Now when you build for Python, it will create a python file in your CodeWalker Retrace folder, and link to that in the cloned file. I will provide more details on how this system works shortly, along with a new video.
It's simple, but I feel like it's still al little clunky so I'm open to any and all feedback!
Hi Everyone and welcome back to our second Dev Blog, by yours truly.
If you haven't already checked, we've just released our first Developer Blog introducing what Riftstorm is all about.
We are so close to our first early playtest! Personally, it’s been a nerve-wracking month, but we hope all of that will be paid off once we can see people experiencing it for the first time
(and for those that come to Gamescom 2023 and PAX, we’re so happy that you’re back!). I'm also excited to finally introduce you to the hardworking peeps behind the scenes. Working with them has been one of the most engaging experiences as someone who has been dreaming of working in a game studio. It has been a humbling experience to understand what’s happening behind the scenes especially if you’re only judging a game from a gamer/reviewer perspective.
How do you feel that the public playtest is finally here? Anything that you have in mind right now?
Fandry
We expect the players to protest and give a lot of complaints lol. Right now we’re trying to make the gameplay as enjoyable as possible, especially the core experience. If the not polished game core gameplay is not fun, then even if we polished it further, it’s still not going to be fun.
We want you to experience the raw form of Riftstorm.
And through this playtest, our hope is to bring the game that we’ve been working on for years, to the hands of gamers all around the world.
How is the team preparing for the playtest?
Valent
There have been lots of debates inside the team. From nerfing or buffing the monsters, weapons, and so on. Most of it circles around the team's subjective feelings about the feature and the content of our build.
Sometimes, Fandry will ask questions like, "What is the intent of this? Why does it work like that?" and that often initiates start "the debate". Of course, my role is to ensure that these debates will be fruitful, and result in something we can implement in the game.
Personally, I always appreciate when these "debates" happen, especially when it comes to improving our playtest build.
As someone who hasn't worked on a game of this scale before, these playtests are crucial for us to move forward, and finally deliver a great top-down ARPG shooter gameplay for you guys.
Here's a video of them both on screen, as well as our other team members.
So, why do we actually do the playtest?
As a small studio from Indonesia, reaching out to gamers all around the world has been a huge challenge for us. Besides the language barrier, it's difficult to understand what gamers want outside Indonesia if you have never been stepping into their shoes.
Getting validation is important
By validation, it’s as simple as we want to get it from people who actually enjoy playing games like Riftstorm. So we hope that you can enjoy playing a new game from a genre that you like while being a part of it! As someone who has participated in playtests before, having your favorite game improved based on your input makes me appreciate the game more.
We want to understand what you like and what you don't like
As early as this pre-alpha stage, it’s all about the core mechanics, and that’s what we’re trying to focus on in this playtest.
Is it fun playing it together or alone? Is shooting monsters satisfying enough? How about the UI and UX? Why the Community Manager is missing on Discord? and so on.
(the last one is just joking, but I hear you...)
In short, how you like or don’t like the game will mean a lot for us to make Riftstorm the best version that It can be.
We want to get to know (more) of you!
Through this open playtest, we hope we can reach out to more people to play Riftstorm and we hope your first experience with Riftstorm is a great one!
So stay tuned to our social channels for more information on how you can become one of our pioneers for Riftstorm.
I will be on Riftstorm Discord if you have any questions so don’t hesitate to pay a visit to our Discord too!
Thank you for reading this, and see you in the next developer blog!
Crossfire: Sierra Squad has left Steam Early Access and is now a full release!
Since entering Steam Early Access on August 28th, we have listened to your passionate feedback and worked towards many additions and improvements to ultimately deliver an experience that both our community and our team can be proud of.
Here are some highlights of added features and improvements we’ve made since launching in Early Access:
Weapon control improvements such as optional manual reloading, better scope mechanics, hold and toggle, angle alignment, offhand control, etc.
UX improvements such as cross-platform play with PlayStation VR2 and PC VR, improved matchmaking with a public lobby system for squad missions, an additional difficulty setting, additional combat sequences, etc.
UI improvements such as weapon perk notification, highlighting the tutorial in the story campaign, refining the navigation guide, HUD on/off option, etc.
Unlocked Realism Mode from the start
bHaptics support
And of course, bug fixes
In gratitude of all the feedback we’ve received so far, we’ve decided to extend our Early Access discount pricing ($26.99 USD) a little longer. Thank you again, and we hope that you enjoy your time with Crossfire: Sierra Squad!
Alert pages feature Update layout with alert examples - GT Dash with pages and Formula Gen2 GForce widgets F1 2018-23 show telemetry sooner before lights out Read tyre wear data for Forza Motorsport Show per car ERS name for Asset Corsa Fix: Modifier Keys were being counted towards 30 press limit in demo mode Fix: VR cursor in edit mode Windows Client now built to c++
In addition to the below fixes, we have temporarily built debug tools into this release. We're trying to track down a rare crash that can occur after playing for a while, so if you experience this crash on this new build then please send us the crash dump on Discord!
Minor Changes
Fixed not being able to interact with building drafts such as the Genehouse
Fixed the Dynamite explosion sound not playing
Fixed crash when setting the master volume
Fixed Quartz in the Geode not shattering when the Dark Amber is destroyed
Fixed Quartz Shards sometimes leaving their particle effects behind when destroyed
Fixed the Genehouse Tracer scan job never completing
Fixed the Crafting "x5" button playing the sound effect up to 5 times
Give the player energy over time when near a destroyed Dark Amber