Level: Started a more detailed blockout of Adûn's architecture
Code: Started work on a camera path feature. The waypoints will be the existing camera props, with the path camera interpolating all the settings between the waypoint cameras (like FOV, Focal Distance, Aperture, Wobble settings etc.). Added cost multiplier to Way Net nodes. Evaluated and optimized Way Net performance. Enabled processing range as all required features are implemented now.
Character: Now Othys is ready too, in proper mayor style he has a nice belly to show ;) Zumons fancy hair is still in the making but we hope to get him ready by next week. More progress on various outfits.
Animation: Gulhragg's harem minigame nearing completion on the animation front. Continued work on mocap data polishing.
Design: Implemented main quest "The race for the Escape Pods" (respective side quests still missing). Implemented quests and dialogues for multiple characters in Apoc. Currently working on some minor AI features (Npc-Npc attacks started from dialog)
It's been an exhilarating week since we set sail on our journey together, and we're thrilled to share some fantastic news.
So many new dedicated players
We're delighted to report that we've seen a lot of new players in this short span.
We want to extend our heartfelt gratitude to each and every one of you who embarked on this voyage with us. Your trust and belief in Tiny Atolls have fueled our passion to create the best gaming experience possible. It's truly amazing to see the Tiny Atolls community grow with each passing day.
Your Feedback: Our Guiding Star
But our journey doesn't end here. We believe in constant improvement, and your feedback has been instrumental in shaping the game. We've been listening closely to your suggestions and observations, and we're excited to announce that we've already implemented several fixes and enhancements based on your valuable input. This includes a small tutorial to help you embark on your first playthrough of the game!
Share Your Thoughts
We'd love to hear more from you! If you haven't already, please take a moment to share your thoughts on Tiny Atolls. Your reviews, comments, and suggestions are essential to us, and they'll help us continue refining the game to meet and exceed your expectations.
Thank you once again for joining us on this incredible journey through the Tiny Atolls. We look forward to many more adventures together!
If you haven't set sail with Tiny Atolls yet, there's no better time than now. Join the adventure and be a part of our growing community!
Again, from all of the Tiny Atolls development team :
Welcome, Comrade Tank Commander! I really appreciate your joining the Tank Club and leading the students here in tank gaming. The current prologue version features over forty playable vehicles and more than ten crew skills. I know that this quantity is far from enough for a roguelike game, but rest assured, the number will increase several times in the final version. Please stay tuned! As you can see, this game is still under development and has many flaws. Fortunately, there are numerous dedicated players who constantly provide improvement suggestions, bug feedback, (and push me to work harder). I believe that with all of you, this game will definitely become better. Please also believe in me!
Here is the official game page. The number of wishlists is very important for developers, and with your support, I will definitely create a better game!
Adjusted the size of the worker performance meters 📊 to match new dimensions.
Modified news events 📰 to no longer require player input/selection. 🖱️
Modified the impact of salary and bonus payments 💵 on worker happiness. 💃🕺
All selling prices are now price-based 💲instead of markup-based. %
Implemented tooltips and visual effects update in worker management view. 🧑🍳
Added User Interface views for Stand Info, Upgrade Stand, Move Stand, and Sell Stand.
Implemented functionality for selling stand. 💰
Added expand ⬇️ and collapse ⬆️ functions to all game tabs.
Looking for a unique blend of intricate strategy and classic tycoon gaming? 🎮Join our community and dive into a world where every burger flipped is a step towards your tycoon dream. 🍔👑
DEV BLOG 12 - PATCH 0.3 and Presentation of our roadmap!
Hello everyone!
Today, we are going to talk to you about our "patch" program. This way, you will know exactly what we have planned and the order.
Also, before we go any further, I must announce the following:
-- The release date has been postponed to November 7th, and it will be an early access release! --
Before you cry, let me explain a bit about this. You will quickly understand that we are not delaying it for fun or just to disappoint you, but to bring you even more enjoyment!
Firstly, we completely revamped biome 1 recently following playtests. This was unexpected work, and it took us quite some time.
Next, we created the biome 5, which was initially planned as part of a free DLC. However, we thought it would be much better if you had it from the beginning since it's a very important area.
Overall, we have reworked many things: monsters, bosses, balancing, level aesthetics, and more. We experienced delays due to unforeseen departures of partners working on the aesthetic aspects (cutscenes, monsters). As a result, it took us more time to find solutions.
In short, as you may have gathered, we are not postponing it for fun but because we want the game to meet your expectations and be able to release the game with the best content from version 1.0.
We want the game to be beautiful, grandiose, and not rushed out with lots of bugs.
Version 0.3 Content
With this "substantial" devblog comes the release of version 0.3. We've added a large gameplay area, the Abysses of the Citadel!
This is a gameplay area partially shrouded in darkness. A few new monsters, a new skill, a new mini-boss, and of course, the guardian of the place: The Golden Widow.
In total, this will add 1 to 2 hours of gameplay, depending on your level (potentially more).
Enough blabla, here's a little preview.
Some of our "beta testers" have already found and explored these areas. So we fixed some bugs, but we are aware that more are hiding in the darkness.
New platforms !
This new patch also features the support of new platforms: Mac, Linux, and Steamdeck (not the same build as Linux). We might still have issues with Linux and Mac builds as there are many OS versions out there, so please send us a ticket/message if you have any issue.
About the Steamdeck:
As Steam have to make a “manual review” before setting the “good build” as default, right now you have to go into the settings cf:
Go to the game page and go to Settings > Properties > Compatibility. In this menu you should have a check box which is "Force the use of compatibility tools". You need to check it, and then under the list which will appear, you'll need to choose the option "Steam Linux Runtime" (should be “GE-Proton7-50”). Then the game should redownload and everything should be great !
Beta Roadmap
Our beta program will rely on a series of major patches.
Before we go any further, I want to clarify that ALL OUR BACKERS (who chosed the platform Steam) will have access to the beta version starting from Patch 0.5 (end of October/early November).
Let me present you our "roadmap":
0.3 (The Abyss of the citadel) // DONE 0.4 (The East Belfry) 0.5 (The Fallen King) 0.6 (The Belfry's Twin) 0.7 "Karma zones" 0.8 "The Avarice" 0.9 Additional content / areas / LORE 1.0 The True Ending = THE COMPLETE GAME
It’s a total of 7 big patches, and let me tell you that most of those patches are nearly done.
Why does it take so much time?
We understand your concerns and frustration. Despite our efforts, some things take a lot of time:
Level art (creating beautiful levels).
World karma, which requires us to create two worlds and do a lot of back-and-forth to make sure it works (and as you've seen, there are quite a few bugs because of "these things").
cutscenes / scenario (mostly because we had to find a solution, and now it’s ok)
we want to improve more a lot of things and add content
Today, the two karma worlds are very similar, simply because we haven't "level-arted" the Light versions yet. So, most Light maps today are copies of the Gold versions.
Also, "karma" is supposed to change existing routes and backtracking, a key element of the "metroidvania" genre.
Finally, as we announced in the previous post, it is technically possible to face 7 of the game's bosses. However, in the beta, only 3 were accessible (now 5). In essence, each patch will give you access to 1 or even 2 new bosses.
Metroidvania games go rarely in Early-Access.
We want to take this opportunity to deliver the game "piece by piece" so we can polish and improve each area as much as possible without being overwhelmed by feedback and “day one patch”, we do not want to rush or enter a “crunch” which is terrible for the team.
With this schedule, we believe we can make adjustments to each area as the patches roll out.
Also, we will do our best to ensure that your save data is preserved across versions!
Steam Next Fest.
Next monday is the beginning of the “Steam Next Fest”, Noreya will join the events with the free demo.
Please make sure you wishlist the game on Steam if you can, this is helpful to push the game as Valve is looking at the “number of wishlist” to promote or not a game.
Hotfix Items • Fixed clipping issue with Hangman intro on Harvest Map. • After finishing your 10th ranked placement game, your rank will now be displayed on the wrap up screen. • Picknames/Role Reveal cinematic now shows the correct skin in ranked play. • Elo, player stats, and TP rewards are more permissive of players leaving after they died.
When designing Toxie’s in-game appearance, we just had to take inspiration from his old-school action figure!
Old But Not MOLD!
Here we see the original Toxie figure in all its classic glory! You can probably already tell what some of the key similarities and differences are between this and his in-game design, such as…
The ORANGE MOP!
Yes, I mean, no. Toxie’s mop is not usually orange all over! In the game, Toxie dons a mop similar in appearance to the one found in the original cartoon.
The POSE!
Likely just a result of one of our in-house employees fiddling around with the figure, but you can see the similarity in the pose it has with the one Toxie uses for his idle animation! Mop at the ready!
Radioactively Modified Skin and Ripped Pants!
Like his classic figure from the 90s, Toxie’s sprite has a big tear on the right side of his pants, exposing a patch of his radioactively morphed skin! Also, no, he’s not wearing orange shoes like his figure!
No HEADBAND!?
While Toxie’s appearance in the live action films had him donning his iconic headband around his head, his in-game design is more akin to his cartoon appearance.
Now, to be fair, Toxie DID wear a headband in the original cartoon as a direct reference to his live action counterpart, but, whether he dons it or not, Toxie's always ready to face off against the forces of Smogula!
We’re excited to share more as we continue along with development!
Check back here for more updates, and follow the Retroware developer page to stay up-to-date with all of our games, news, and more!
Hotfix Items • Fixed clipping issue with Hangman intro on Harvest Map. • After finishing your 10th ranked placement game, your rank will now be displayed on the wrap up screen. • Picknames/Role Reveal cinematic now shows the correct skin in ranked play. • Elo, player stats, and TP rewards are more permissive of players leaving after they died.
-fix possible bug with jumping when no gas giant variable set that session. -update scrap amounts on rig explosion -prevent mining with packing tool -fixed mine shaft collider -fixed freighter ramp lacuna -downsized AO and metallic maps on freighter and mine interior, -added content size fitter to sector goals to allow stacking and prevent goal overlap -correct quest item disks spawning on first map. -correct infinite loop and crash when killed by jelly after taking Resist buff -fix bug when mashing escape and build at once. Escape now takes you out of build mode. -remove fuel debug -put dialog sound on sfx mixer. -make buttons slightly taller on dialog
Bug fix: Repeated game with incorrect character positions. Bug fix: The enemy jumped off the train with incorrect posture. Correction: The dropped gemstone has changed its material.