We’ve already told you that the physics leap in Forza Motorsport is bigger than Forza Motorsport 5, 6 and 7 combined. This 48x improvement in tire fidelity results in a more fun and rewarding driving experience with how the car accelerates, corners, and brakes.
Previous Forza Motorsport games had only a single point of tire contact on the surface that moved at 60 cycles per second. This was problematic for curbs and rumble strips which could cause inconsistencies and unrealistic changes in suspension forces. This could also lead to tires briefly losing contact with the ground as they rolled over bumps resulting in unrealistic loss of traction.
Our new tire physics has 8 points of contact with the track surface running at 360 cycles per second. This allows tires to find grip on any type of uneven surface. The result is better drivability everywhere and realistic behavior on uneven surfaces like curbs.
Choose Your Tire Compound
Forza Motorsport features a variety of tire compounds to support great racing and different types of competition across several decades of production cars and race cars.
Production cars will have the option to use Street, Performance, Race, or Drag tires along with the Wet tire. The Race tire is further broken into three separate compounds – Soft, Medium, and Hard. Each compound has different grip and wear characteristics. The Soft compound has the most grip, but wear out the fastest making it ideal for a Qualifying tire. The Hard compound has the least grip, but lasts the longest making it ideal for longer stints without having to pit for new tires.
There is also a Vintage tire that is used for classic cars, but it is not a selectable tire for other cars.
We’ve also dialed in the tire heat model. The biggest change is in the grip fall off at extreme tire temperatures. There is a much smoother fall off as tires reach higher temperatures, which allows for better drivability and predictability even when you are overdriving your tires.
There is so much more to share on our journey to launch. Future topics include Featured Multiplayer, wheel support and features, Free Play, PC features, Forza Race Regulations, additional car and track reveals, and more!
Dare you enter the Demonweb Pits and challenge Lolth herself, Adventurers? If so, the time is now, as The Demonweb Pits is live on all platforms! This latest module has adventurers challenge the spider-goddess of the drow, Lolth, to drive Lolth out of the Material Plane and save the city of Menzoberranzan once and for all. You’ll be able to explore a new adventure zone, Narbondellyn, that opens the grounds of House Fey-Branch. Can you help this noble House build the Realm Engine and put a stop to Gromph Baenre’s plans?
The Demonweb Pits module also brings a challenging Demonweb Pits dungeon with an epic battle against Lolth, Gromph, and other deeply challenging bosses. You’ll find Abyssal Hunts throughout Menzoberranzan, allowing you to face some of the Underdark’s most fearsome monsters. In the Planar Panic Lock Box, you can find Bobby and Uni from the 1980s Dungeons and Dragons Cartoon as a Companion and Mount! Finally, the Hero’s Path will guide players new and old on a path to the endgame.
We can’t wait for you to step into the Demonweb Pits, Adventurers. The team has worked hard to make this finale to the Menzoberranzan story arc something truly special, and we think you’ll have a great time. Of course, this being the end of Menzoberranzan means something new is coming next. Stay tuned, Adventurers, we’ve got some exciting thing to show you later this year.
Celebrate the upcoming Closed Beta with some TWITCH DROPS!
Watch any stream in the http://urltodirectory from July 20th at 10 a.m. UTC, until July 24th 10 a.m. UTC (during the Closed Beta!), and you can earn the Bubble DucK.O. Bubble and the stylish Snail Hat Cosmetic (exclusive to the main character, Seven)!
Eligibility
In order to get this sweet, sweet loot, you must link your Twitch and SHiFT accounts on the SHiFT website.
How Do I Earn Twitch Drops?
Start Time: July 20th at 10 a.m. UTC
End Time: July 24th at 10 a.m. UTC
For the Bubble DucK.O. emoji watch at least 30 minutes of Relic Hunters Legend content while this Twitch Drop is active on any channel to earn the ability to use this bubble to communicate with other Hunters.
Watch at least 1 hour of Relic Hunters Legend content while this Twitch Drop is active on any channel to earn the Snail Hat Seven Cosmetic and become one of the most stylish hunters in all the Galaxy!
FAQ
Q. How do I link my SHiFT and Twitch account? A. Linking your SHiFT Account and Twitch account is super simple! 1. Login or Sign Up for a SHiFT account at SHiFT.gearboxsoftware.com 2. Visit the “Connections” page and Select Twitch 3. Sign into your Twitch account. Your items will be waiting for you the next time you play Relic Hunters Legend
Q. What devices can I use to earn and claim drops? A. You can earn and claim drops using your PC/Mac web browser or on the Twitch app for Android or iOS. Twitch apps on game consoles, smart TVs, and other TV apps do not support drops.
Q. Do I need to watch the same channel the entire time to earn my drops? A. You can earn progress towards a drop on any eligible channel in the Relic Hunters Legend Directory on Twitch.
Q. Will I receive my drop rewards in-game automatically? A. To receive your rewards, you must claim the drop on the channel you’re watching or in the Drops Inventory menu on Twitch.
Q. Do Twitch Drop rewards expire? A. Earned Twitch Drop rewards will expire 7 days after
Q. As a streamer, how do I get Twitch Drops on my channel? A. Connect your SHiFT and Twitch accounts in the method above. The Closed Beta drops are enabled for all streamers playing Relic Hunters Legend. Read more and view Twitch’s Creator FAQ on Drops here
Lead Developer Programancer breaks down how he went about designing the layouts of some of Prison City’s levels.
Rooftops
When it comes to seeing the results, Programancer was content that Rooftops turned out as he intended.
Programancer: Rooftops by design is meant to be very entry level, and I put a lot of “first level” inspiration into it– the boss being a reflection of the first boss in Journey to Silius, the stage being inspired by a lot of Power Blade’s levels where you can see a platform or area in a screen you can’t reach without navigating above or below (the starting room requiring you to go up and around, and the contact room requiring you to go below and climb up).
Programancer: The first room is inspired by the bat skip in Castlevania, with the intention that speedrunners can coyote slide into a bullet to damage boost onto the platform and cut some time.
Freeway
Programancer: Freeway was a bit difficult because I had to put in a lengthy stretch into a non-linear game- so I thought about ways to do that. Initially, it was just going to be a long freeway you walk along (boring), and then I thought about Mega Man 5’s Wave Man water bike segment and how cool it would be to have something like to start the level out with.
Programancer: And once that was set up, I thought it would be cool to do something different for the part after that, as well, so I took inspiration from Mega Man X’s intro stage with the freeway chunks dropping down after beating an enemy.
Cold Storage
When it came to Cold Storage, like Rooftops, this level also turned out to be what Programancer intended.
Programancer: Cold Storage’s premise was just “ a level themed around a giant central area that you have to vertically climb,” and then the grinders were a good fit for the auxiliary rooms leading up.
Programancer: The grinders on this level were an idea from Retroware’s president, and I implemented them into the route pretty early in the design.
Be on the lookout for more updates very soon! We have more in store to share as we get closer to Prison City’s launch!
Wishlist Prison City and play the free demo available NOW!
Hello to all the inhabitants of the Zone! While you are fighting in the Arena, the designers of the combat system have prepared an article about the new Artificial Intelligence and further plans for its development.
Many of you have already noticed that at the end of May the behavior of NPCs and mutants underwent changes. That's when a new AI for NPCs and navigation tools (NAVmesh) for NPCs and mutants were added to the game.
We purposely did not write about it in the patch, as the increased attention to the update would have distorted the analytics data and we needed to look at the natural reaction of players to the changes.
In this article we will finally tell you about the features and tasks of the new systems, as well as share our plans for their further development.
The article is being published now because Crow's Arena demonstrates the current capabilities of the new tools.
What is the new AI?
The new AI includes two architectures - "finite automata" and "behavior trees". The life cycle of an NPC is based on "finite automata", where it moves from one state to another depending on circumstances. For example, from patrolling to combat (and back again).
• An example of an NPC lifecycle based on "finite automata".
The second architecture, "behavior trees", shapes and defines these states and makes up the bulk of the NPC's intelligence.
Within them, "finite automata" for cyclically repeating tasks can also be found.
• On the right we see the "behavior tree" of the standard NPC.
To generalize, AI is the set of instructions that entities follow when deciding on their actions in the game world.
"Behavior Trees"
• Combat behavior logic based on behavior trees.
During the development process, we looked at game industry standards and chose an AI architecture called "behavior trees". They allow us to detach the logic of the "agent" from the code and create a separate system that is available for work by a wider range of developers, including the technical game design department.
Agents is the common name for all NPCs and entities in the game.
Whereas before, every change in the logic of mob behavior required the attention of programmers, now technical game designers will suffice.
The Technical Game Design Department is a young department responsible for the technical implementation of quests, events, and the customization of NPCs and entities.
"Behavior Trees" is an effective tool for implementing "agent" behavior patterns for specific game situations. The example below illustrates how the Crow Arena boss launches and completes his special attack.
• A video demonstrating how the "behavior tree" works.
Artificial intelligence was made while we were still working on the second part of the story. The first NPCs with new "brains" were Cyber Giant and Morgue with extras in the storyline quests.
Creating, testing, and balancing these NPCs already required significantly less programmers' time.
After the second story line was released, the AI development department was given a new task - to convert the brains of ALL NPCs to "behavior trees", recreating the previous AI as accurately as possible using the new tool. It just so happened that as we worked on this task, it became closely related to the NAVmesh tool.
So far, only NPCs are using Behavior Trees - there's more to come for mutants.
NavMesh
NavMesh or "navigation mesh" is a separate structure for orienting entities in the world, invisible to players. Thanks to it, both NPCs and mutants have learned to better find their way around obstacles.
• Navmesh visualization is exactly how NPCs and mutants see the world.
Navmesh is generated automatically based on the geometry of the world, which seriously saves time for level designers.
Why did we need this tool?
Mutants unable to walk through doorways, NPCs getting stuck in barrels, and... blind dogs spinning on the first space between parking garages.
We use various cubes, hillsides, various decorations and it all forms a complex geometry of the world. It's quite difficult for an entity to adhere to established behavior when it starts to occasionally "go dumb" when passing obstacles.
If we were to just improve the wayfinding system without additional layers of navigation, we'd have to pay the price in server load. At the same time, the situation in the world can change rapidly and require a high speed of reaction down to fractions of a second.
Based on these considerations, we decided to implement a navigation grid:
it exists separately from the geometry of the world, but is created on its basis. Thus, only "agents" can interact with it;
The system's work on pathfinding on the navmesh can be optimized relative to the previous implementation.
NAVmesh is already being used by both NPCs and mutants!
Further plans
The new AI and navmesh showed themselves well on the game servers - at least there were no surprises! Although the changes are not too obvious for players, we have done the most important thing - we have built a strong foundation for future features related to the behavior of entities. Plus game designers are no longer limited by programmers' time and are free to create without any restrictions.
For the foreseeable future, players can expect a variety of open world PvE and PvPvE activities, dungeons, new game modes, and enhancements to old ones using AI and navmesh.
What we're currently working on:
Fixes, improvements and optimization of the new AI. Returning the mutants' ability to jump on objects, NPC's ability to jump down and other numerous edits.
Transition of mutant "brains" to "behavior trees" - now they use the old AI.
Development of combat in the game to improve the PvE experience - teach NPCs to hide behind cover, throw grenades, introduce various behavioral scenarios.
This concludes the article about artificial intelligence and navigation grid, those who have read to the end get the achievement "Artificial Intelligence Connoisseur"! Stay tuned for more updates. С give @player [respect], Artificial Intelligence development department at EXBO.
It's really here, everyone! Coreborn: Nations of the Ultracore is now available on Steam Early Access! We're so thankful to our growing community and how welcoming everyone has been! We hope you enjoy your time in Tormentosia. Our first area is Ambros, home of the Hedonists.
Enjoy your time creating towns, defending towns, befriending people, fighting adversaries, gathering, crafting, and more! Make sure to stop in the hub of Coreheim to trade with other players. Or just to socialize (keep it clean!) For more information about what's to come, please make sure to check our roadmap - which is always updating.
Coreborn Supporter Pack
Also, while you're here, please make sure to take advantage of our Coreborn Supporter Pack! The Supporter Pack I currently includes:
6 Ambient Soundtracks (all Soundtracks playing on the Ambros Map)
10 Desktop and Mobile Wallpapers
The official Tabletop Adventure "Bandits of Pipers Whistle"
The official Coreborn Comic (Creation of the Ultracore)
Thank you again for supporting us! - Blankhans Team
Hi everyone! It’s been a while since the last update!
There are a ton of new updates to share with you all. We had a great first half of 2023 and development is going smoothly! We are still on track to release later this year.
First of all, we launched a new trailer in March for the Kickstarter as well as for PAX East 2023. You can watch the trailer here! https://www.youtube.com/watch?v=Pgf_tQfnIfM
Hope you enjoy it! We, unfortunately, had to cancel the Kickstarter campaign after encountering some hiccups but rest assured that we are working hard to still get the game in your hands later this year.
Secondly, The Golden Eyed Ghosts was part of Steam Next Fest in June 2023 with a brand new demo! We had a ton of people play the game and give very valuable feedback. We also live-streamed the demo during Next Fest, and the stream is still currently playing so if you missed out on the demo, you can still see gameplay from the Forest area and the boss!
In terms of development, we’re at the content complete milestone now, which means the game is fully playable from start to finish, with all mechanics, enemies, bosses and side-quests in-engine. There’s still a lot of work to be done in terms of making the game feel good to play, making quality of life improvements, balancing and polishing. Stay tuned for more updates!
If you want more updates, make sure to follow us on Twitter! As always, see you next time!