Alaska Gold Fever - Cypher
Welcome to thirty-third DevLog for Alaska Gold Fever!

Hello travelers!

Hey there, fellow devs and adventurers!
Today, we wanted to dive more into the exciting design decision behind using a human character to match our captivating Alaskan environment in our upcoming game.
So get ready forrrr:

Meet Cormac Sullivan - part 3

Remember him? Time to dig in about some last things about this one guy
and some realted stuff!



By placing a human character within the cave, developer gain an immediate sense of scale and perspective.
The character becomes a relatable reference point, allowing devs to grasp the vastness of the cave, its chambers, and its hidden corners.
Here is Cormac in cave :D But not just ANY cave, it's his special cave :D but more info about it in game or later ;)

Cave or exavation site?



Grab your virtual pickaxe, and with each adjustment and stroke, bring your cave to life!
That could be an Alaskan add that will advertise travelers to life in Alaska :D

Actually in Gold Fever you can hide in some caves and mines to hide from cold and especially from a wild wildlife! (and not so wild life that means bandits)

So there will be some caves that you can't transform to mines but you can find something interesting in them! (like outlaws camp)

Skulls and bones?



Pirates on Alaska?!
No, no that just some technical language here :D
Bones in Unity offer the magic touch to bring your virtual characters and objects to life.
Using Unity's sophisticated skeletal animation system, you can create fluid and realistic movements that breathe authenticity into your games.
See picture, often bones matches the real world bones in character but not always.

Colors awaken!



In the left image, vibrant hues burst forth, bathing the scene in a rich tapestry of color - well that's the bit of exaggeration but you get my point :D

While lighting has yet to take its place, the colors themselves can create an atmosphere of a place.
Lighting is yet another thing, icanmake a 99 devlogs just about it but for now i will let you know - its mucho importante! Like light in movies and photography! Some companies have a big teams just for lighting (see in credits in any AAA game :D)

Logging into the Alaskan Gold Fever


What if... Alaska Gold Fever from a perspective of netrunner from Cyberpunk? :D

"In this virtual Alaskan wilderness, I'm not just a netrunner;
I'm a digital prospector, sifting through lines of code to uncover virtual gold veins."

Just kiding :D but next devlog will be about landscapes and wild life :D
We're done with the topic of Cormac Sullivan and time to move to the next one :D
See you around!

-----
Making a game is such a journey and you can be a part of it!
Join our playtests on Steam Store Page!
You can also use our Discord server to send some feedback!



Best regards,
Baked Games Team

Try our greatest hit!
https://store.steampowered.com/app/842180/Prison_Simulator/

Aug 10, 2023
Sky Haven Tycoon - Airport Simulator - mr.gmg
Switched version 1.1.2.316 from the experimental branch to the default.

* Improvements
- assigned correct liveries to DC7, B707, B727, Comet
- ATR72 and CRJ200 no more need stairways (as they have built-in)
- added a "Terminate Airplane" button to remove stuck airplanes, active only when they are on the way to the departure runway.
- added ramp sorting by ramp number in the schedule window
- adjusted many UI areas to fit different languages
- added Arrival Stack info to the F1 window
- rotated concrete ramp numbers to face arriving plane
- adjusted time position
- implemented showing limit in the airline list
- all available contracts are shown
- take history progress speed into account for the prebuilt game
- don't consider on-demands as delayed
- removed premature night-only contracts
- adjustments for airline items in contracts and better readability for max limit for fuel supply window
- adjusted tier confirmation window
- adjusted next-tier window
- fixed workflow if there is no next tier yet
- added tooltips with localizations to the contract window
- added a scroll for vehicle description

* Bug fixes
- fixed some DE locale relying on community feedback
- fixed research name for Packard D1
- fixed settings for the flight editor
- fixed many localization issues
- fixed placing buildings outside the world
- fixed issues where interior structures like check-ins could remain outside the terminal boundaries when resizing using the editing tool.
- fixed terminal's polygon overlapping onto external buildings
- fixed captured lanes releasing(traffic system)
- fixed current agent lane occupancy and lane load when ForceDone is performed(traffic system)
- fixed capturing for independent lanes(traffic system)
- fixed invisible papi lights on the concrete runway
- fixed workflow
- fixed the wrong layout of the resource button
- fixed displaying wrong performance for terminals
- fixed invisible vehicle after loading if it was saved when occupied and at its parking
- fixed propeller era ramp service building
- fixed issue with airplane engine sounds persisting after airplane departure
Aug 10, 2023
Zombikini PinballZ - Jakai
- Every 1000 points now give an extra ball.
- Points gained from hitting pips, etc, were increased.
- Position of some triggers adjusted.
- It takes more hits to remove clothing now.
- A bad lust (pink trigger) match no longer removes arousal points.
- Added a match that restores middle bumper to the lust (pink) triggers.
- Points needed for some Achievements were adjusted since they were too hard before.
Aug 10, 2023
Arcanum - Brumble


Changelog V.0.8

Enemy AI
Our custom AI has now been finalized and will hunt the players continuously, make sure you hide!

Revive and Down system
Players who are caught by our AI will be "downed" however you will be able to use a bandage to revive yourself however, your friends cannot revive you...

Lobby
The lobby has been reworked and fitted with mini-games and fun content for players to enjoy
whilst they wait for players to connect to their game!

Bugs
- Lighting corruption, bleeding through floor and causing optimisation issues (again...)
- Some clipping issues
- Loading screens not implemented yet
- Character Selection images not added

Fix's
- Fixed widget's not displaying evenly
- Fixed doors not opening correctly for client
- Fixed marginal errors with roof tiling system



Dev Notes
As we get closer to the Early Access release of Arcanum, support has never been as essential, so we'd like to thank those that are currently wish listing us and following our progress through the build to release, we really do appreciate the support from all of our followers and viewers!

We can't wait to show you how far we've come, and I must say, the game looks very different from Alpha 0.1 to 0.8, we've certainly come a long way.

Our PlayTesters are working harder than ever to find bugs or any issues so we can have them fixed as soon as possible.

Don't forget to share with your friends and look out for a new trailer coming soon!

Cheers,
-Brumble

Sneak Peaks!


Classic Sport Driving - Classic Sport Driving
We welcome a new player, straight with a victory!👀

Arcade:
🇬🇧🥇
🇩🇪🥈
🇺🇸🥉

(remember that you can use your twitter handle as player name, if you want me to tag you easily!)



Pro:
🇺🇸🥇
🇫🇷👋Now I almost consider 2s off as ok!😱
👻🥉



We stay in Snow Dale for today's event!⛄
Aug 10, 2023
Mechabellum - Hell00
0.7.18 update
Bugfixes
Fixed an issue where two-player survival mode would not work correctly.
Fixed an issue where the Stormcaller's [Incendiary Bomb] would not work in some extrem cases.
Sub Terra Draconis - Radiant
Sub Terra Draconis is now available in German and Spanish, thanks to the efforts of Brendan Ferreri-Hanberry and Jorge Carrión Mena.

Aside from that, this long-overdue patch includes bugfixes as follows,
  • Fixed achievements for solving/mastering map and cumulative gems.
  • Fixed doors or keys showing incorrect color, dragonfly having empty hint text, hint shown while paused.
  • Fixed scrolling speed, duplicate key mappings, path opening in the Dwarven Caves.
  • Fixed graphics glitch for forest levels, reversing gravity, and bottom of tall levels (e.g. Waterfall).
  • Added extra pre-level info scenes, help text for centering screen.
  • Adjusted gem quota in Falling Up and Down, Little Creatures.
  • Expanded hint text in Bye Bye Buddy, What Would Brian Boitano Do, Pipe Dreams.

Finally, the editor now includes control buttons that the dragon can use to move the golems around.
Aug 10, 2023
Boneraiser Minions - caiys
//Clown ride round 2
- Chaos Aura meta: Blessed enemies now have a 50% chance of ignoring the aura's transformation attack, while Super Blessed are now immune from it.
- Deamonic Jesters: Fixed a bug where their cool-down on transforming enemies into Relics might not trigger (so they could give a fair amount of relics if you had several Jesters).
- Blood Pact: Fixed a bug where they weren't conforming with their max cap (combined with the above this could give you a lot of relics late game).
- Jester Transformation: Fixed a bug were they could transform enemies that are outside of the map (which could causes issues in maps like the Forbidden Elevator).

//bug fixes
- Hub - Memory Skull: Opening this when using full Mouse Support would cause a crash.
- Hub - Memory Skull: The 'legion size' and 'relics hoarded' stats weren't correct.
- Hub - Achievement Menu: The class Unsealing achievement description was wrong for the Beast Whisperer and Courtier Clown.
- Burly Boulder contraption: If you removed this contraption then it's Max Health boost wasn't being removed.
- Jewelry Royalifier spell: This wasn't upgrading Giga Treasure Chests.
- Boulder Ogre meanie: Their boulder attack wasn't conforming with the 'Meanie Attack Outline' setting.
Animaze by FaceRig - Adina_Animaze
Hello animazing community,

We are releasing an Animaze preview build on the "next-version" beta branch with an improved webcam face-tracking library from Visage Technologies. What you'll likely notice right away is that it has less jitter and requires less smoothing, allowing you to enable a snappier mo-cap experience from your advanced tracking settings.

We are also applying what we have learned with auto-generating avatar motions and gestures on Chatpal, to enable an improved "no-cam" mode for streamers that want to drive things with just their voice.

We appreciate your feedback about all of it before we push it to the main branch next week.
For info on how to change build branches please check: Navigate branches

Desktop Changelog
  • updated the default webcam face tracker Visage SDK, which significantly reduces tracking jitter.
  • Animaze ChatPal updates
    • fixed issue with the start of talking behavior on cloud voices which activated too early, the behavior should start at the right time now.
    • fixed gestures and emotions being ignored if they are at the very start of the phrase, on very short phrases with single gesture/emotion.
  • updated the MToon shader for VRM 1.0, newly imported VRM 1.0 avatars should be shaded correctly now.
  • disabled texture resizing when importing user images (for any type of customization); before, textures were clamped to the application render size.
  • fixed Ultraleap freezing issue if you use general special actions and interrupt them with the avatar's dedicated idle.
  • for VRM and GLB models, on import, we are removing ARKit eyes look-at blendshapes (e.g. EyeLookDownLeft) specifically for the meshes that are skinned by the eyeLeft/eyeRight joints. For VRM and GLB-sourced avatars, the eyes are animated procedurally by rotating the eye joints, applying blendshapes over this would only apply a double transform and make the end result inaccurate and/or distorted.
  • added Animaze Webcamless Face & Body Extension (activable from Settings > Advanced Tracking Configuration > Select Trackers) which adds dynamic facial expressions and body movements to your avatar without the need for face or body trackers. Some movements are derived or applied based on the audio tracker. Effectively, we’ve added the Animaze Chatpal procedural behaviors for real-time use with audio tracking.

Editor Changelog
  • updated the MToon shader for VRM 1.0, newly imported VRM 1.0 avatars should be shaded correctly now.

As always, we love hearing what you think about the new content and Animaze! Tell us what you’d like to see added to Animaze on our Discord server, email us at support[@]animaze[.]us, or message us on Twitter!

Happy Streaming,
The Holotech Team
Gloria Victis: Medieval MMORPG - KomaGV
Hello Community!

In today's update we are bringing to you a new event – Dungeon that is dedicated to a group of players. This event adds another layer to our gameplay and will become a main factor in gaining Guild Activity Points. Besides a new event, today we are unlocking Technology Laboratory at the Guild Castles. Each Guild Island will have 3 static tech labs and players can place additional 7 tech labs on their own Guild Island.

As usual, we are introducing fixes, Quality of Life improvements and tweaks.


The screenshot’s authors will be awarded. jesnek, EVRA#1752 and rambs1 – Contact [GVMod] Koma via Discord to receive your ambers!

Questionnaire result
According to the Nightlock Questionnaire, 74% of players said "yes" to moving the night lock from 12a.m. to 1a.m. and shortening the nightlock from 9 to 8 hours. So, today’s update is changing the night lock timer.

Percent of players that said "yes" on a given server.
EU Wolfield: 76%, SEA Dunshire: 82%, NA Holmridge: 68%,

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to salame
https://www.youtube.com/watch?v=2qEwSuuYv3s&feature=youtu.be
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.3.2

Dungeons in the non loot zone
We are very excited about introducing a new in-game activity that will add another gameplay layer and will add incentives for roaming around the world map in searching for PvP clashes and this event will become a main factor in gaining Guild Activity Points.

Today we are introducing Dungeons that require a group of players to complete where they will fight NPCs and Bosses. The dungeon entrances are spread across the whole non-loot zone area (excluding one side non loot zone). There are 15 entrances in total. Only 3 are active at the same time, and only 1 entrance will be open on each war side (between Blackrock - Volkvar, Waterford - Dimar, Haddah - Skogar). Active doors will only be marked with an icon on the minimap if the player is close to them. Once a dungeon is completed on either of the war sides, a 30-minute cooldown will ensue on that particular side. Following this period, the next door will be designated, granting access to the event once more for completion.

Dungeon Event awards 2,000 Guild Activity points granting a vast amount of experience to Guild Level and to Weekly summary later distributed to Guild Technologies, 50 silver split among all participants and additional rewards we will leave to the players to discover.

In the near future we will remove the Guild Activity Points that players currently gain through Daily Challenges because they do not promote guild and group activities. Currently, we have events that provide Guild Activity rewards, and the list of the events will be increasing. On top of that, we are already rewarding players for doing things together with guild mates.


Technology laboratory
We are happy to announce that players can now build Technology Laboratories at their Guild Islands that generate “Technology packs” which contain Tech points to develop Guild Technologies. Each Technology laboratory costs 20 economic points and players can place up to seven additional Technology laboratories on the Guild Island.

Also, each Guild Island will have three static Technology laboratories placed on the Island. (You may have seen these buildings on your island already.) These do not consume any "economic points" unlike the Technology Laboratories placed by the players in Freebuild.

This means a guild can have up to 10 Tech labs in total.

After building a tech lab, the lab will be “preparing” to activate for 24 hours. After this time passes, the labs will generate special “Technology Packs” that players will need to transport to the bastion and place in a Bastion Supplied container to receive “Technology points”.

The technology laboratory generates one technology pack every hour, and the technology pack provides 2,000 technology points that are distributed among chosen Guild Technologies. The laboratories can generate and stock up to 20 packs, then they will be full and stop working and creating technology packs until players transport the packs to the container that is in the bastion.

Robbing tech labs
In the future when State of War is implemented and players will be able to siege enemy Guild castles, players will be able to rob the tech labs and take the technology packs and deliver them to a container that is placed near each Ship where attackers have a respawn.



Fix and Tweak for Kick
First is a fix related to “Kick in movement”. Player saw that the enemy was performing "Kick in Movement" but the enemy was not moving on the player side but only on the server. This was misleading players because it looked like the enemy player was performing basic kicks and the player felt like he received a kick from far distance due to the lack of displayed animation related to "Kick in movement". Today's fix is that players will see enemy animation related to “Kick in movement”.

Second is a tweak related to kick rotation and we add a limitation to it. In the first 500 milliseconds of the kick it will still be possible to rotate your character to have the possibility to "aim" and hit but after that time the rotation will freeze. With this change there will be no longer possible to perform a 180 degrees kick.

Quality of life
– Added map and minimap to Guild Islands.
– We are changing the siege points requirement for small battering ram on Guild Island. From now on the battering ram cost 0 points at Guild Island.
– Added new sound effects and particles to Giants. From now on, players will see the dust particles that come from under Giant steps and will hear his steps. Also, a specific attack that hits the ground will make a noise.

Fixes
– Fixed missing stone container at Greatfall gatehouse.
– Fixed event near Blackrock that was giving morale to the wrong castle.
– Implemented a few fixes related to model and terrain blending.
– Fixed cart container visuals after putting wood in them.
– Fixed parchments for scribes stored in wagon containers.
– Respawn fixes. Players were annoyed by the respawn choices during sieges of certain locations, for example, Twinfall.
...