit and allow your animal to explore a little bit, otherwise it can impact its overall mood, other things such as "Wanting to swim" these little things you can do for your animal to improve its mood will fill the gaps when gameplay is a tad stale or not much to do

Baby animals will have different types of quests, things that match babies, such as "Wanting to run" or "wanting to jump" or "wanting to be near my mother" etc. theres a lot that can be done with this system to enhance your gameplay, these are just examples, but I will have a full indepth list for each animal to ensure its unique to certain animals as possible, such as bears, they like berries/fish where as cougars like just the fish

PingPerfect

I also want to mention Ping Perfect is celebrating their 10 Year anniversary by offering you up to a month of free server hosting, which is pretty cool, you can host a server for this game here via ping perfect


John 14:6-7
Jesus said to him, “I am the way and the truth and the life. No one comes to the Father except through me. If you know me, then you will also know my Father. From now on you do know him and have seen him."

That's all I have to share for this week, will have more news in the following week, I will see you next time

Card Survival: Tropical Island - Gwim
Hi everyone!

I hope you're all doing well.





Combat Update Merge:

Update 42, the combat update, should now be available in the main branch.
We've used the last month to fix issues and make tweaks, but do let us know if you find any further bugs or if you have any feedback regarding it's balancing!
We'll continue fixing bugs as we see them. :)



Spanish Language:

The game should now be fully available in Spanish thanks to the great efforts of our Spanish volunteers (thank you very much casti97!).

From now on the game should automatically switch to Spanish if that is your main language, but you should still have the option to pick your preferred language from the options menu.



Future Languages:

Our Korean and German volunteers are almost done with their translations too so you can expect the game to become available in those languages soon as well. ;)

If you would like Card Survival to become available in your language and you would like to help translate it consider sending us an email to winterspringgames@gmail.com.



The Future of Card Survival:

Update 42, will most likely be our last big update for Tropical Island.
As you might have noticed, the frequency of our updates has been decreasing. This is because we have been gradually shifting our resources to our next Card Survival project.

The new game, planned for early access release during the first half of 2024, is not going to take place in the Winter Valley setting we had originally planned, but in a new setting with a lot more potential. We have learned a lot from the development of Tropical Island and we would like to really push the limits of our next game.
We are working on introducing a lot of new features (including complex NPCs), and really expand what you can do in a Card Survival game.

We will make an official announcement with more information about the new game at some point during the following months, so stay tuned. ;)


That's all for now.
See you all on the next announcement!


Solar Nations - FlomgusEpicStyle
Hi everyone. I have been working on quite a few things behind the scenes with new content for the game, but as I have come across some major bugs in need of fixing I decided to publish a small update today to address the problem. The major fix is that multiplayer should work correctly now- an engine update caused some things to break with the Steam interface and I needed to fix those things. Other than that, there are some quality of life changes and new icons that I think look a lot better than the old ones.

That is all!
Jul 2, 2023
Ludo Tactics - gurigraphics
Bug fixed: More than one character moved to the start when using the bomb.
Falinere Fantasy Playtest - Falinere
We have finally introduced the Combat NPC, a group controlled entity in combat that is spawned in whenever a 9th person tried to join combat, or if a chatter tries to join after combat has already started!

This NPC is controlled by everyone in chat that doesn't actively have a character in combat. The NPC can be turned off in the settings, along with changing the countdown timer to vote on NPC actions. Speaking of those--

The NPC will spawn in with 3 skill types: A healing skill, a support skill, and a damage skill. The skill in each those categories is chosen at random, based on skills from the 7 classes in the game! This means that the NPC will have a different skill set every time it joins the fight.

The NPC cannot be dealt damage, healed, or otherwise interacted with, and fights will still be lost when all players have fallen even if the NPC is present. The skills given to the NPC are not final, this is kind of a trial run to see how effective it is and what feedback we can get for the implementation. More skills will be added down the line.

ALSO

We have reworked the How To Play scene to be less of a massive text dump, and easier to navigate. After watching some new players give the game a shot, I quickly realized this is a hurdle to take in at first, and is usually skipped all together which makes the rest of the play experience pretty awful. I will also be making a simple tutorial to ease newer streamers into the game as well.


Minor Bug fix:

Fixed the mushroom's Poison AoE attack to not hit each player 1 at a time, instead hitting all players simultaneously (as intended)
Somerholm - InvalidSpacebar
This is update 1.2.0 and we have been at work on some things, kinda, well sort of, definitely not busy playing Zelda.





Particle Effects Galore

To kick things off with this update we have added/extended a wide number of particle effects in the game, including but not limited to: a player trail (visible both in-game and on the map), extended walking effects, replaced wind effects, new breathing effects when it's cold out, semi-random whirlpools to the water, new water splashes, and last but not least a variety of uncommon insects.



Time And Weather Extension

More times of day have been added for further variation and time of day colors have been made more consistent. Wind effects have also been changed so that the player is "pushed around" by wind a bit more. To accompany weather, seasons, and times of day we also added a basic temperature system to monitor how hot/cold the player currently is. A bit of a sidestep to the normal weather mechanics, we have also added a gravity changing mechanics where some islands will have more or less gravity, while this is not the largest addition it should help to make certain islands feel different. To better monitor these changes and more we also added new UI components to show the weather/time of day/gravity level.



Vegetation Extension

We have also added several new smaller vegetation models with different levels of rarity, coming up to doubling the total amount of vegetation. We have also added new sound effects for some that were missing, recolored trees for autumn/winter seasons, and re-scaled all vegetation to be a bit more "normal" sized compared to the player. Different tree types now have different drops when interacted with and can randomly drop items when being approached from a distance.



Player Movement Changes

Some changes to the player have also been made, and while not as large of a change as the others, they are still worth note. The player has been made overall weightier and slightly slower. The player options under the gameplay section have also been removed as a couple of them were pretty pointless and the others were reworked into new gameplay mechanics. Player height is now a camera option to adjust camera height, and player jump height is now a "hold the jump button down" gimmick where the longer it is held the higher the player jumps.



Miscellaneous

Finally we have arrived to the miscellaneous section with, as always, a range of oddities. With this update we have added some basic fire mechanics, allowing the player to light found fire-pits, as well as allowing them to turn sticks into small fire-pits of their own. The new fire system also plays into the new temperature mechanic as when the player is near them they will warm up over time. The map has also received some love here with being made much cleaner and the larger map actually being larger and showing more to the player. The map clouds have been reworked as a part of the particle effects overhaul and new semi-permanent clouds will stay on the map even after the player have discovered that area.

We know it's been a few months since the last update, but we got caught up updating one of our other games (Slave RPG) and then caught up playing some hit new releases, so whoops. But of course we would like to thank everyone for the support as always, take care, and see you next time!

Ensol - Jodagon Drago
- Fixed "Exposition Dump" not being achievable.
- Fixed "Combat Simulations" not being achievable.
- Fixed a bug with the bird reappearing on loaded games
- Fixed memory leak related to dialogue system
Jul 2, 2023
Gemini: Binary Conflict - Hoobalugalar_X
A new free demo for 'Gemini Binary Conflict' is now available! Allowing new players to 'try before they buy'.

The demo features a small selection of maps / modes from the full game, as well as all player classes and base weapons, aiming to show off a 'vertical slice' or flavour of the fun gameplay and features Gemini has to offer.

So come and try it out for yourself, no strings attached and if you like what you see be sure to consider upgrading to the full game; featuring multiplayer support, additional maps, modes, weapons, armour, achievements, workshop functionality, an unrestricted level based unlock system and more to come!

https://store.steampowered.com/app/1293660/Gemini_Binary_Conflict/
Community Announcements - Limited Input
v0.5.10 - Deeper is Better for Gold

Added:
- Each class now has a base mana regeneration of 2 per second
- Added a Gold Per Second indicator on the top left along with some additional information on tooltip hover

Changes:
- Sanity Time gain per clear reduced to 10 seconds from 15 seconds
- Gold drop per enemy now exponentially increases as the wave count goes up.
- Rebalanced enemy stats according the new gold drop rates
- Reduced the value of life, mana, and energy related tree nodes

Bug:
- Fixed a bug where units would not start a run with full life/mana/energy
- Fixed a bug where you could not refund nodes in the shared tree
- Fixed a bug where the search was not working properly in the trees
Fatherhood - AmirBlack3
Check out Fatherhood and other games showcased at this event from HERE

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