Monstermoerder is getting a complete overhaul and complete rebuild as it moves to UE5.2. You can watch as lead developer works on Kick. https://kick.com/ghostdev-710
Please feel free to comment anything you want to see in the game, ask the developer any questions as he builds, and watch the progress of the update..
-Can build snapping machines on socket floors and floors. -Cannot build snapping machines on corners. -Allow build on floor socket -Prevent ship door automatically opening in error -Fix possible bug with drone path without path volume. -Fix possible controls lock when at grappled close to destination. -Fix select item correctly when enters hotbar on slot you are already on, when not in placement mode. -Prevents annoying bug where the item you just crafted and uses disappears when you unpack it. -Fix diagonal corners placing correctly on moved rigs.
[Added] Added a short description for each ship, module and weapon in both the hangar and inventory in all supported localizations while a mouse cursor is hovering. The hint function can be disabled in the "Game" section by desire
[Changed] The time interval between the tankers arrival on the battlefield has been increased
[Fixed] Assassin’s wings now unfold/fold as the acceleration increases/decreases
[Fixed] Weaponry shells and missiles excessive consumption is fixed when reloading
[Fixed] Fixed periodic lack of weaponry reloading process at the beginning of the match
[Fixed] Missing display of engine particles for ships if the "Flight Assistant" was disabled was fixed. In the new conditions, particles are displayed up until the maximum cruise speed will be achieved while the “Forward” key is pressed
[[Fixed] The position of ship icons placement on the player’s plate has been adjusted
Deep Space Directive combines TD and RTS mechanics in a low poly procedural hex tile world. Wishlists are now open on Steam! Click the image below to open the store page.
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Dwarves will take a couple seconds to check their behavior and start working.
Code Cleanup (good for me since it was a bit overkill!)
Dwarves won't randomly hit the air before moving.
Dwarves won't take forever getting to their destination the closer they're to their destination. This basically will stop dwarves from taking their time going to the LEFT of an enemy. Depending on the enemy direction, they will stop on the left or right side.
Dwarves movement is overall better than before.
Dwarves Behavior will NOW be their Behavior. Their Status will behave like it should.
Dwarves animation will reset for faster Status changes in between Resting, etc.
Enemies
Enemies will now spawn closer to Dwarves. If a Dwarf behavior is COMBAT it will spawn near that Dwarf. If no Dwarf has COMBAT behavior selected, the enemies will pick a random Dwarf to spawn near. That way your Dwarves won't have 100 areas of traveling.
Increased enemy armor.
Enemies will no longer spawn when relaunching the game or as soon as you unlock combat.
Enemy waypoints will be near where they spawn instead of random within the entire floor.
UI
Movable Windows
Moving windows towards the edge of the screen will now clamp on to the edge instead of snapping back. This should fix moving windows on the edge of the screen for higher resolutions.
Dwarven Book
Removed 'Pages' for materials. All Materials will be on the same page.
Dwarf Window
Status will show faster.
Fixes
World Generation
Fixed new floors not spawning due to the check for it being skipped. Your next floor reset you will get a new floor and after that it's RNG
Fixed Floor resets counter incrementing twice as much. Enjoy your free resets. :)
UI
Fixed Tooltip blinking in and out on higher resolutions.
Recipes
Fixed recipes not showing as unlocked when you clearly have them unlocked.
This round of play testing has been the single most helpful round of place testing to date. Being able to watch people play, and see their facial expressions was pivotal in understanding when the experience was actually working for someone, if someone was frustrated, if someone was laughing at a joke, or if someone was (in general) empathetically connecting with the characters on screen. After doing all of these tests, I now have a good idea of what's working and what needs to be brought into balance for the release (of the first part) of Act 1!
Seeing The Forest Through The Trees
As a game developer it's important to not have to explain your game, and what's happening in it (unless it's intentional); it simply needs to be able to stand on its own. Sometimes that's what's going on within the story itself, the gameplay mechanics, and how they work in various situations. Someone should be able to pick up the game, and start to experience it without too many hang-ups, frustrations, or interruptions.
I view my game as a piece of art, and as a piece of art that means that much of it is subjective to what I find entertaining, and meaningful but there's a balance that I want to strike as well. What I create still needs to be digestible for folks. A playable game not entirely subjected to my creative whims, but in the format of a playable experience as is the medium I’ve chosen. For instance, I could tell when watching the playthroughs that some individuals love this type of game already. They knew what to do, how to do it, and they loved that it was a chill and narrative based experience. It's as much an interactive novel as much as it is a “game” (if not more). Did I make a solid list of refinements? Yes indeed, as there were key areas that need refinement. That being said, all the criticism was valid when taking into account someone else's personal perspective / expectations.
I’m going to touch on an outlier example, because I found it enlightening. I had one playthrough where the person became angry, and frustrated by the amount of text they had to read! They wanted a button to skip all of the text. They wanted platforming! Jumping on boxes and floating walkways! Action! Boom pow type of experience! And you know what? Their perspectives / feelings are entirely valid, but also not what Ira is about!
Obviously this person isn't my target demographic, but there were still things to be learned from this interaction. An option to bypass text, or have characters opt out of conversations might have a place in Ira. Periodically giving people the option to opt out of longer scenes if they are not as interested isn’t bad advice when blanched with the heart of the game. The player can decide what they are interested in exploring further in certain instances, and there is merit to that!
Ira will never be a platformer, but they picked up on the character controlled sections needing more depth / refinement. As a person who loves getting behind the wheel of a character, they found some of the interactions / controls lacking. Specifically tool use was a little wonky, and at times a bit underwhelming. Watching them play gave me some solid points of refinements to make in this area.
All that being said, getting a diverse set of play testers both inside and outside of your demographic is pivotal in understanding what you’ve created, and should always be leaned into. A person who is attune to character controlled action games might bring a different sensitivity to round out your refinements!
One of my favorite additions has been the darkness that envelopes a character when their flashlight isn't on. You get swallowed by it, and when you flip on the flashlight it cuts through the darkness and unveils things to interact with! It’s a simple, yet fun and mysterious interaction. I know it seems little but sometimes that’s all it takes to push something over the edge.
Anyway, I can’t express enough gratitude for everyone that reached out and took the time to play the demo. What I learned has been invaluable for the next steps in refinement, and the updates are well underway. Once again, I’m grateful and appreciative of all of you!
Please reach out if you are interested in round 2 of playtesting at info@iragame.com! This should be the last test before the first part is released.
MegaGrant Phase 2 Funding
It’s been about 74ish days since requesting more funding to finish Ira the way it was meant to be, and hire a 2nd person! I should hear back within the next 2 weeks either way. That being said, it's rare to get 1 MegaGrant, let alone 2 of them! Fingers crossed folks! Currently I’m planning on / working towards releasing the smaller episode as talked about in a previous update. It’s basically going to be a refined version of the demo with extra content switched on totaling 1.5 hours or the first 1/3rd (roughly) of the game.
Wrapping Things Up
Anyway, that’s how things are currently going and I hope all of you are doing well! How are you folks doing? I want to hear about it! I've really enjoyed getting to know many of you over the years! It was a treat meeting many of you as play testers. <3
1. Optimize the interface for build buildings and add a batch of new building templates 2. Optimized some character models to improve game performance and make the frame rate more stable 3. Optimize the logic of determining the outcome of the competition between NPCs in the Kungfu Contest 4. Optimized some text descriptions 5. Optimized for low image quality to improve rendering efficiency 6. Adjust the ambient light brightness at night 7. Optimize the logic of family relationship generation 8. Optimize some adventure events 9. Optimized the random size value of NPC 10. Optimize some model materials 11. Optimize some game effects to improve game performance and make the frame rate more stable 12. Optimize the LOD of the game model to improve game performance and make the frame rate more stable 13. Optimized the scene of large land plots to improve game performance and make the frame rate more stable 14. Optimize the favorability value required for learning skills 15. Adjusted the attitude value generated when teaching skills, inner kungfy, and abilities to NPCs 16. Increased the output of animal skins 17. Optimized the texture of the building module 18. Repair interaction has been added to the Party Flag 1. Add greeting, team formation, and command functions (you can now use shortcut keys or shortcut buttons on the main interface to proactively greet the surrounding NPCs and ask them to look at you. When your favorability is up to standard, you can form a team and order them perform some action) 2. Add some new adventure events 3. Add firecracker props, lighting firecrackers can set off fireworks 4. Add festival system. During the festival, merchant ships will change their models and sell firecracker props 5. Add baby-making system. When conditions are met, characters of the opposite sex can be invited to share the same bed and give birth to offspring. The offspring can inherit some attributes, abilities and destiny of their parents, and the offspring can grow into real NPCs. 6. Some bed facilities add co-sleeping interaction, and you can sleep on the same bed with your characters who follow you, team characters, and pets 7. Add the ability to interact with the City Guardian to pray for offspring 8. Add some game sound effects 9. After the player is born and chooses his parents, he can assign attributes once 1. Fix the problem that the disability buffs may still be retained after traveling through the world 2. Fixed the issue where NPC would overlap with existing buildings when constructing buildings 3. Fixed some problems that may affect gameplay when placing decorations in buildings 4. Fixed the problem that if the station is placed on the edge of the land, the teleportation function may not work properly 5. Fixed the issue where a female monk would appear if the player was born as a female and the father was from the Shaolin sect 6. Fixed the problem of incorrect LOD when initializing the plot scene 7. Fixed the problem that the game will report an error after the Toxin Worm Caster's head is taken 8. Fixed the problem that the treasure map may have blank content, and the comparison map of the treasure map may have blank content 9. Fixed the problem that some ability training will still be triggered when dying 10. Fixed the issue where blank options may appear in dialogue options when an event is triggered 11. Fixed the issue where the NPC's head expression icon may not appear correctly 12. Fixed the problem that when the goodwill between characters is reduced to a certain level, the grudge relationship is not correctly generated 13.Fixed the problem that the effect of karma [Ill Fate] did not work correctly 14. Fixed the issue where the corresponding attitudes may not be generated correctly when creating a relationship between characters 15.Fixed the problem that the skill [Toxin-casting Spell] may not be effective