We've just squashed some bugs in TAGLINE! The developer medals we added came with a few bugs involving the earning of medals. This newest update should put a neat bandage over visual issues and progression problems.
If you come across any more bugs please continue to share them on our discord server we're keeping tabs on a number of issues and look forward to hearing more from you!
This update has it all... except the final boss! Some important changes include... - Large buff to machine gun - More sound effects!!! - The final stage all the way up to where the last boss should be - Typical polish and balance changes - More forgiving checkpoints on difficulties under 1
Surely I forgot something... but that is for you to find out!
This week I've fixed something I think many of you have been longing for. There have been a lot of comments on the suicidal Imps out there and that some of you want to slap them! Well, I feel for you! I noticed that instead of actually fleeing from battle they seemed to enjoy running straight into them.
Improved Fleeing
So I sat down and tried to figure out what was actually wrong here and came up with the following.
Imps could actually be called for help into battle (which is a big bug).
When imps are fleeing they try to go straight to the Dark Mother room (meaning they could run straight through enemies wanting to get there).
If the enemy is close to the location they are fleeing they flee to other rooms (still could flee straight through the enemies).
If there are task like digging or transporting wounded they didn't care if there was enemies nearby or in their path.
So the improvements I've made is the following
Imps have their own pathfinding when doing jobs, this pathfinding avoid enemies and is also used by scared creatures in general)
Imps will not do a job that is close to an enemy or where the path to the job is blocked by an enemy.
If the imps starts to flee it will use a pathfinding algorithm that seeks the safest location to flee to and at the same time avoid as many enemies as possible getting there.
The fleeing pathfinding algorithm to find the safest place is prioritized in the following order
Find a location that are out of sight from all nearby enemies.
Find a location that are as far away from the enemy that is chasing you as possible.
Find a location that is as close to the nearest player owned room as possible.
If all these criteria's are meet, then stay there until you are not afraid anymore.
So hopefully you will enjoy these smarter imps and if you'd like you can comment on the their new behavior here.
But I also know that big changes like this always brings some unexpected behavior, so please report any abnormality you may find here at the forum.
Blaze Bringer: Ignite your foes with this fiery revolver. Enemies hit by its bullets will suffer burning DoT until they're ashes.
Stasis Blaster: Introducing the chance-based stasis effect; immobilize enemies in a non-attackable state while they take DoT.
New Abilities for Strategic Depth:
Turret Tango: Deploy a loyal turret companion that targets and bombards enemies with rockets within its vicinity.
Reflector Aura: The ultimate defensive mechanism. Absorb incoming fire, storing energy to unleash a retaliatory bullet storm after a set duration.
Gameplay Enhancements
Main Character Color Customization: Unlock seven vibrant new color schemes for Cy and light up the arena with new Glow Auras—available for a nominal fee.
Dynamic Shadows: Characters now cast shadows, adding depth and immersion to the gameplay environment.
User Interface Improvements
In-Depth Shop Stats: Wondering what those shop stats do? Simply hover over them for a detailed breakdown.
Unified Selection Menus: A streamlined interface now combines weapon and ability selections for easier navigation and a cleaner aesthetic.
Currency-Based Ability Acquisition
Abilities now require currency rather than XP or stars. Stay tuned for XP's new role in our upcoming update!
Quality of Life Changes
Health Regeneration Overhaul: Negative health regen will now gradually deplete health, making strategic play more critical than ever.
Font Update: We've replaced our previous font for better legibility and style—say goodbye to squinting at the screen!
Stay tuned for more updates as we continue to refine and enhance your gaming experience. Your feedback is invaluable—keep it coming!
Hi all, decided to release the new version today. I've done a few months of internal testing, not as much as I would like but enough to get it out. I will be doing more testing (paid), but it's stable enough now for everyone to jump in. Do keep in mind this is still Alpha, so I expect bugs given everyone's computer builds, but worry not as I get any bugs they will be a priority. Now on to the fun part, what's new?
Updates
I've moved the game to the Unreal Engine, this choice was made based on the Unreal networking system, and an integrated AI system. This choice was made before Unity's rev-sharing news. Besides networking and AI, Unnatural Investigations will also get a graphics bump.
The gameplay loop has been modified, more of a streamlined approach. Here's the loop -> Collect crystals & relics, destroy runes, collect clues(Corpse,spirit,demonic growth), summon boss, kill boss
Crystals & Relics are collision pickups, just run over them to collect them. Collect 7 relics that light the summon platform fires and 10 crystals that are used during your interaction with Demonic growths.
Interact with corpse(now multiple) until you find the clue
Interact with the spirit, the first few times it will not give you the clue, then after that, you have a random chance it gives it to you. For example, you may interact with it 4 times and get a clue or it may take 7. Each time it will randomly teleport somewhere on the map.
Demonic growths require 10 crystals, once you have you need just interact with
Enemies - Each level will have default enemy types, for this version the two levels have Cultist, both melee and ranged. Killing them will sometimes drop a health kit, armor kit, or ammo.
Player changes - You have Armor now which blocks one complete attack per piece. Once gone, you will take health damage. You can still use your special which can be health or ammo and can be changed via the datalog window(default 'J'). You can change from first to third person (hold 'V').
Weapons - For now, everyone has a pistol, rifle, and shotgun. No need to modify ammo anymore as bosses are more dynamic, see the new video for Alpha 3.0 at the end to see a boss in action.
Random Events
Random events are something I am excited to share. Right now I have 5, but I plan on adding much more. They are optional, but I made the game around using them, especially if you want a challenge. Without spoiling them I will mention two, Zombies and Demons. These are two that make the game harder, zombies will start to randomly spawn and seek out the closest player. They are easy to kill but if you're not working as a team they can be a problem. They will continue to spawn up to around 128 of them. Demons are repurposed from the Demonic Awareness system, they start spawning one at a time up to 5. They get harder as they go, they are fast and crawl on the ground, and they don't make sounds so they can be very deadly. Besides those, there will be random events that benefit you the player, so not all are out to get you.
Player Death
This system has been overhauled. The original one placed the player in a prison-like space with monitors to view the battle until your teammates got your soul back. While that system worked it left players bored and during a boss battle near impossible. The new system is much different. When you die 3 times you return as a harmless skeleton in the world. You then need to collect soul shards to regain your life. Once you grab enough you respawn and get 3 more lives as long as there is another player alive. If you play solo you get 6 lives then it's game over, no skeleton.
Note
This was a big change going from Unity to Unreal, some things did not carry over, and some did. The biggest hurdle was getting used to Unreal's editor and diving into C++.
I have tested this version on several different PCs and laptops and as you would expect, higher-end PCs will be able to run this game maxed out while lower-spec systems will need to reduce settings. I did add a basic options menu that allows you to tweak visual settings. The goal is to expand that system to include key bindings and audio. I am not there yet but it is a priority for me. Some spec examples, are my mid system with 3060 and low RAM and low CPU runs on medium, my old laptop with around a 1080 runs ok on low-medium, and my high-end PC with i9, 128 ram, and 3090 runs on Ultra. This is with only minor optimization, so expect improvements.
The Demo will be coming out soon, was planning on releasing at the same time, but I need to tweak a few settings on Steam first, so look out for that in the next few days. As I mentioned the demo will contain everything up to version 3.0 so you can get your friends to play and test, or if you don't own you can play and see where the games going.
Please provide feedback, good or bad but please at least provide some specifics, I can't fix or improve if I don't what the problem is. Also, this is still in Alpha so if something looks funky, bugs, or anything, I want the feedback and I will do whatever I can to iron out those issues.
Hello there, Shopkeepers! We hope everyone is having a great weekend!
Thank You!
We extend our gratitude to everyone who utilized the in-game feedback system. We have received all your messages, and we want to assure you that we are diligently reading and listening to each one!
Ordering Products
Purchasing items from the Travelling Merchant is an excellent way to make easy profits - buy low and sell high. However, the stock is often uncertain, with some days lacking certain items.
Q: What do you do when you need a specific item, and your beloved Travelling Merchant comes empty-handed for several days? A: You order the desired products from other sources!
The Ordering Products System will address this issue by allowing you to order any item at any time. However, there's a catch... your products will take some time to be delivered, and the buying price is a bit... pricey!"
To order an item, go to the Management Table, select the 'Order Products' UI, choose the desired items, and place your order!
Note: Some products might be out of stock, while others could be discounted. Please check the prices daily to ensure you don't miss out!
Outside your shop, you'll find a postbox where your orders will be delivered.
Quickfixes
We've addressed a bug that was preventing foliage changes (e.g., removing a stump) from being saved correctly.
We've resolved a bug that was causing Special Orders to have incredibly long time limits.
We've fixed a bug that was preventing Special Orders from generating requests based on your Shop's level and items pool.
We've corrected a bug that was preventing Flour from being craftable at the Crafting Table.
We have numerous mechanics to implement and even more to polish. Stay tuned for upcoming content updates! Once again, thanks for playing!
This update will get the game to the newest RPGMaker Version.
Also Win 11 and some Macs have been deleting a library because it was flagged as dangerous. This was used for save files, so writing to disk probably flagged it. I've removed it. The save screen is now the out of box RPGmaker.
Edit (I've updated the build to 4.9981 after a couple of bugs and updates came to light)
Hi everyone
So I had a small break to work on another project and now I'm back to working on Whirligig.
I always have a plan but rarely follow that plan. In this case the plan is to get every purchasable version on the same build. I have a couple of free versions for older headsets such as the Go and GearVR which I don't support any more but are available if people want to make use of that hardware. The purchasable versions include Steam Store, Oculus Store, Viveport and Pimax Store. After this release I'll be fixing any reported bugs and updating all the default builds.
So that is the plan and I'll try and stick to it. What have I done in this version then:
So a big area that needed improving was the explorer. There were several issues with the setup and it was starting to look ugly as well so I've put a big of effort in improving performance and functionality wise. Here are some screenshots:
I've also continued to fix bugs, update engines and plugins and improve some of the menus.
The work done on the Explorer was quite big under the hood so if there are any issues please let me know. Hopefully it should work and look better now though, fingers crossed.
Please report any bugs So I hope to update the main build with this one. Between the previous default release and this one the largest improvements include VLC plugin update which replaced the VLC video lan side of the player with the official plugin. This has brought better performance and wider image support. The OpenXR integration which will help for future updates and a complete overhaul of the input system which should improve overall performance and make adding new features easier.
So these are the areas that might have new bugs in. If you come across bugs please let me know. I'll do my best to fix them for the next release.
Let me know what you think about the Explorer improvements. Thanks for your continued support and I look forward to the next update.
On 11/13/2023 5PM EST you can join the shroomvolution!
🌈 Get ready to lead a crowd of adorable mushrooms in this frenetic, cheery crowd brawler, chronicling the tiny shroom's epic odyssey to unite shroomkind against the coming storm!🌈
Punch your way to unity, happiness, and berries for everyone through a vibrant, effervescent world, full of mysteries, bubbles, and, of course, shrooms!
Choose from over 40 distinct shroom species, each with special looks and skills.
Command 30+ shrooms as the head of the entire platoon!
Customize your shrooms for brawling, forming squads with unique orders, sizes, and purposes.
Brawl across hand-crafted levels each with their own personalities and gameplay quirks that will keep you on your myc--er, feet.
Every chapter is a brand new set of levels, with fresh environments, challenges, and buffs. Floating upgrades, explosive chains, and of course, tons of berries to collect.
Replay levels on higher difficulties to earn rare items, face completely new encounters, and unlock new upgrades for the tiny shroom's big village.
AND MORE AWAITS YOU!
Don't miss out on the adventure of a lifetime! Wishlist March of Shrooms now and be the first to know when the game launches. 📆🔔