You wake up in a strange prison with one only goal in mind: find an escape from there. There are other people besides you, all linked by an inauspicious common fate: having committed the sin of eternal life.
Here, death is not the end, but a key to progress. With each passing demise, your soul transforms, granting you new abilities to conquer the challenges ahead. Will you harness your abilities and fulfill your purpose?
Today we are excited to reveal our First Look Gameplay Trailer as seen at the 41st Golden Joystick Awards!
In this new trailer we demonstrate how RESISTOR blends cinematic, character-driven storytelling with high-speed, stunt-infused racing as rising star Aster comes face to face with a dangerous pair of adversariesā¦
We also introduce character and vehicle customisation, with an alternative look Aster, voiced by Thomas G Burt, jumping behind the wheel of several heavily modified refits of the R180 'STAGNUM' as it blazes across busy desert highways, threads the needle through a sprawling industrial complex, and navigates twisting subterranean tunnels.
A LEGEND IN THE MAKING
Utilise the character creator to design your own racing prodigy, Aster. In true RPG fashion choose from a wide selection of body shapes, facial features, hairstyles, skin tones, and accessories, with MILLIONS of different combinations possible! Once youāve settled on your look, pick out an appropriate voice type, with feminine and masculine vocal talents courtesy of Rhiannon Moushall (Warframe, CrisTales, Cloudpunk) and Thomas G Burt (SMITE, The Prince of Tennis, Phoenix Point).
CUSTOM RIDE
Retrofitted with a finely tuned, high-performance (and slightly unstable), Star Point Motors GT1200 plasma engine, Asterās iconic red and white first-generation R180 was inherited from their father, the legendary racer Eugene Aster. While this powerful machine provides the perfect entry point for fledgling racers participating in the early stages of Dekkerās tournament, later challenges may require more āspecialisedā hardware. Collect new body kits and engine parts to modify the appearance and handling of your ride before hitting the track to dominate your rivals.
RACING ON THE EDGE
Asterās road to victory begins in The Northern Wastes, a sparsely populated desert expanse littered with remnants of the old world and characterised by dusty highways, monolithic mesas, and treacherous gulleys. At the centre of these badlands stands āThe Rigā, a decommissioned oil platform home to a small community of outcasts and traders. Here you will accept your first missions allowing you to get to grips with the basics of stunt-racing and open-world exploration, while simultaneously making a name for yourself and building up your rep. As Aster progresses through Dekkerās tournament new areas of the world will become available to explore, with increasingly more technical environments and tracks to tame!
We hope you enjoy this first look, and we'll be back for another update soon!
1. Add new large map: Longueval 2. Fix ai logic when capturing points 3. Fix engine destroyed still powered 4. Fix module disapear is garage 5. Fix some duplicate vehicle names 6. Fix diy tank camouflage in garage
Hi, folks. My name is Cal Cohen, and I'm the lead skills and balance designer at ArenaNet.
Expanded weapon proficiencies are coming in 2024 during the second major update for GuildĀ WarsĀ 2:Ā SecretsĀ ofĀ theĀ Obscureā¢, bringing a new weapon and skills for each profession. Today we're taking a look at warrior's new weapon proficiency: the staff. Warrior has been lacking a strong weapon to use in its support builds, and staff serves to fill out some of the tools that warriors need to support their allies. Staff will be playable alongside the new weapons for every profession as part of the Expanded Weapon Proficiency beta event starting on November 28 at 9:00 a.m. Pacific Time (UTC-8).
Jumping in to Help
One of the key goals for staff skills was granting warriors the ability to charge to the front lines of battle to empower and support their allies, and for that we have the slot 2 skill, Valiant Leap. Valiant Leap causes the warrior to leap to the target location, healing and granting offensive boons to nearby allies upon arrival.
As a frontline support, we also wanted staff warriors to bring some personal survivability to the table, which is found in slot 5 with Bullet Catcher. Bullet Catcher starts off as a channeled block skill but also grants access to a secondary skill, Defiant Roar. Defiant Roar heals nearby allies, with the amount increasing for each attack blocked by Bullet Catcher (up to a reasonable amount, of course).
We're excited to see how warrior support builds come together with the introduction of staff. There are obviously a few more skills to cover, but we'll hold on to those until our new Expanded Weapon Proficiency preview livestream on November 27 at noon Pacific Time (UTC-8), where we'll give an in-depth introduction to each profession's weapon.
The day after that, the new weapons will be usable during the beta event that runs from November 28 at 9:00 a.m. Pacific Time (UTC-8) through 10:00 p.m. Pacific Time (UTC-8) on December 3. Keep in mind that during this beta test there will be temporary UI, art, and audio assets for some of the weapon skills.
On a scale from "zero" to "final boss," we're at least "miniboss" level excited to announce that you can now get your greedy mitts on the demo for "The Crazy Hyper-Dungeon Chronicles"!
Immerse yourself in a chaotic, pixelated world where each level is a new beginning, every room a potentially murderous unknown, and every enemy a challenge that will test your coolness and strategic skills. Ready to start the hunt for the Sacred Groowl?
The demo gives you a taste of our personal reinterpretation of the classic dungeon-crawlers of YGOD⢠(Ye Good Olde Days):
Innovative combat system that blends arcade action with turn-based strategy.
Randomly generated levels to ensure a unique experience with every new playthrough.
A succulent arsenal of weapons and special abilities that adapt to your playstyle.
Dialogue loaded with nerd humor that enriches a memorable adventure.
Folks, it goes without saying: your feedback is as precious as gold. We will listen to your experiences and painstakingly collect your advice like scribes to refine the game until its release in the fall of 2024.
So, put on a comfy pair of boots, check your equipment and supplies, and dive into the crazy world of "The Crazy Hyper-Dungeon Chronicles"! We can't wait to see how you'll fare.
Catch you on the Sixteenth Level!
The Development Team
P.S. We almost forgot some additional very useful information:
House of Jigsaw: Happy puzzling, Happy home - Tom van der Pluijm
Meet the newest DLC in the House of Jigsaw series: The Best of Macro Photography. This DLC introduces a breathtaking new dimension to the main jigsaw puzzle game, where you'll explore stunning close-ups of nature's tiniest wonders. Available on November 15th.
Welcome to this new Devlog, which will be a little more technical than the others as we will tell you about the process of creating shadows and depth in Synergy!
While creating the game, we faced a common challenge in top-down 2D games - sorting rendering elements. The go-to strategy is drawing elements from top to bottom based on the texture's baseline, but it doesnāt work in some cases!
Buildings and environmental elements vary in size and don't always have a square base. As a result, larger elements may need to be rendered behind smaller decorations, even when they are lower on the screen. Simple fixes, like dividing long decorations into sections, can resolve these issues.
But this approach isn't quite suitable for us because in Synergy, the buildings are animated. Cutting them into sections would complicate production.
We opted for a solution similar to what is done in 3D games: sorting the entire game environment with a Z-buffer.
This not only allows us to sort buildings and the environment without issues but also gives us the ability to position characters realistically within the buildings!
To have a functional Z-buffer, we needed a basic 3D model of each building or environmental element and to store depth information in a texture.
We use Blender for our 3D models, and an in-house tool makes a standardized file for each of them, ensuring consistent depth textures for all buildings. After that, we process the texture to smoothly integrate it into the engine, using a filter in Substance Designer.
With a depth representation of the building, we can explore various visual effects by accurately determining the world position of each pixel in the environment!
This allowed us to implement our atmosphere and fog system, enhancing the world's relief and visual appeal.
Access to 3D information in the game allows for dynamic shadow casting on the screen. The process is a bit intricate.
In typical 3D games, shadows are rendered by comparing the Z-buffer from the game camera to the light source's perspective. However, our depth textures are limited to the game's view, not the light source's. So, we use rays from surfaces to the light until they hit a building for shadows.
It may not be the most efficient, but it provides interesting results in our 2D world. To maintain smooth gameplay, we generate intermediate images to estimate distance for optimal performance.
Simply having depth information doesn't cover the thickness of a decorative element. For the most accurate shadow, we have to estimate thickness; otherwise, the shadow appears too large and incorrect.
The building's thickness is estimated based on the rendered element's width. This way, a pole or column looks less solid than the body of a house.
There is still some work left to enhance shadow quality and performance, but it's a visual bonus well worth the effort.
We hope you enjoyed this 5th Devlog and thank you for your support during this project. See you soon for the next one!
What do nature, gardens, and Halloween all have in common?
Theyāve all been focal points for our competitions!
Weāve run two competitions so far - one for Wildmenderās launch and one to celebrate Halloween. Your entries have truly been incredible, which has been wonderful to see, but very hard on us judges!
We wanted to celebrate the winners of both competitions in this post and show off just how beautiful (or scary) the gardens have been.
Launch Competition
For our launch competition, we challenged you all to create a garden with the theme āLiving in Harmony with Natureā to celebrate our collaboration with the Rainforest Alliance, and boy did you deliver!
The grand prize for these incredible entries was a hand-made Spirit Darter plushie for the winner, a Frog plushie for second place*, and a free copy of Wildmender for third place.
Winner: Caro
Second Place: Ivefan
Third Place: Em
These three gardens embodied how one can be at harmony with nature, restoring life back to the desolate world of Wildmender.
* Ivefan graciously donated the Frog plushie to another community member, Martouf, for their incredible work on the Wildmender Wiki.
The Halloween Garden Challenge
In honour of Halloween, we ran another garden creating contest, but this time the challenge was to create the spookiest garden.
All three winners received an exclusive Wildmender wearable blanket, while the first place also received a free copy of Wildmender. The gardens were so good that we gave out an extra Wildmender blanket for our honourable mention!
Winner: Ivefan
Runner-up: Elwyndrya
Runner-up: Shimaneguy
Honourable Mention: Wolfeen
All of these gardens really sent shivers down our spines and nailed that Halloween vibe.
Weād like to say a huge thank you to everyone who took part in our competitions so far and itās been such a joy looking at your incredible entries!
If you havenāt had a chance to enter one of our competitions just yet, donāt worry. Check out our Discord to be the first to know about any future competitions!
Follow us on social media at @wildmendergame on Twitter or @wildmenderofficial on Facebook and Instagram for more updates š¬