Instruments of Destruction - Radiangames
Version 0.360 launches today for Instruments of Destruction. This release signals the beginning of where Instruments of Destruction is heading, with Version 1.0 expected in early 2024. There's a lot of new things in this release, particularly with the New Campaign (from the PAX Demo) now being the primary mode for the game, and the old campaign starting a transition into being the Build & Destroy campaign. The old campaign hasn't changed a lot yet, but it will no longer offer 3 modes, and many of the existing islands will be changing in the future. They'll either be revamped to be included in the Main Campaign, or edited to fit the build mode campaign.


You will also notice the menus and UI have undergone a large transformation. Almost all of the smaller text is now larger, the buttons have changed fonts and got a bit of a stylistic change, and some buttons are now centered instead of being offset to the right. The HUD has been simplified a bit, particularly outside of Sandbox mode, and the 3-star system is much simpler and easy to understand. There are other changes, though I covered a lot of those in the previous news post about the PAX Demo.

The NEXT big update will focus on redoing the interface for Build Mode. I've been playing similar games like Beseige and TrailMakers on console to see how they handle the various issues and streamline things. Besiege is not a bad reference on console (or in general), while TrailMakers' console controls felt very clunky to me. While I will be focusing on making the Build Mode controls usable on a controller while revinsing the UI, I believe doing so will benefit the PC (kb+mouse) experience as well.

I'll try to maintain the various shortcuts and systems that exist currently, but some elements of Build Mode may change in the future. I expect that overall speed and usability for advanced vehicle builders will not be affected in a significant way (either negatively or positively), and there may a slightly re-learning curve. My hope is that the changes will improve build mode for everyone, but the focus is on the initial usability and user experience.

Beyond the build mode UI changes, the old campaign will be morphing into a new sequence of tutorials that unlock more and more functionality and parts over time. Between the new tutorials, improved UI, and better documentation within the UI of the advanced editing capabilities, vehicle building should be a more enjoyable experience for everyone within a couple months.

As mentioned previously, the new campaign will also be expanded significantly. I expect there will be around 50 islands in the Main Campaign by version 1.0, each with its own custom vehicle and bonus mission. The Kraken will be featured in 20 or more missions of the Main Campaign, with additional obstacles, challenges, and objectives providing more variety than what is seen currently.

So those are the two biggest things coming to 1.0, but there will be plenty of other tweaks and improvements. Another significant change coming in the next couple months: the camera system will likely be completely redone. The camera system is just a complete mess at this point, and it's very difficult to do anything with it. The Follow camera will be the primary camera mode because the Main Campaign is built with it in mind, but it will be rebuilt to be much cleaner under the hood while having the flexibility to transition/blend into gameplay-specific cameras as needed (for mission intros/outros/etc). Orbit camera mode will remain as a toggle of some sort, while a new photo mode with other ways to adjust the camera will be added as a separate mode. Some of the exact camera details are still TBD, but that's the general plan.

I'm not going to do a changelist this time because there's just too much to list and I haven't been writing a lot of stuff down. I've tested this build a lot, but I'll still be actively fixing things ASAP if anything snuck through.

ON THE UNITY DEBACLE

I've used Unity as an engine since 2011 for my games. I've used C# as a programming language since 2004. So this has been a really tough week seeing Unity completely destroy their relationship with developers. There are so many ways their proposed Runtime Fee and what they've done is wrong, but I don't feel like going over all of them here.

Up until the past few years, my games barely needed Unity to actually run. They used Unity as a shell for running a ton of C# scripts, playing sounds, drawing things, and processing input. Most of them have just a few game objects in Unity, and I could port one of them to a framework like FNA or MonoGame in a day or two. [Both of those are XNA spin-offs, which was the first C# framework I used to make games back in 2010.]

That easy portability is not true of my latest 3 games: Instruments of Destruction, Rhythm Storm, and Speed Demons. All 3 are more tightly integrated with Unity's systems, especially Instruments and Speed Demons. They would be significantly more work to port to another framework or engine than my previous games.

Let me rewind a couple weeks. At PAX West, over 20 different people asked me what engine I used for Instruments of Destruction, and I gladly told them it was Unity. All but two of them said something like "Oh really?" or "I thought it was Unreal". [For the record, I don't think Instruments looks like an Unreal game.] I even had a guy from Unreal visit the booth 3 times (his son loved the game) and give me his card all 3 times. He wanted me to switch to Unreal for my future games, and I politely told him Unreal looks great but I was happy with Unity.

That feels like a long time ago, even though it's only been 14 days. I've been planning to release PC and console versions of all 3 games (IoD, RS, SD, and maybe one more tiny one) in 2024. That will not change, and I'm excited to finish them all. 2024 will be Radiangames' fond farewell to Unity (and C#), and I'll be going out with the biggest bang I can.

After wrapping those games up, I had been planning to finally switch to Unity's HDRP renderer and upgrade to the latest version of Unity (I still use Unity 2019 and the old Built-In renderer). I was excited learn to use all the latest Unity tech and tools that I've been purposefully avoiding for the last couple years. Those plans have changed a bit. I'll still be learning about some great new tech and tools, but in another engine instead. I'm fortunate that the timing works out in that way.

In the end, the game engine is just a piece of software that game developers use to help bring their games to life. Many types of artists and creators use software. People generally don't care what software was used to make the things they like (music/art/movies/etc), and artists often use software of companies they don't like (hi Adobe!). As much as I now don't like Unity as a company, I still like the software, and I'm not letting my games suffer because the company screwed up.

So yeah, it's been a week. My plans have changed slightly for the future, but 2024 is still going to be a big year for Radiangames titles, and finishing Instruments of Destruction is the first step in making that happen.
Sep 18, 2023
Ortharion : The Last Battle - Aryal
Hello and welcome to Ortharion: The Last Battle Early Access Update 0.1.

Since it's currently only early access, the game is far from perfect... on top of that I was seriously ill this weekend, so it's impossible to do the last few minor debugs that I had left, but a corrective patch note will come quickly during the week.

I look forward to your feedback!

For those who have already played the latest versions of TLB in prologue version, here are the latest modifications that you will find in this first version of the game :

New content

  • Added 3 outdoor areas, each with teleportation pillars, resurrection pillars, Ortharion fragments, bosses, blocking doors.
  • Added 3 dungeon areas, with 2 classic dungeons and 1 cave, with items to collect in each.
  • Added 6 “Elf” enemies.
  • Added 6 “Transformed Man” enemies
  • Added 6 “Necromancer” enemies
  • Added 6 “Cult of Light” enemies
  • Added 6 “Cult of Magic” enemies
  • Monster kill achievement have been changed to correspond to monster packs of certain types, instead of individual monsters, reducing the number of kill achievement by 8 (4 in normal kill, 4 in big kill).
  • The “Special Skeleton” and “Ranged Orc Warrior” have additional skills.
  • The names of the plants have been changed and a total of 15 plants, 15 trees, 15 ores will be exploitable, not all of them will necessarily be available upon release of early access.
  • New components as well as leather have been added, these elements just like plants, trees, minerals encourage you to go farming different areas of the game, depending on the components you want to prioritize. New recipes have also been added.
  • You start the game with all the in-game recipes already available.

Improvements

  • A Pause game mode has been added when you are on the in-game selection menu, the information is indicated below the interface.
  • All map completion achievements are no longer visible on the progress log interface since they are already present on the world map.
  • Map completions now contain the bosses in each area, which are visible on each map, with the total.
  • Map completions now give stats for each item collected, instead of giving one stat once a set is complete, the goal being that you continue to gain power, while remaining as free as possible in your exploration. Information about the statistics gained is directly added to the top of the world map interface and the statistics are directly earned and visible on your character sheet.
  • You will find the harvestable components for your professions randomly on the map instead of always finding the same ones in the same places, the rarities being completely random and each location likely to have an item will have around a 33% chance of seeing an item appear. object. Skills can be added later to know what type of objects you could find, at what distance, what type, etc.
  • Slight reduction in time to launch the game (or return to the main menu).
  • A bug tracking system has been put in place in case a bug on the backup system is encountered, thus preventing files from being deleted in this type of situation, with an explanatory message to describe the problem. bug on discord. The goal is to never have a backup destroyed.
  • Information on the components required for recipes is available without needing to have learned them.
  • Visual improvement of several skills.

Balancing

  • Flask of acid is poison category and no longer fire and the visual has been modified.
  • The door to the dungeon in the town of Granock recovers 2% life per second instead of 6%.
  • The balancing of summons has been revised, they inflict more damage without needing to level up (simply by following the player's level they can inflict 10k+ at level 100, compared to 500 before). They also have a “normal” number of lives so can be killed in less than 20 hits by any normal monster of the same level, prioritizing their survival and summoning new ones will be more important. Leveling up allows you to move up in difficulty levels without too much difficulty, other balancing is still likely to happen, to add talents and equipment to really have specialties around summons, with less base damage, but more once specialized compared to the current version. The AI still needs to be improved.
  • You can cross your summons.
  • Monster kill successes have been changed to correspond to monster packs of certain types, instead of individual monsters, reducing the number of kill successes by 8 (4 in normal kill, 4 in big kill).
  • The debuff skill “Weaken” has been renamed to “Fatigue”.
  • The “temporality” debuff skill goes from 1% attack and casting speed reduction to 5% (per stack).
  • For enemies: The debuff skill “Slow” increases skill cooldowns, instead of reducing movement speed.
  • Several enemy skills have had their damage category revised to better match the visual effects.
  • Increased beam rotation speed for puzzles, as well as ball movement speed for puzzles.
  • Soul of the Foot Soldier: damage reduced by 20%.
  • The first skeleton boss in the crypts has a new attack skill.
  • You no longer have level restrictions or Ortharion Shards required to obtain team and legendary gear.
  • Staves and wands do twice as much regular damage, which is still 50% of the values of non-magical weapons.
  • Spellbooks have twice the magic power and now have energy shields instead of base damage.
  • Each point of strength allows you to have 12 in maximum weight.
  • The player starts with 80 in maximum weight instead of 70.
  • The number of Ortharion Shards required to obtain the 4th and 5th class is reduced from 18 to 12, and from 50 to 40.
  • The dungeon and crypts in the town of Granock are level 15 instead of 40, as are the enemies before entering the dungeons.
  • The “perpetual energy” skill gives -20% “mana regeneration per second”.
  • The combat mage’s “Enhanced Intelligence” skill grants “bonus magic power” instead of “mana regeneration per second”.
  • “Ice Storm” skill: the impact zone increases from 3 to 6 meters.

bug fix

  • AOE type powers (fire shock, diffuse strike, etc.) can destroy containers.
  • The talent interface shows the correct number of talent points when creating a character.
  • When the player starts a new character, the guild chest no longer has a block tab if they had already been unlocked before.
  • AOE weather skills (blizzard, shuriken) can activate other skills.
  • Boars deal damage correctly.
  • Talent 545: gives +1 in sentinel, +1 skeleton, +1 wolf.
  • The passive skill: “Piercing Aim” correctly increases in level.
  • Several skills no longer show duplicate information.
Pixel Composer - MakhamDev
Interface
  • [3D Preview] Add a warning when changing preview settings while previewing the camera node.
  • [Inspector] Add option to use Euler angle for 3D rotation.
  • [Inspector] Textbox now always displays as a new line.
  • [Inspector] Textarea can now be pop out as a separate panel.
  • [Inspector] Long data (>1024 characters) will be displayed as "[Long String (N char)]" to prevent freeze (except in textArea).
  • [Text Inputs] Selecting text with the mouse now moves the cursor properly.
  • [Text Inputs] Ctrl + backspace to delete word.
  • Random rotator now comes with 3 extra modes.
  • Improve the tooltip for enum buttons.

Nodes
  • Introducing dynaSurf (dynamic surface). A new type of surface with a custom rendering function.
  • New IsoSurf node.
  • Group input and output order is now an attribute instead of a property (appear in the settings tab).
  • New HLSL node.

Bug
  • [3D Camera] Fix render result error when previewing.
  • [Scrollpane] Fix flashing when content height changes which toggle scrollbar.
  • [TextArea] Fix autocomplete and delete the line.
  • [Text Inputs] Fix some modifier keys (eg. backspace, tab, etc.) not trigger.
  • [TextArea] Fix autocomplete replaces the wrong string.
  • [Particle, VFX] Fix wiggle property break loop.
  • [WAV File In] Fix volume calculation error when looping.
  • [WAV File In] Fix playback stutter when looping.
  • [Warp] Fix bug when anchor creates a trapezoid shape for an image larger than 1000px * 1000px.
  • [Armature] Fix error when previewing.
  • Fix connection adjustment reset on load.
  • Fix connection issues for some dynamic input nodes.
  • Fix? array processor error when dealing with an empty array.
Daisho: Survival of a Samurai - Saturnus
Hey there Brave Samurai!

We'll be sharing smaller previews of the upcoming changes in the next update! Our artists have been busy on updating some of the models within the game.

Check out this new amazing Wolf model which will replace the older stock wolf enemy! 🐺






There is more interesting stuff currently in development as well, so come join our Discord where you can interact with developer team and get new info on the upcoming feature and release dates!

Sep 18, 2023
Multi Turret Academy Playtest - flzzyf076
  1. Adjusted the damage of the 38T Anti-Aircraft to 2.
  2. Lowered the overall volume slightly.
  3. Further fixed the errors in the English text.
Sep 18, 2023
Silent Sector - RakeInGrass
- Fixed a bug where Sausage Slasher couldn't be killed without bombs.
- After the destruction of the Cubes, this faction remains in the game, but it is not expanding at such a high rate.
- A few small improvements.
Community Announcements - GE-0




Press [c]ESCAPE[/c] to exit
[c]qwe[/c]
[c]asd[/c]
[c]zxc[/c]

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go here

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[color=lightblue]LIGHT BLUE??[/color]

[url]Launch WRF Playtest[/url]

Experience the full Early Access version of War Robots: Frontiers for one week, from now until September 26! Get started by downloading the game via MGLauncher or the [url]Steam Demo Version[/url] and play for free without the purchase of a Pioneer Pack.

Widget:
https://store.steampowered.com/app/2320140/War_Robots_Frontiers_Demo/
steam://run:
[url]Install and run War Robots: Frontiers Demo[/url]
steam://install:
Install War Robots: Frontiers Demo

If you’re new to the Wild Ten, this is your chance to experience the full Early Access version of War Robots: Frontiers and win Alloys, Credits, and permanent Early Access! If you have a Pioneer Pack, you can also battle for increased rewards throughout this event. 
Free Challenges
Get the following by playing matches during Free Week:
  • 10 Matches: 240,000 Alloys
  • 20 Matches: 240,000 Alloys and 6,000 Credits
  • 25 Matches: 240,000 Alloys, 6,000 Credits, 250 Intel, and Permanent Early Access
Pioneer Challenges
Get the following by playing matches during Free Week:
  • 10 Matches: 480,000 Alloys
  • 20 Matches: 480,000 Alloys and 12,000 Credits
  • 25 Matches: 480,000 Alloys, 12,000 Credits, 500 Intel, and a LVL 1 Abilities Pack containing Dazzle, Ghost Turret, and Blast Wave
Squad up with friends or find a new dream team via Discord, and get ready to experience reduced matchmaking times, re-balanced sonic weapons and bot difficulty, and more during the Free Week.

IMPORTANT: Any progress made and prizes earned during the Free Week will be retained if you purchase a Pioneer Pack or win Early Access, but are subject to progress wipes once the game enters Open Beta.

Subscribe to the official War Robots: Frontiers newsletter to the latest news straight to your inbox, and follow the game on Twitter, Facebook, and Steam.
Sep 18, 2023
Home Sweet Home : Online - PR


Knock, knock, knock! Verona has arrived at the livestream!
Where should I stop by a good livestream? Leave a comment with the channel!
And now, let's wait to receive surprises from Verona!
Warlander - [P] Shievo
Greetings Warlander!

Introducing the 'Beetle Vanguard Bundle' today!



📅 Sales Period:
From 9/21 2:00 am to 10/23 11:59 am UTC

💰 Prices:
Mythic: 1470 Goldings
Prestige: 1320 Goldings
Rare: 1200 Goldings
Common: 1160 Goldings

Get ready to upgrade your style on the battlefield!



⚔️ Your Warlander Team 🛡️

Join our community-focused game development discussions on your favorite platform:
❤️ Steam Discussions
💙 Discord
💜 Twitch
💛 Twitter
💚 Feedback and Bug Reporting

https://store.steampowered.com/app/1675900/Warlander/
Community Announcements - 布鲁克斯


Bug Fixes
  • Fixed level 9 monster card fungitization skill level error
  • Fixed autowork connection still exists after deleting supercomputer
  • Fixed Swarm Warrior Crown repeatedly equipping unloading can refresh the blood level problem
  • Fixed the problem that swarms can't use their equipment after they are dispersed

Optimization
  • Changed damage reduction ratio from additive to multiplicative
  • When jumping directly to the next boss, the existing monster lair level and number are synchronized and refreshed to the current level and number
  • Racing Mode Adjustment: Star Soul Burst is not available in Race Mode.
  • Racing Mode Adjustment: Open new list S2, old list data retained but not updated.


Thank you very much for your support for gaia trek, we have now updated many bugs and optimizations. Feel free to leave your review on Steam, your feedback is always welcome!

Keep an eye out for the next update, we appreciate your continued support!
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