Hello everyone! Today, we're releasing a set of new screenshots, providing a sneak peek into the game's new enemies, a new costume for the main character, and the first boss fight.
Also, here is what you need to know about the new gameplay style. "At the Dream End 2" is currently in a transitional period, from a visual novel made in an RPGM MV to a story-driven survival horror game made in GameMaker, where you explore a space station trying to find out what truly happened after the "At the Dream End 1" events while trying to survive creatures made out of pure life energy called Midories. There is also a mystery of a Great Outherspace Deformation (G.O.D.) who is containing a creature beyond human comprehension. This creature is often called, by Angels, the First Maker.
Our next devlog will feature a gameplay video showcasing the new style of gameplay. And after that, a playable demo of "At the Dream End 2" will be released.
Wishlist the game on Steam and be the first to receive an update from MMM Games.
This update completely rewrites the ballistics system to use real-world projectile physics, and adds multiple selectable rounds per calibre. Overall, we are trying to experiment with a more simulator-y experience by emulating real-world phenomena such as supersonic bullet cracks and by modelling real-world rounds. This update also prepares the game for future improvements by removing the redundant inventory system and removing ragdoll stumbling, both of which will be re-implemented in the future with much better planning and execution.
Changelog
Networking
- Updated network message layer to perform CRCs and basic type encoding - Grenades and Abilities (Push / Drag) are now networked with the new system - Deterministic randomness through network
Ragdolls
- Disable ragdoll stumbling for future replacement
Ballistics
- Ballistics rework based on projectile physics - Allow for switching the current round loaded in a gun - Tracer FX
SFX
- Supersonic bullet crack and ricochet SFX - Realistic speed of sound and air absorption audio system
Guns
- Model and configure basic rounds for every calibre used in the game - Magnification levels for the Barrett 50 - Basic hold breath system for managing sway at high magnification
Misc
- Remove inventory system for future replacement - Changelog notice on game startup
Bugs
- Fixed the slomo ragdoll glitch - Fixed legs locking up
Known Bugs
- Bullet casings will sometimes glitch and flash around on screen
We hope you enjoy the new realism style the game is going for! Please let us know in the discord for any improvements
These new changes apply to the demo as well as the early access version. The early access version will have "save games" activated, and that's mostly the only difference it has with the demo. The early access version will release this week, august 2.
New:
1. Micro enemies: a new type of enemy that comes in groups, its a bit slower and smaller in size than the normal enemies.
Improved:
1. Sprites in fog: now the sprites of the enemies and terrain appear below the fog border, they don't just appear out of nowhere when entering the field of view. 2. More starting weapons: when you start a new game, you have more weapons to choose from. 3. Tutorials: some text where changed to make it easier to understand. 4. Exploration start enemies: no enemies will surround you at the start of the sector exploration. 5. Sector walls: In smaller sectors, there are lower chances that walls that are too big will appear. 6. Recovering employee: an employee that recovers from unconsciousness will automatically recover his old role, no need to assign it again.
Fixed:
1. Explosions: some explosion didn't disappear, just kept looping in an animation. 2. Too many Shooting enemies: in lower danger level sectors, there where too many shooting enemies, now they don't appear on lower level sectors. 3. Ladder problem: when the explorer used the ladder to enter and get out of the robot, the second time doing this made the explorer freeze in place, unable to move. 4. Freeze: some weapons that had the freeze effect did not freeze enemies at all. 5. Un-freeze animation: enemies that got freezed did not recover their normal animation after un-freezing. 6. Dodge: sometimes you could make the explorer go abnormally faster by holding the dodge button.
Hey everybody! I hope you have been having a great summer!
I am here announcing my latest game which is coming out just next month! It is called:
Echo of Extinction
This is a top down RPG with pixel graphics and turn based combat. It is a post apocalyptic world where all that is left in the world is Machine Lifeforms and the leftovers of human society...
The world is open so you can explore freely and defeat the menacing Robot Lords in any order you want!
Instead of having traditional shops, has a heavy focus on collecting crafting materials and making your own gear / party members!
Greetings to all the kids, today I close the protracted early access of my game and announce its full release !
Yes, a huge amount of time has passed since the beginning of early access and even since the last update, but I'll tell you everything now.
I have fulfilled the most important goal for myself in relation to this game. I achieved such a great result and made my game of awesome quality. I'm proud of myself. For you guys, this is the first part. For me, she is already the fifth. Everything started for me back in 2015. I was still 13 years old at the time. That's when this idea was born in my young head. Below are screenshots from all parts.
It can be seen that even the idea of the map has been preserved ːlunar2019crylaughingpigː
Vetrex 1:
Vetrex 2:
Vetrex 3:
Vetrex 4:
Vetrex 5:
I even tried to post the fourth part on Steam Greenlight once, but it didn't get the green light and I made a refund for Greenlight ːbejoyfulː
It was a little background. What is it at the moment? At the moment, the development is completed, you can safely play the game and have fun.
At the expense of multiplayer. I chose an unsuccessful engine in which it was possible to implement multiplayer and an unsuccessful plugin for this. It seems like you can play it, but I don't advise anyone who wants to - try it. I'll leave him.
I most likely do not observe its further development, it is more likely that I will take up the development of a new part. It is completely playable. And I think it has no place in early access.
There is also such news. Unfortunately, some files from my PC were lost. Now there is not even that handwritten font that I madeːlunar2019madpigː. Yes, everything that is written in the game is written by my hand ːlunar2019grinningpigː
Thanks to those who supported and were always in touch. Have a nice day!ːlunar2019wavingpigː