Astronimo - helen_coatsink
Greetings, I'm Rich, Lead Animator on Astronimo and dutifully tasked with infusing each frame of the game with as much wobble, jiggle and flop as I can physically muster.

I'd be delighted to take you through the Animation process and offer some insight into a few of the (arguably questionable) decisions we've made along the way!

But first, for sake of context, let's journey back to the first pieces of animation I created for this game, so many moons ago.

First Steps

When I first rolled up to the project, fresh faced and several years younger, the characters were little more than blank capsules, sliding about the place with reckless abandon.



My first port of call was to make some style tests for the player character's basic movement and attempt to find a fitting gait for our fearless spacefolk.





In the final game you can still see the residual DNA of the latter two, beaten into shape for our run & jog speed animations respectively.



“But what sorcery is this?” you might be asking, “How are they moving at all!?” Well, let's take a brief trip down the animation pipeline!

The Animation Pipeline

To begin, a beautiful 3d model arrives, fresh off the press, from our talented Art Department. There may be some pre-emptive back & forth with an Artist, vertices might be pushed around, dimensions tweaked until we're confident the model will withstand the immeasurable burden of being jostled about by an Animator.



Next, it's time for Rigging! We begin by building a skeleton for the model. It likely won't have as many bones as you or I, but each bone will roughly correspond to a singular moving part of the model.



The skeleton is bound to the 3d model via a process commonly referred to as "skinning" in which each vertex is told which respective bone (or combination of bones) it should follow.



With our skeleton in place, a control system is built to sit atop the bones and drive them - the strings to our puppet if you will. This is usually composed of colourful shapes that we can easily grab and pull around, sometimes in order to animate but quite often just to entertain ourselves.



Our rig is now functionally complete and it is, at last, time to animate! By moving our controls from one position to another over a given time range and setting “keyframes”, we can lay out what is essentially a list of instructions that appear as fluid movement when played back. We can set keyframes for things like position, rotation and scale!




Rinse and repeat for each control and you've got yourself something that resembles a game-ready animation! The process is essentially the same whether you're animating a mechanical plunger or an anthropomorphic space crocodile!




Our animation can now be exported out to the game engine and implemented! And with that out of the way, let's talk a little bit about the approach to style within the Animation of Astronimo.

Stylistic Approach

From the outset, we knew we wanted something quite rubbery & slapstick that would play nicely with the visual appearance of the characters & environment. We aimed to find a balance that matched pace in silliness, whilst staying in keeping with the strong physics-based nature of the game.

After several passes of refinement, we whittled it down to a rough visual rule-set that leans heavily into a sense of elasticity with plentiful helpings of squash and stretch, but makes effort not to stray too far from a believable sense of physics (discounting meditational levitation!).



As such, reasonably realistic representations of gravity and mass are important here - objects shouldn't hang for too long in the air, nor should they stop moving abruptly without good reason to do so. They should, however, drag behind, overlap and wobble wherever possible, as though each individual segment is comically held together by novelty springs.



There are, no doubt, exceptions to this ruleset throughout, but this was the basic blueprint we strived for. Let’s look at a few applications of this approach!

The Humanoid


The player character (or “Rig_humanoid” as we lovingly call them) is perhaps the life form you’ll spend the most time with. We realised fairly early on that, due to the often sizable distance they may be from the camera, larger & more exaggerated movements were crucial in order to remain readable from further away.



With the ability to manipulate the characters upper body and arms at any time, the player themselves takes on a role of puppeteer and it becomes, in a way, a matter of player & animator co-operation to bring these small squishy creatures to life.



As such, we found many of our in-game taunts (A collection of dances and emotes you’ll find as rewards scattered about the star system) worked best when the upper torso is kept fairly stable, affording the player the wiggle room they need to adequately express themselves. They are also able to augment most animations in the game in this same manner, by manually bending the character’s spine to add new flavour to a run, walk or jump. I personally found this system, at times, challenging to facilitate but massively gratifying to watch players explore and abuse.



For additional context-based squashiness & maximum gelatinous effect, there is a set of slightly horrifying poses that we additively blend over the top of the character’s animations depending on what they are doing & how fast they are moving. This allows them to dynamically stretch outwards when falling and compress upon impact.



Components & Contraptions

We wanted the components to feel tactile and lively when constructing contraptions, as though the building blocks themselves are waking up and springing to life.




We tried to imbue character into them by having them rapidly bloom into existence like flowers on a stem, rattle haphazardly when in use and judder to a halt.

Forgotten Machines


If not for our courageous commander, Captain Croc, then our only other companions in this deserted solar system are the abandoned mechanical apparatus that litter it. It doesn’t take much for us humans to project our human-like qualities & mannerisms onto inanimate objects and so that’s exactly what we did! Whilst un-inanimating them!



A little turn of the body or wobble of an antenna can go a long way in a player’s perception of an object as “sentient”. We often author short, idle-alt animation for these machines, playing at random intervals to keep them feeling alive (and presumably very lonely).



Closing Thoughts

The sheer amount of times and ways I’ve managed to misspell the word “animation” throughout this (pre-spellcheck) blog post has frankly been equal parts upsetting and sobering.

If you’ve made it this far, thankyou for indulging this Astronimo animation-flavoured ramble. If you have even half as much fun playing this game as I’ve had helping to make it, you’ll be in for an absolute treat.

Thronefall - Paul
Hi Folks,
quick update from us addressing the most urgent issues you have reported. Here is what changed:

Balancing:
⚖️ - To make up for the lost income from the fix to gold mines, enemies drop a little bit more Gold on Durststein (desert level), but the late game and the the final waves should be quite a bit more challenging now, bringing it more in line with the other levels. We'll keep a close eye on how these changes impacted the difficulty and make future adjustments if necessary.
Bugs:
🐛 - Gold mines were actually bugged and gave you 6 gold every single day. This has now been fixed and their income is reduced properly over time.

🐛 - The "Castle-Up" upgrade for the castle center reduced the cost for walls way too quickly. This issue is now resolved.

🐛 - You can no longer go out of bounds on Durststein (desert level)

🐛 - Enemy units can no longer "climb" the mountains to get past your walls on Durststein (desert level)

🐛 - We doubled the gravity for the player character so it should no longer feel as floaty

🐛 - You are reset to your castle center if you manage to fall through the map (does not address the core issue of falling through the map, but this should already help make those rare cases less frustrating)

🐛 - Achievements should now show up during gameplay instead of only after closing the game

🐛 - The monitor refresh rate in the graphics settings does not show all of its 29 decimal points anymore and is rounded instead

🐛 - You can no longer get yourself stuck behind the barracks on Frostsee (ice level)



Thanks for all of the bug reports! Doing our best! 🙂

Cheers
Jonas and Paul
Aug 4, 2023
Setback Playtest - Havi
Changes
  • New GameMode: Flag Race
    • Carry your teams flag through all checkpoints first to win!
  • Changed match + party size to 6 players (was 8)
  • Game will now try to place party members on the same team before match starts
  • Updated team names to be numeric instead of color (Team Blue -> Team 1)
  • Added incoming damage indicator
  • Updated peril state overlay
  • Lowered Rocket Launcher projectile speed by 25%
  • Rocket Launcher projectiles can now be destroyed by shooting them
  • Fixed projectile splash damage ignoring friendly fire
  • Added post-match rating feedback
  • Other fixes and visual improvements

Known Issues
  • Matchmaking is taking taking longer than usual
  • Enemy outlines can randomly be visible through walls (you won't get banned for wall hax)
  • Bomb timer UI is reported to not be visible sometimes
  • Bot names can sometimes be different on scoreboard vs. in-game
  • Gravity Well source can spawn inside geometry and becomes impossible to break
  • Status effects do not properly reset in-between rounds





Offroad Mechanic Simulator - marek.grzywacz
Hi, offroad fans!

We are several weeks from the launch of Offroad Mechanic Simulator and we're very happy that you're enjoying our game. However, we also track closely all the issues you report and work as a team to remove them or provide solutions as soon as possible.

In this patch, we address a common problem you have sent to us: slow loading and slow completing of the missions in the laptop. In addition to fixes, we have added a loading indicator in that cases, so you know that game is loading and not freezing. We have also resolved some issues related to Yeep, including it being missing from the garage, as well as some visual and technical issues regarding mounting some of the parts.

Please note: we are still working on the issue of parts being missing from the assembly mode selection menu, but still being present in storage. It is particularly hard to reproduce in a testing environment, so it may take us more time - thank you for sending us saves and logs to help us to find the source of the issue. The issue is in most cases resolved by reloading the save, so please use this solution until we provide a fix.

Offroad Mechanic Simulator Update 1.02



This update contains the following changes:
  • Implemented solutions to amend the slow loading issues during save reloading or closing the mission
  • Implemented a loading indicator communicating that the game is still loading data
  • Resolved the issue with Yeep disappearing from the garage after unlocking it properly
  • Disabled the instance of winning the Yeep without completing the Special Race
  • Allowed the E key (use object) to be rebound to LMB properly
  • Changed the display that said player should use a winch on the tree when racing in the Desert to the appropriate prompt
  • Added 3840x1600 resolution support
  • Amended the issue when a player could start the car searching mission when the car was already found
  • Amended the icon of wheel house shell changing it to showing through the car wheel in some cases
  • Amended the position of front-rear absorbers on the sport suspension of Pickup 1500

Do you enjoy offroading, but would like to have it mixed with something more adventurous and thrilling? We have just announced Offroad Survival - a new IP from Image Power, which mixes mechanics known from the popular survival genre with realistic offroad experience. The players will venture on a journey through the unmapped wilderness, set up a camp, use nature’s resources to survive the harsh conditions… and face unexplained happenings around them.

Take a look at our trailer:



You can add the game to your wishlist here: https://store.steampowered.com/app/2535690/Offroad_Survival/



Remember that you can ask us anything on Discord:



https://store.steampowered.com/app/1387500/Offroad_Mechanic_Simulator/
Roxy Raccoon's Pinball Panic - Roxy
Medieval Mayhem DLC
  • 2 Brand New Tables with online leaderboards and unlockable cosmetics!
  • Medieval themed cannons with a heavy emphasis on cannons!

Additional Details here
https://store.steampowered.com/app/2152210/Roxy_Raccoons_Pinball_Panic__Medieval_Mayhem/

Birthday Bonanza
  • New Witch Trial, row of 6 drop targets on left-hand side that activate life saver.
  • Redesigned right hand-side, secondary flipper area.
  • Adjusted some of the boards on the tables, changed their angles and physics materials to make for better ball flow.
  • Turned some blocker art into tree stumps

New Backboard Art
  • The following tables have New Backboard Art:
  • Sports Spectacle, Wicked Warfare, Kooky Combat, Brutal Blitzkrieg, Birthday Bonanza, Bowling Bash, Blissful Builder, Construction Chaos

Misc. & Bug Fixes
  • Behind the scenes optimization


Table Editor Update:
What’s New:
Mechanics:
  • Rising Stationary Target: A target that moves up and down over time. Various stats can be adjusted.
  • Rising Walls: A wall/blocker that moves up and down over time. Various stats can be adjusted.

3 New Songs:
  • Nala Ambience: One of Nasty Nala’s Theme songs, used in Mancala Madness.
  • Creepy Castle & Nasty Knights: Songs used in the Medieval Mayhem DLC

3 New Themes:
  • Mancala Madness Available for Everyone based on the new Roxy Game
  • Creepy Castle & Nasty Knights Available to those who own the Medieval Mayhem DLC

Physics Materials:
  • Maximum Bounce option added.

Misc/Bug Fixes:
  • Modified Colliders near the flipper area of the table.
  • Rabbit Runner, Burrower & constant flippers instantly activate
  • Expanded editor window size
  • Misbehaving Wide Table Camera
CRT7 - Amicable Animal
Hi all, Tom here!

Just a quick message to say I've pushed a new build of the Demo today - Demo Version 0.17e. You can check the version number in the credits section of your phone. This version contains a few small fixes, and a new visual option as requested by players.

  • New: Added a new option in the Visual Options section of the phone. You can now switch between handwritten and printed styles for the books. Hopefully this will help people who struggle reading cursive! It's also printed in black, if you need more contrast.
  • New: Made it so you can turn off the torch again at the start (but only before you open the door!)
  • Tweak: Fixed a couple of minor mistakes in the books
  • Tweak: Moved and renamed the option to delete progress
  • Tweak: Reduced Hi-7 table light intensity to make books a little easier to read
  • Bug Fix: Fixed an issue when running the game from different locales (commas vs full stops in numbers)
  • Bug Fix: Fixed an issue with the log buttons remaining on screen at lower frame rates

Remember, you might have to restart Steam for the update to appear for you.

Enjoy! I hope the book option in particular helps some folks!

- Amicable Animal
Mussoumano: Ataque dos Haters - Maqna Interactive
We have release a new game level from the third game world, the cave. This new game world brings a lot of new mechanics and challenges into the game. The first level of the cave world has new enemies, secret paths, different challenges like an earthquake and more.

Enjoy the new level and please, share with us your valuable feedback. We are counting on you to help us make an awesome game!

Take a look on some screenshots of the new level:









The Search for a Colour Palette - SeventyFour74
Hello there! Just wanted to give you all an update since I do realize that it has been quite a long while since the last one. I did say that the last one was gonna be my last devlog but since it has been this long I decided that it's better to just give an update. :)

So right off the bat, the game is doing very well! I am actually in the bugtesting phase of the game as of this moment. It's not actually that far off from release. My estimate would be somewhere between a month or two months. Do remember though that my estimates have never been correct before so maybe they're not correct this time either.

That is the thing though, since the game is in the bugtesting phase then it means that I know that it won't be too long until the game feels like a finished product. Heck it already kinda does! I am finished with all the endings, the extras menus, the boss. I've even returned to some of the very buggy bosses I created before and fixed a lot of them. I seem to have gotten a lot better at game development than I was when I first created this bosses since by just rewriting the code a bit I was able to make everything work easy peasy!

So now the question is, what's remaining? Well, I got a whole list of things that I have written down (either bugs or just features that I want to add) that I am going to work on. Having this bulletpoint list allows me to work extremely efficiently actually. I do recommend a bulletpoint list if you're struggling with finding things to do in your game (or just life in general) because it makes sorting through tasks and checking them off that much better.

The list is about a page long at this point, so yes, it's a damn big list. But I am pummeling through it and checking off the boxes as I go (which is very satisfying by the way). In the current pase I am in I am assuming I'm finished in a month.

Anyways, the people I have bugtesting the game have gotten the game, I am obviously playing the game constantly to the point where I am getting kinda tired of it. But you know, it's all in the name of not releasing a broken game. ;)

Hope you're as excited as me, I am looking forward to finally getting a closure on this game that has taken 4 years to complete.

- SeventyFour Productions (Developer)
Aug 4, 2023
Spikair Volleyball - Choc Abyss


Hi everyone,

Many of you requested it so here it is :



THE BIG STUFF

EDIT/DELETE players



EDIT/DELETE teams




IMPROVEMENTS
Exhibition - less difficulties (5 instead of 11)
Exhibition - random teams will avoid miror matches
Match results - final time displayed
Splash screen - change logo studio
Tune the AI to not miss attacks/serves
Editor - more colors
Editor - animations of buttons
Tutorial - update feedback receives
Change height of jumps (attacks/serves)
More lights on the court

BUGS
Exhibition - properly showing courts
Exhibition - random teams and courts take all the possibilities
Match results - team names aren't the same
Match results - long team names can be displayed
Editor - dsplay the right players attributes
Editor - screen resolution
Rule the Waves 3 - Severus Lupus
Hello everyone,

We are happy to announce another update for Rule the Waves 3. Along with multiple bug fixes and tweaks to the campaign and battle generator, a new feature added with this update increases the number of large fleet battles you will have in a campaign. You can toggle this option on or off with the in-game preferences menu.

What’s New in Version 1.00.19

Bug Fixes
- Fixed a minor bug that led to some hits being without hit location explanation.
- All nations will now get numbered DD names if names run out.
- Fixed a bug that could delay gun research if playing with bigger fleet sizes.
- Fixed a bug with triple turrets in A or Y positions on high speed ships connected with the wrong tech.
- Fixed a bug with the ammo for secondary and tertiary guns in combat not corresponding to the designed amount.
- Fixed a bug where good quality heavy guns could be developed before longer gun barrels tech was researched.
- Magazine explosion sound will now not play if no sound is selected.

New Game Options
- Added option for more frequent large battles and fleet battles in the in-game preferences.

Battle Generation
- Made some adjustments in battle generation to reduce the risk of divisions assigned to support carriers being used for other duties.
- Adjusted pre battle placement to increase variability and give opportunity for more pre-battle maneuvering, especially in the missile age. Note, this might increase the number of no-contact battles.
- Fixed a bug with the battle generator ignoring the designated fleet flag division if the flagship was a B.
- Tweaked the battle generator to adhere more closely to division organisation in some cases.

Battle Resolution
- Tactical AI: Made cruisers and BC on AI control more careful about staying in range of enemy battleships.
- Fixed a bug with formation line abreast not really working. Note, as a consequence of this, ships in line abreast formation can now collide with friendly ships in the same division, to discourage unrealistic wild turning maneuvers while in line abreast.
- Ships maneuvering to avoid air attack will now tend to turn away from nearby enemy ships.
- Reduced the chance of friendly bombing of ships close to the originating carrier.

Ship Design
- Raised maximum ROF for autoloaded light guns.
- Allowed DD with Unit machinery to be rebuilt to KE.
- Fixed a bug with battlecruiser building allowed too early (now requires four levels of ship design research).
- Corvette AI ship templates updated.
- DD ship type will be correctly classed when DD up to 3800 tons is researched early.
- Autodesigned ships will not have incresed elevation if not researched.
- Made sure the autodesigner does not include inclined belt if not developed.
- Made sure the autodesigner does not include mines on AMC if not developed.
- Ship design: Fixed some quirks when entering numbers with the keyboard when editing rest angles for guns.
- Ship design: Funnel positions are now rescaled when ship displacement is changed.
- Ship design: When setting rest angle for tertiary mounts, opposite mount, if any, will automatically get corresponding rest angle.
- Ship design: Removed lingering red circles after editing secondary and tertiary gun positions.
- Improved AI design templates for early pre-dreadnoughts.
- Tweaked the AI ship designer so it will not mangle lozenge design old battleships.

Officers
- Made sure officers can never be so stupid that they get invalid ability ratings.

Divisions
- Made sure the division editor display of subordinate divisions is updated after dissolving a division.

Balance Changes
- Increased the treaty build limit by 20%.
- Adjusted some aspects of research when playing at less than 100% research speed.
- Changed the starting dock size for USA in 1890 to 10000 tons.
- Adjusted gun research on less than 100% research speed (now easier to develop guns).

...