Most of my dev time is focused on story and mission stuff for the final stackhunter update, so I don't have *too* much to share with you today. It's been a while since our last update though, so I wanted to deliver a few goodies.
Thank you to everyone who left a review this month! As always, be sure to join the discord! for updates and cute pictures of frogs.
The Notes
added the ability to toggle vsync from the options menu
optimized elements of the player's hud for a minor performance increase
added several new skeleton and grenade sprites
fixed an issue in the Bellagamba Grid mission where two neighboring computers had the same name
autocomplete backtracking is now done by holding control and pressing tab. Shift tab opened up the Steam overlay and no one liked that
enemies can now aim pick weapons properly
modified some code involving the initialization of melee weapons which should improve load times
fixed some dialogue typos
smoke grenades now generate with double duration
I was hoping I would have more time to dev once I finished up my degree and started my new job, but in reality I've had much less :< The current plan is to start staying up to 2:00am like I used to. October is just around the corner which will mark the 1 year anniversary of DDS! I'd like to finish Stackhunter by the end next month, which should leave a pretty straight shot to releasing 1.0. I'll be adding ~3 additional missions to serve as an alt-route to the main story, and the long awaited roguelike mode! DDS will receive some additional content past this, but only things I didn't originally imagine in the 1.0 release. It's been an amazing experience getting to this point and sharing DDS with all of you, and I hope these final content updates are worth the wait!
Some recent news regarding Unity's clown carnival revenue model has many devs seriously bummed out :< This recent decision (along with many others) feels deeply misguided at best, and many developers big and small are taking this opportunity to jump ship. I love working with Unity in large part because of the community and their support, but decisions like these put Unity's greatest asset at risk. I will not be porting DDS to Godot or anything as it would be a nightmarish amount of work, and because these changes shouldn't effect me personally. But I'll definitely be turning my eye towards Godot for my next major project.
Hello everyone! So the release of the game Puppeteer: Control This is a small and very simple game about master of puppets. I decided that before the Witch 4, I need to talk a little about the game characters from past games. So you can find out where master of puppets came from. The game time is about 30 minutes, but after you give 6 souls to the scarecrow, you will receive a Barbie doll))) And you don’t have to leave the sublunary world, the game doesn’t end. If there are votes for development, it will be possible to expand the doll collection, expand the house and add rooms. Well, there will be a couple more games ahead of Witch 4, about the Demon of Candles and Melissa (yes again) It was great to hear and see you all again!
An unstoppable thug who will do anything to win a fight There was always fighting for sport in the alleys of a gutter. No-holds-barred fighting. Ruthless competition in which the loser usually pays with his life; or an arm or leg, if they're lucky...
Although it was clearly illegal, alley fighting became more popular as the world became more chaotic. Eventually, it became so widespread that even the government could not interfere.
A male fighter who is known as Brawler had his beginning as a wagering fighter in the very same alley. And it didn't take him long to become the ultimate survivor of the game.
Brawler is extremely cunning, nasty, and just cruel and he'd just do whatever he can to fight and win. Not only is he used to no-holds-barred fighting, he enjoys it. The only thing you can do when you run into him is to run for your life.
The wait is over, Adventurers! 🎉 Brawler steps into the fray. Embrace the chaos and dominate the backstreets.
We have a few updates we would like to share with you as we continue to refine and improve your Orten Was The Case experience.
First up, we've got "Arachnophobia mode" as an option, which reduces the spider's legs from eight to two. This option also equips them with boxing gloves for some entertaining encounters with the creature.
Next on the list is "Strobe Sensitivity." We understand that strobe lights in the disco room can be a bit overwhelming for some players. That's why we're introducing an option to turn off the strobe lights, ensuring a smoother and more comfortable gaming environment for everyone.
We're also taking steps to cater to the hard of hearing with our "Hearing Impaired" option. This addition provides a visual clue alongside an audio hint, making sure that no one misses out on critical game information, regardless of their hearing abilities.
New Skill levels have also been added. Building on earlier updates, we've expanded the range of difficulty levels for hints and combat. You can now customize your gaming experience to suit your skill level perfectly. Whether you prefer an easier experience following the story or a more challenging one, you can enjoy the game at your own pace and leisure.
Another essential option we had previously introduced included an "Automatic Edge Stop" option to prevent accidental falls or missteps in the game by automatically stopping your character at the edges.
We hope you're as excited as we are about these new additions to the game. Happy gaming, and keep an eye out for more exciting updates in the future!
Ver 1.50 patch has been released with the following updates:
■ General New DLC character - Brawler has been added.
■ Bug Fixes 【Training Mode】 ・Fixed the bug in which the action recorded in the Reversal Record was played before the recovery upon staggering. ・Fixed the bug in which controller button settings were not properly applied when setting the Opponent Status to Controller.
【Online Mode】 ・Fixed the bug in which cancel/select menus could be triggered with keys other than 'Enter' and 'Backspace.' ・Fixed the bug in which the avatar in the player match room could not be moved when multiple controllers were connected.
【General Enhancements】 ・Minor adjustments were made to effect displays during battles. ・Addressed minor text and window display issues. ・Minor text corrections were made.
Thank you for your continued support for DNF Duel.
We hope to find a place to post relatively scattered updates, and we have always wanted to quickly incorporate our new updates so that players can play with them. So we have made adjustments to our workflow.
In the beta version, we will update and publish update announcements from time to time and possibly more frequently. The version will also be relatively unstable.
After a relatively long cycle, a relatively stable version will summarize and update the content and publish it within the main project.
Players with the main project can obtain beta permissions if needed.
The beta version is temporary and may be opened and closed irregularly. At the same time, there may be restrictions on quotas, and our future workflow may also be further adjusted. But sometimes we have operation activities and challenge activities that give away the key to the main project. Welcome to add the main project to wish list and follow!