Our next content update Elixir of Madness! creeps onto Pistol Whip on October 5th, with three phantasmagoric new Scenes that will unlock over the course of three weeks. Take them on, if you dare, with the help of new modifiers. For the fashionable among us, some thrilling new weapon models will also be available.
Ready for a sneak peek of what the near future holds? Check out the trailer below!
We want to express our gratitude for your valuable contributions to Fishing Planet Clubs and New Fishing Mechanics, and as a result, we've implemented another patch. Your input has played a vital role in making Fishing Planet a more enjoyable experience for all!
We believe that these improvements will bring us closer to the result we all want. We remain dedicated to hearing your feedback and implementing the necessary changes. Remember, our Support and Feedback channels on Discord are open to your input, just as they've always been. And, we are gradually getting closer to Clubs, New Fishing Mechanic, and Animation to become available on other platforms. Stay tuned!
Goldenjar Fall - Definitive Edition - Ardeal Studio
After two years of tireless work in the forge, the three courageous dwarves exchanged triumphant smiles and sang, "We have completed our masterpiece!"
What lies ahead for them?
They will embark on an exhilarating odyssey consisting of a total of 16 challenging levels, unfolding across 4 entirely different environments.
In each of these environments, they will face formidable bosses, each representing a unique challenge that will leave its mark on Korik's epic tale.
As they level up, they will earn skill points that can be used to specialize and unlock Korik's special abilities, so we recommend spending these points wisely.
We eagerly await your sharing of your accomplishments and experiences within our community, and please do not hesitate to use this space for inquiries or to interact with us.
IMPORTANT!
Before playing the new version, please delete your saved games. By default, your saved games will be in the following path:
C \ Users\user\AppData\LocalLow\Ardeal Studio\GoldenJar Fall
We are thrilled to deliver our debut title and wish to extend our heartfelt gratitude for the support you have provided us throughout this journey.
Welcome to the experimental paid DLC Steel Wheels with unique features! ːMihalychRageː
Create new levels of mayhem on the big crane BS Champion AND BS Wrecker Titan. Also try out a separate adrenaline level on the APC Tyran! Fight with 5 weapons against your opponents in the same conditions in Mono Derby or other modes! And also Zhenka will help you use these vehicles. ːZhenkaː
In addition, the main game has also received an update.
- New ROULETTE mode! Try your luck in random mode, car and with special unusual modifiers! - Photomode is supported in Stunts modes - New Top-Down camera mode! Try a new Trail Out experience, enabled in game settings - Added Boomer's Monster Truck as playable car (available after Boomer) ːBo0merː - Added new version of damage to drivers if they are outside and something nearby explodes - AI has gotten better at driving A and B class cars - Fixed a bug with action camera freezing - Golf in career replaced by renovation as requested by players - Fixed collision of walls for wheels on the map TRIUMF - More camera flight area in photo mode
It is a superb feeling to see all that hype building around the upcoming announcement trailer! As we count down the days to September 23rd at 1 p.m. PST, it’s time to kick off a series of posts from our Discord server. Over the past few weeks, we've been hard at work, sharing development updates and juicy insights, and we wouldn't want you to miss out on any of it.
But first, a reminder of two super important links that you'll find incredibly useful:
Our Discord Server:
Don't hesitate to drop in and say hello. It's the ideal place to be if you're keen on staying in the loop about the game. Here's a spare link if the banner above doesn't work for you: https://discord.gg/CaribbeanLegend
Thank you once again for your support, and we can't wait to share more exciting content with you in the days leading up to our big announcement!
Now let’s talk about…
El Cazador
The Cazador (The Hunter) is a ship with an intriguing history and has been my personal favorite since the days of developing the Flying the Jolly Roger DLC. I've always had a strong desire for a unique, proper mid-game galleon, bridging the gap between early-game quest ships and the Gryffondor. My aim was to terrorize everyone during the Saga quest and to beat the Caleuche with style.
However, we ended up with the Toreador, which I strongly dislike for several reasons:
You acquire her rather late in the mid-game;
She's the reward for a quest with the tightest timers in the game;
You have to abandon her during the infamous siege of Cartagena;
I probably just suck at playing this game.
The Cazador, on the other hand, is a different story. If you're a skilled seaman, she can survive in line combat and her 32-pound cannons can make life miserable for even a second-rate warship. My current thinking is to reduce her speed and allow her to carry more men. Voilà! A compelling alternative to the Toreador until the Gryffondor arrives, dozens of hours later in the game.
She's no easy prize. Remember the crazy battle of Isla de Coche? With the updated Cazador as the flagship of the Spanish flotilla, the fight will be even tougher. Even if you emerge victorious, I must caution you that she is the property of Casa de Contratación. The higher-ups may take offense, but there is a silver lining as they'll be displeased with Charlie Prince, not Charles de Maure.
That wraps it up for today! Tomorrow, we will talk a bit more about the progress we are making at the colony development department.
For me, it starts with an initial spark. When I started working on Lords of the Fallen we had the lore legacy of the original 2014 game, but we knew from the get go that we wanted a more grounded, dark, and mediaeval art style. We felt it worked better with the story we wanted to tell, as well as encapsulate the emotions we wanted to convey to our audience.
Originally, our game had a very realistic aesthetic, with knights and chivalry, castles and monasteries, but then we injected this spark of tormented fantasy from one of my very first concept arts for the game: a landscape with a stylized knight standing in front of a dark fantasy tree. This poor chevalier was contemplating the rest of the journey that awaited him, and from that image we realised we could open our world to a more allegorical style, with its moments of extravagances and magics.
On top of that, we explored the ideas for Umbral, the realm of the dead, which opened the gates to themes of cosmic horror and Lovecraftian creatures, and further solidified the tormented dark fantasy style we were looking for.
One exercise I like to do is ask myself what the game could/should become, and imagine a future screenshot. At first this image is very blurry in my mind, a bit undefined, full of personal references… but the more I develop it, the more the image becomes clearer and clearer, until the moment where I can say to my colleagues, “Wait, guys! I think I’ve got it!”
For Lords of the Fallen, my imagined screenshot was of a knight wearing heavily rusted armour and a skull-spiked helmet, carrying a sword wrapped in thorns, and walking down a candlelit corridor with walls covered in blood. Underneath his footsteps, white lilies and grey moths were growing out of the ground… Quite explicit, don’t you think?
This vision actually followed me during most of the preproduction! It even became an internal joke, that I was the guy adding skulls, blood and candles all over the place! But I guess when you have a vision, you have to stick to it, right?
Designing the world of Lords of the Fallen
I think the most important part for me when the design process started was to set a clear direction, something I would be comfortable to rely on and communicate to the artists and the rest of the development team.
For this purpose, my art direction rested on a number of high-level pillars, before refining those themes into systems and personal references. I am a strong believer of introspection and gathering strong thematics and aesthetics from what we’ve lived, experienced, or dreamt. I often circle back to my favourite books and mangas, and it’s normal to get some hints of Berserk, Blame, Dragonball or Saint Seiya in my work, with a sprinkling of Stephen King and Clive Barker to spice things up!
I also articulated the idea of a “thematic triangle” where each of the corners represented a strong pillar of the game’s art direction: torment, darkness and fantasy. The three main drivers (and gods) of the game are placed on each edge of this triangle, combining at least two pillars.
In Lords of the Fallen, the Radiants represent torment/fantasy, the Rhogars are darkness/fantasy and the Umbral stands for darkness/torment. This triangle became a tool for me to evaluate each artistic creation for the game: if it fell within the triangle, then I knew the asset was on the right track. Refining those pillars with more precise systems constituted the biggest task of the preproduction phase; it was about discovering the visual language needed to enable those pillars to shine, and the references to rely on.
For example, the Umbral realm was strongly influenced by the twisted artists Giger and Beksinski, but it became fully realised after injecting some imagery from the performer Olivier de Sagazan. Such references are a strong point to start with, but the more you create art for the game the more those developed concepts become central for your universe - right up to the point where you don’t have to search for references anymore.
Here is an example of one of the sub-themes and how it was realised in the game’s art direction: we wanted a strong ambiguity between religion and fanaticism, especially along the Holy Sentinels of Orius. To represent this madness visually, we focused on blood and thorns, but also accumulation. So instead of having a pair of candles on an altar, we covered it with wax and had the candles grow like roots on each corner of the church. We even covered the shoulders of our characters in wax!
This idea came to me when I remembered visiting a small chapel in France as a kid. There was an alcove where prayers could be made by lighting a candle under an old mural. It seemed nobody was actually taking off the consumed candles there; people were just piling up candle after candle on a mountain of melted wax. This intimate image flew from my memory directly into some of the locations in Lords of the Fallen.
How did you breathe life into Mournstead with your team?
If the art director is a fair participant in the overall direction of the project, then it goes without saying that they’re NOTHING without a great team around them. The key word of this collaboration is “trust”, and I believe that goes both ways. The art director is just a compass, setting a long term direction for the ship to sail, and more or less checking the map from time to time. The crew - each of the individual artists and team members - are the true heroes guiding the ship forward.
It was clear early on that there would be a lot of things that I’d have to delegate. In a project of this size the collaboration and validation between directors, leads and colleagues is primordial, especially in a fully remote company like HEXWORKS. Pragmatically, this trust goes both ways: Each design or new concept goes past my eyes, but likewise, any good idea or proposal from a collaborator can be taken and developed further if it fits with the art direction. I strongly think I’ve my own artistic affinities and flaws: for example, I’m a better character designer than architectural artist, and therefore I have to rely on our environment and lighting artists to achieve our goals. I can’t stress enough how much the collaboration with our director of photography, Erwan Fagard, was both supportive and enriching to me.
All this is to say that my day-to-day work during preproduction and production was mainly doing paint-overs and sketches, annotations, and briefs. Those briefs are actually one of the most important parts of the job, because you’re setting the vision for the artists in a few chosen words, references and sketches. They’re moments where I would take the decisions of Saul Gascon (executive producer and head of studio) and Cezar Virtosu (creative director) and translate them into a visual language for the rest of the art team. I usually write those briefs alone, they’re like a secret pact between me and the artist. That way, I can combine the mandatory elements of storytelling and gameplay, and at the same time make sure the overall direction is focused towards the emotion or resonance I want to achieve.
This is how we respect a delicate balance between gameplay, story, and art… yes, yet again a new magic triangle!
Concept Art : Fred Rambaud
It is also important to mention that I was strongly supported by Javier Lajara, our art manager. His role of directly managing the artists and art production meant I could fully focus on creativity and reviewing. I was very lucky to have such a liberty of action and to be able to put my brain to its best use: finding creative solutions that would push the project forward.
In terms of painting and design, I have a personal mantra: “Mood goes over structure”. This means I always favour a concept that brings me emotion rather than perfect detail accuracy. Composition, storytelling, silhouettes and mood are my best tools to articulate art direction. Of course, it can be pushed into the smallest tiny details (“Please add a skull here… add a bit of rust on this gauntlet”) but I was always confident in our art team, that they were the experts to get into the deepest details of our assets.
v2.6(sep-19-2023) -Optimize for better framerate (tunnel level - race level)
v2.55(july-4-2023) -Story mode final ending cut scene part 1 -race level improvement -misc visual improvement
v2.53(june-13-2023) race level improvements (phase one): -the car can jump now -random ramps -collision sparks -exhaust -misc visual improvements
v2.52(may-25-2023) new bodycount end game scene new 4 level run, end game cut scene new 10 level run, end game cut scene
v2.51(may-12-2023) new MOUSE CONTROLS:
The best tested and most optimized way to play this game is with the gamepad, using the d-pad to move the player while occasionally flicking the right analog stick (left/right) to rotate the camera 90 degrees in either direction (north,south,east,west), or.
Optional Mouse controls (+keyboard) can now be used with the original 90 degree rotating camera style or with the single locked in place "follow camera". The mouse controls and follow camera ***(((are bought from the store)))*** look inside the store catalog on the desk inside the store. The store appears after completing each level and does not use real money. You can switch styles to make different combinations by pressing the "equip" button found next to each item. each combination has a slightly different mouse control.
- move the mouse cursor to the outer screen edges to pan/rotate the camera, there is a 50% screen size dead zone in the center of the screen,the camera wont move when the cursor is inside the dead zone.
- use [w][a][s][d] on keyboard to move, [q][e] strafe, [arrow keys] rotate camera. - keyboard [shift] and [control] buttons have been swapped, hold [shift] to run. - full keyboard and gamepad controls displayed before starting each game, also listed in options/control.
v2.5(Apr-27-2023) New tunnel level many changes to core functions
v2.47(Mar-22-2023) new - "NeverEnding ExtendoClip" added to the store catalog Fall weight - moved from display case to store catalog Fall weight - sets your falling speed and is now adjustable (-1.0 to +8.0) Fall weight - anything over +4.5 is not stable, but will hopefully be fixed soon
v2.45(Mar-3-2023) 8 new end of game death cut scenes -Frog Death -SpikeTrap death -Burned up -DROWNED -coconut fell on your head and you died -died of mysterious causes -crashed the whip <--------------------------BestOne -killed yourself with your own rocket There is a total of 22 different ways to die in this game, each one having their own final cut scene.
v2.4(feb-28-2023)
New PickYourPath, Level Type option. (in options) PickPath - pick the direction of the next level. (north,east,south,west)(default) AutoPath - Next path is picked automatically in a random direction
-use the compass found on the HUD to know what direction you are facing -press (select)gamepad or [end]keyboard to open over head direction map -this option can only be set before starting the game
v2.34(feb-15-2023) 3 NEW LEVELS ice level -neon level -downtown level
v2.3 (jan13 2023) - new sniper rifle *if camera is offset, you will always zoom into the direction the player is facing* - new flame thrower - new sledge hammer (smashes blocks) All 3 new items are bought in the store. * the store appears after each level * the store does not use real money * cash is found in the game world or awarded as bonuses
v2.2 (dec30 2022) - intro story added to endless game mode
v2.1 (dec23 2022) - scenery grass - new melee item's: pipe, baseball bat, brick, brass knuckles. melee items appear randomly in the game world and double your punching power press punch to pick up press punch to use press punch + run to throw melee item (punch attack must be selected)
v2.07 (dec05 2022) -NEW enemy "fighter" -natural player movement during 360 degree camera level start intro's
v2.05 (nov19 2022) -new map that shows distance and direction traveled -each level in this game branches off into one of four directions (east,west,north,south) added a new overhead map that shows the distance and direction traveled -open map (select)gamepad, [end]keyboard -first person mode button changed to (r3)gamepad, [Keypad 0]keyboard -map is displayed at the end of each game showing the final route taken. -changes to race level, race level now branches off into 4 different directions. -start level now branches off into 4 different directions.
v2.02 (nov11 2022) -changes to day/night cycle -changes to dark level -changes to beach level -rumble option ( in options/control's )
v2.01 (OCT25 2022) -smooth block transfer
v2.0 (oct18 2022) -new block builder gun converts power into blocks hold trigger to spawn block up/down to move spawn location release trigger to place block
v1.999(oct 11 2022) -new rocket launcher weapon
v1.99(sep 28 2022) -new mountain level
v1.98(sep 21 2022) -you can now beat up the cars in city level -improved start menu, and options page
v1.95(aug28 2022) -rotate camera in car -shoot/change weapons and attacks in car -race level improvements -new sounds -save for options settings
v1.9 (aug22 2022) -new beta version race level -new music -new option for music and sound adjustment
v1.8 (aug16 2022) -new frog enemy -select button "fpsmode" now zoom back out when pressed a second time -new MOB level (a flat bridge that spawns MOB's on either end when you reach the center)
v1.78 (aug11 2022) -new city level -new screenshot's added to store page
v1.75 (aug6 2022) -new shark enemy for beach level -added player(in water) physics -enter water splash effect -new SharkDeath endgame death animation scene -level type description, during level start -new option, select level type, play random levels or play specific level only
v1.7 (aug2 2022) -new random beach level -new field of view adjust in options
v1.6 (july20 2022) new transitioning camera rotations for default fixed camera
v1.59 (july18 2022) -new random fire level -HUD improvements
v1.58 (july12 2022) -new intro scene for game start and level start -new timeout rotating camera
v1.55 (july10 2022) new attack -Kick (Leftstick-Up to change attacks) new attack -Spinkick (In store catalog at the bottom $1000) new weapon -Uzi (In store display case $1000) weapon select hud menu (change weapons) pistol - uzi - shotgun current total of five different attacks and 3 weapons
v1.5 (july6 2022) -timebomb explosion area is smaller but now deals -10 damage xlevel -new object interactions and physics related to timebomb explosion -4 level run gamemode -10 level run gamemode -boss attack gamemode -circle thing in options -random rain level -random dark level -sun attack (buy in store catalog for $1000 each) -follow camera store item (buy in store catalog for $1000) [ camera will automatically follow 360 degree behind character ] -no cost spread (buy in store catalog for $1000) -attack select hud menu -count days on hud -spike pits -improved wall collision
v1.1 (????? 2022) -circle thing in options -random rain level -random dark level -sun attack (buy in store catalog for $1000 each) -follow camera store item (buy in store catalog for $1000) * camera will automatically follow 360 degree behind character * -no cost spread (buy in store catalog for $1000) -attack select hud menu (change attacks) -count days on hud -spike pits -improved wall collision -10 level run gamemode -new game launcher with openGL 2 or OpenGL 3 option