Jul 29, 2023
Haunted: Attack of the Dead Men - GameBeast
Hello everyone!

Welcome to the tenth development update for Haunted: Attack of the Dead Men. It's been a very busy month trying to get the game running properly on the latest version of Godot, however you will probably have seen by now that I managed it in the end with the release of v1.3.0 and v1.3.1 of the demo last week. I've decided that this month I would go with a more technical and behind-the-scenes update since there isn't as much to show off in terms of new features. I will finish off with a teaser for Map 10 and a brief update on what I will be working on next month. Without further ado, let's get into it!

A Mammoth Undertaking

So, if you weren't already aware, Haunted runs on the Godot game engine. Previously, I was using v3.5.1, however v4.0 of the engine has been out for some time and came with a number of significant changes and improvements so my intention since the start of the project has always been to upgrade to v4.x at some point (although I overlooked this in the roadmap back in February), and with the release of Godot v4.1 (a more stable and polished version compared to v4.0) I decided the time was finally right to go through with this upgrade. So, how did that go? Well, the Godot developers kindly provide a converter tool that can do much of the boring stuff for me (for example, renaming methods, variables and classes that have changed). Once the tool had done its thing, it was time to open the game up in Godot 4 for the first time!


Well, that was to be expected. 164 errors and 66 warnings, so there's a lot of things that need fixing. A few days of fixing later...


Still some way off being done, but an improvement. Can we actually run it now?


Hmm, kind of. The menu is working but it looks a bit off - where did the clouds and the fog go? Well, whatever. Does the game part work?


Nope! It looks like there's some more errors to fix before the game will work. A few hours later though...


Oh. Well, Map 1 loaded up OK, but I'm stuck in the middle of it. Let's fix that and try again...


Hmm, OK. There's some sprite issues which will be easy to fix. But wait...


Where did everything go???

Ah. Turns out some optimisation code that I had added to make the game run better in Godot 3.5 was no longer working properly. I fixed that and most things seemed to be working again.


I will skip over most of the other fixes I was working on as these weren't particularly interesting, and at this point I was focusing on getting Map 9 working again for last month's development update. However, once these smaller fixes were done there was still an elephant in the room...

Performance Improvements

I've talked a lot about how Godot 4 was supposed to bring performance improvements. This was largely based on the fact that Godot 4 uses Vulkan for rendering, whereas Godot 3 uses OpenGL 3 which is quite old at this point. So you can imagine how alarmed I was when I tried running Map 4 (possibly the most demanding map in the demo) and got this result.


The performance was all over the place! What made it worse was that I was running this on my desktop, which has a fairly beefy GPU in it. Something was very wrong here as the game shouldn't be dipping below 60 FPS on my hardware.

After doing some debugging, I actually found the answer was not what I expected at all - it turned out, the optimisation code I had added to get the game working smoothly in Godot 3, was actually making things a lot worse in Godot 4. I removed pretty much all of this code, and this happened...


The performance is still a bit inconsistent, but I had to disable the frame rate cap to record this. The new peak performance was not 60 FPS now, it was more like 160 FPS. Part of the reason for this was that some of my optimisation code was trying to achieve what Godot 4 already does out-of-the-box, and so it was fighting with the engine instead of working with it.

But wait, something still isn't right. Why do the lights look weird here?


After doing some digging, this turned out to be a similar problem to one that I tried to work around in Godot 3. Essentially, there is a limit on how many lights can cast shadows at the same time, and if this limit is exceeded the lights start rendering incorrectly. In Godot 3, this limit was only 8, so my previous code tried to work out the 8 closest lights and only enable shadows on these. However, this constant sorting of hundreds of lights was partly responsible for the bad performance I had seen before. Luckily, in Godot 4 the "light limit" was around 44, so knowing I would probably never have more than this too close to the player at any time I thought of a cleverer piece of code that could turn off shadows for far away lights without doing any sorting at all...

And then this happened.



Not only had I fixed the lighting issue, performance had seen another significant jump. The peak FPS was now well over 200, and the frame rate actually looked more consistent while playing. It was at this point I knew the v1.3.0 update was nearly ready to release, and just needed a bit more polish.

The Save System

One last thing that needed looking at before releasing the update was the save system. If you played the game before v1.3.0, you probably saw the warning about old saves being incompatible, so here's the explanation for that if you are interested.

I knew that saves were going to be problematic as there have been some variable renames which I would have to account for if old saves were going to work. I figured that while new saves would work fine, old saves would fail to load.

And again, Godot surprised me. What actually happened, was that while the Godot 4 version of the game was fine loading old saves from Godot 3, it instead failed to load new saves! It turns out, the saving code was making some bad assumptions about how the maps would be set up when loading, which used to work fine but didn't any more due to some internal engine changes. I realised fixing this would also break loading, so it would no longer be possible to load old saves either.

There was a more significant issue here though. This was being tested with my "dev" build of the game, which uses a text-based format for the save files so I can debug issues with them. However, in the exported game the saves are encrypted in a binary format (so you can't cheat). This encryption is an engine feature, and unfortunately this has also changed, so the Godot 4 version of the game actually can't read the files saved by the old version at all.

Finishing Touches

With all of that done, the v1.3.0 update was getting closer to being finished. I showed off some of the new graphical effects last month, such as the new decal-based blood and the new fog.

An interesting side-effect of the decals - they also "painted" the barbed wire red! I thought this looked pretty cool

I also mentioned some physics problems last month, including the ability to jump through ceilings. Once I'd switched to the Jolt physics engine, I found out that this was my bad. Turns out I was calculating the player's collision shape wrong!

This required an out-of-body experience to fix...

So, it was finally time to try exporting the project. Wait a minute...


Where did the fog go???
It seems I ran into an engine bug here. The fog only shows up if there is a directional light (which comes from the moon in Haunted), but for some reason if one scene doesn't have this, then the fog remains broken even after changing to a new scene. In the exported build, the "logo" screen shows up first, which didn't have a sky or moon present so I had to add them to fix this awkward bug.

And that concludes the adventure I had upgrading the engine to Godot 4.

What's Next

It is safe to say that the game has had quite an upgrade in terms of the visuals now. The screenshots and trailers are quite out of date as a result, so it's about time I updated them. Because of this, I've decided that not only will I revamp the Steam store page, I will also be releasing the game on https://itch.io/ to serve as the official "DRM-free" version of the game.

I won't do this just yet as I would like to finish at least one more map first, and I have made a start on Map 10. However, I have encountered a few more engine problems which make it difficult to work on this map at the moment, so instead Map 11 will be the next map I will complete before spending time on the new store page(s).

That's it for this month. Before I go, I will leave you with a teaser for what will come next in your fight through Osowiec...

Someone isn't happy that you killed his protege...

Thanks for reading!
Vincemus - Air Combat - Zer0
Patch 1.0.1a Maybe Working Hotfix

Summary:

Putting out a hot fix to for the problems everyone is having with Times and unlocking achievements.

I’ve also reduced the amount of all bullets fired from AI by 50% while upping tracer fire. it should look the same visually, but DPS of AI will be reduced & objects in the scene will be less by 50% so while AI are in combat it should reduce the amount of processing needed.

Patch V1.0.1a Summary
- Changes
- Reduced AI fire-rate, while increasing tracers per rack to increase performance
- Reworked LODs a tad on ships
- AI AOA increased but their Gimbaling is reduced. This allows more pre-firing but reduced the room for error with the AI guns
- Bomb lifetime & prediction range increased
- BugFixes
- Fixed best timers not being saved after missions
- Some missions couldn’t be passed if not completed correctly, I’ve made it more lenient (Basically kill everything)
- Graphics kept getting set on max when a mission was started
- Apparently Water wasn’t set in the

I hope you have a good one, Cheers Zer0

More details Below \/
__

Changes
- A6M5
- Reduced base thrust by 20%
- Base handling at high speeds is reduced. after 250knts handling reduces from 100% to 20% at 500knts
- Increased base Pitch Rate by 25%
- Angular drag increased by 100%
- Aircraft main wing lift increased by 50%
- Cost changed to 35 000
- AI Fire-Rate reduced by 50%, Tracers per belt increased by 33% on average
- IJN Cruiser name changed to CB
- AI AOA increased by 100%, AI weapon gimbaling reduced by 50%
- Increased Bomb Lifetime from 30 to 60 seconds
- Bomb Prediction time changed from flat 20 seconds to -10 of bomb life
- Me262HG max top speed reduced by 10%
- Larger Tracers for Type 5 30mm cannons
- Increased 460mm Cannons Fire-rate from .5 to 2 rounds a minute & increase variable time fuse accuracy
- Pacific mission 10, Ships have been spread out over a larger area to reduce amount of LOD0s loaded at once
- Reduced A26 Thrust by 30%


Bug Fixes
- TBD Prop not centred correctly
- TBD had Torp attached to incorrect spot
- Pacific Mission 6 unable to pass if all aircraft are destroyed
- USS DD, LOD was missing causing immense lag
- AI Kamikaze aircraft had bomb SFX not attacked to audio group
- Fixed AI ground & emplacements was half in the ground
- In game Graphics dropdown kept setting Max graphics despite other setting select in menu
- Yamato LOD’s simplified to reduce CPU usage
- Pacific timers not working
- Pacific mission 8 Transport ships removed, they will now spawn in after 120 seconds
- Africa Mission 5, Stolen tanks were marked as allies, this has been fixed
- A26 payloads are equipping the incorrect payloads
- Pacific Mission 2 wasn’t able to progress
- Altitude for Metric was displaying altitude in knots
- AI aircraft couldn’t detect water
- Pacific Mission rewards are incorrect to what is shown
- Hud Colours kept reverting back to White while in mission
- Pacific Mission 8 AI waypoints fixed
- Pacific Mission 8 Author time was the incorrect time
Community Announcements - Limited Input
v0.5.20 - Improved Rarities

Added:
- Equipment and Ability rarity now increases the stats range that can be rolled. Magic: +10%, Rare: +25%, Epic: +50%, Legendary: +100%
- Ability rarity now modifies various stats:
- Cooldown: Magic: -10%, Rare: -25%, Epic: -50%, Legendary: -100%
- Mana Cost: Magic: x1.5, Rare: x2.0, Epic: x4.0, Legendary: x10.0
- Base Duration, Speed, Area: Magic: +10%, Rare: +25%, Epic: +50%, Legendary: +100%

Changes
- The Run Stat Window is now shown when the run is over instead of the old red game over window

Bugs:
- Fixed a bug where you could go negative gold when purchasing some unlockables
- Fixed a bug where ignite, bleed, and poison damage was not tracked correctly in the run stat window
- Fixed a bug where equipment/ability drops will not have the right number of implicit stats rolled
- Fixed a bug with some ghost nodes in the trees
Jul 29, 2023
Hero's Land - 沙盒与副本:英勇之地
Server Downtime: 08:00~10:00(UTC+8)

CHANGE
●Hero's Skill CD no longer resets after respawning or re-entering lobby

BUG FIXES
●Gathered Resources now clear upon death
●Fixed a display issue with [Dragon Tamer] Necromancer Skin
Fort Solis - Terry_Dear Villagers (Com Dev)


Hello,

As Fort Solis goes gold and launches on the 22nd of August, come and sign up to our Dear Villagers newsletter for all the latest news, exclusive wallpapers, and to take part in our regular giveaways to win game keys from our catalogue!

👉: https://dearvillagers.com/newsletter/


See you soon.

https://store.steampowered.com/app/1931730/Fort_Solis/
Maiden Cops - Greiço Belkaid


Welcome to the new version of the first stage!
We have a lot of new stuff, interactive objects and... what is going on here?
Discover what is happening and much more in Maiden Cops!

Join our Discord Server:
https://discord.gg/jjhtkRC44b[/url] Join our Twitter community: [url=https://twitter.com/i/communities/1674130951264260114]https://twitter.com/i/communities/1674130951264260114 [/url] Play the Demo here on Steam: [url=https://store.steampowered.com/app/2012670/Maiden_Cops/]https://store.steampowered.com/app/2012670/Maiden_Cops/ [/url] Follow our Steam Page: [url=https://store.steampowered.com/franchise/pippingames]https://store.steampowered.com/franchise/pippingames [/url] And don't forget to follow our social media: [url=https://www.pippingames.com/links]https://www.pippingames.com/links [/url] [url={STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif][img]{STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif[/img][/url

Join our Twitter community:
https://twitter.com/i/communities/1674130951264260114[/url] Play the Demo here on Steam: [url=https://store.steampowered.com/app/2012670/Maiden_Cops/]https://store.steampowered.com/app/2012670/Maiden_Cops/ [/url] Follow our Steam Page: [url=https://store.steampowered.com/franchise/pippingames]https://store.steampowered.com/franchise/pippingames [/url] And don't forget to follow our social media: [url=https://www.pippingames.com/links]https://www.pippingames.com/links [/url] [url={STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif][img]{STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif[/img][/url

Play the Demo here on Steam:
https://store.steampowered.com/app/2012670/Maiden_Cops/[/url] Follow our Steam Page: [url=https://store.steampowered.com/franchise/pippingames]https://store.steampowered.com/franchise/pippingames [/url] And don't forget to follow our social media: [url=https://www.pippingames.com/links]https://www.pippingames.com/links [/url] [url={STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif][img]{STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif[/img][/url

Follow our Steam Page:
https://store.steampowered.com/franchise/pippingames[/url] And don't forget to follow our social media: [url=https://www.pippingames.com/links]https://www.pippingames.com/links [/url] [url={STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif][img]{STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif[/img][/url

And don't forget to follow our social media:
https://www.pippingames.com/links[/url] [url={STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif][img]{STEAM_CLAN_IMAGE}/42660659/fcd7ebff82e94305c793177a6ac5df4bd945eb79.gif[/img][/url

Jul 29, 2023
Outer Space Shack - Nicolas
Release 1.02 is live. It includes fixes for bugs found by players this week and two new missions:
  • 597 Fix roster - roaster spelling issue
  • 598 Add hint on peak electrical power mission that researching battery is a good idea
  • 599 Add a mission to setup a basic fuselage with essentials
  • 600 Add a mission to supply the fuselage with supplies
  • 601 Improve top menu ergonomics, especially explain the 'next chapter button' by having hover tip
  • 603 Performance Improvement: Do not check result of mission every loop, but every 0.5 seconds of play time
  • 604 Avoid rogue drag movement when dragging a land faraway
  • 605 Find a way for players to send back exceptions

The last feature functions as follows: If a significant issue (exception) arises, a small red button marked with the letter 'E' will appear at the bottom right of the screen. By pressing it, the game will copy the details of the issue to your clipboard. This allows you to paste these details into a post in the Steam discussions when reporting an issue you've encountered, which in turn assists me in resolving the problem more swiftly.
Jul 29, 2023
Axiom of Maria: Prologue - Studio Ganzheit

I'm continuing with the English voice recording. In the meantime, I'm making a new piece of music and the first trailer. The first trailer, which includes English and Korean voices, is expected to be released around the start of the test.
Insect Adventure - MAYOFORCE
Every time I work with Steam I get super nervous, but given advice I've gotten from friends and the company alike, there will be a slight alteration of my original plans for the update. I've completed the 1.5 Demo that shows off all the new features, bugfixes and improvements, but it'd be much easier to distribute through a public beta testing event. I think this will be the better option overall as I can update the game multiple times over several sessions with feedback from a larger audience. I will allow the beta test to be available to as many people as possible for the time being.
For more information and updates, please check out the official discord: https://discord.gg/vV7mx85
Or my, erm... Twitter? https://twitter.com/MAYOFORCE
Jul 29, 2023
"I Know This Place..?" chapter I (prologue) - mik
Added some reference to one great character
More news : https://t.me/iKnowThisPlace
...