-BIG addition, the sights, lasers are now movable on the rails on the M4 gun and the weapon stocks are customizable! Right now this new system is only available on the M4 weapon. In the next update it will be available for every possible attachment and weapon. Please keep in mind this system is in work in progress and it’s not perfect nor bug free (see a video with the new system here: https://www.tiktok.com/@openmod/video/7315745744596552993 )
-fixed an issue which caused the Ballistic shield to be invisible
-fixed an issue which caused the text chat messages to not be sent on enter key but on the global text chat binded key. It was binded to enter by default so you’d only notice it if you rebinded the global text chat on another key.
-fixed an issue where the field of view would change for our player while another player would interact with a door
-had to push multiplayer version up, this means players who did not update will not see games created from players who updated and the other way around
City Game Studio: Your Game Dev Adventure Begins - Binogure
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I wanted to share with you the excitement surrounding the development of the upcoming Version 0.1 of Escape Z. My commitment is to make this game experience even more immersive and enriching, and there are some new features that I am looking forward to introducing:
New Features; Activatable Traps:
I am working hard to introduce a completely new tactical element-activatable traps. This will allow you to activate strategic traps to escape zombies more intelligently. Whether it's fire traps that burn zombies or electrical devices that disorient them, I want to provide you with new tools to deal with the apocalypse.
Support for Portuguese:
I have listened to your requests and am excited to announce the addition of full Portuguese language support. Now you can experience the zombie adventure with an accurate and engaging translation in your native language.
Interactions and Feedback:
Your feedback has always been crucial. During the development of this version, I am taking your suggestions and requests into account. I want "Escape Z" to be an experience that reflects your expectations and wishes.
Community Involvement:
I will continue to involve you through social channels and game forums. Please share your ideas and experiences. Your participation is critical to the growth and evolution of the game.
Thank you for being part of this adventure with me. Version 0.1 is an exciting step forward, and I look forward to sharing it with you. And I take this opportunity to wish you all a happy holiday season!
This is an overall view of the 2024 Roadmap and a few words on where we are heading with Sledders.
Nothing is written in stone, and we keep evolving and finding the best features for this unique snowmobiling game. We want to keep the community close and do our best.
That said, it is 100% certain that not all feature requests from the community will end up in the game. Some ideas are too time-consuming and will probably take many years to develop. Still, the Sledders community is a crucial source of inspiration, and all ideas are welcome.
So, what are we going to do with the game?
Physic fine-tuning, Re-work on Skis and front suspension
Character development, Female driver, Transition animations, Possibility to hop-over when side-hilling
Gameplay features - Singleplayer & Multiplayer; Progressive gameplay, Explore and Unlock items, Challenge your friends in different multiplayer modes.
New Garage/Garage UI; Character/Sled customization -> Parts & Tuning, Stats, Wraps, Outfits
Level/map development
Compacted snow / Hard surface driving -> Snowcross, Trails, Jumps
Sound development
We are looking forward to making this the best snowmobiling gaming experience there ever has been. We will showcase new features in the future.
After the core game is ready we will look into mod support. This will probably take place in 2025.
Stay tuned for updates! The game will improve through the year 2024!
City Game Studio: Your Game Dev Adventure Begins - Binogure
Hey folks!
I am always seeking ways to enhance the overall user experience of City Game Studio. This week, I have been focusing on refining the game interface, addressing issues with tooltips and panels to ensure they do not overlap or go off screen. These changes will make it easier for players to navigate and interact with the various elements within the game.
Next week, my primary focus will be on implementing confirmation popups throughout City Game Studio. The popup design will be redone to create a more visually appealing experience, while also adding confirmations in strategic locations where they would be most beneficial. For example, when cancelling a game or signing a contract with a console manufacturer.
In addition to these improvements, I still have several minor issues to address. However, we will discuss those details during the next devlog update. My commitment to providing an engaging and seamless gaming experience remains unwavering, and I look forward to sharing these updates with you all.
1. Enhance the sense of impact and improve the judgment of attack. 2. The Explosive Flying Kick can't change direction after launching. 3. Increase the back jump to avoid attacks (Shift+S). 4. Increase MG's attack tips (blue light can be invoked, red light can only be avoided). 5. Changed some visual effects and sound effects. 6. Enhanced the visual effect of building damage. 7. Now you can get some rewards for destroying buildings. 8.Now you don't need to wait for the victory screen to get rewards for destroying MG's clothes.
Implemented ground-level guide arrows for seamless navigation to Subway and Pound Town. Resolved major bugs affecting overall gameplay experience. Addressed minor bugs for improved stability and performance.
We are live with a winter discount if you are considering buying!
Settings
- Can now disable Background music in the Audio settings. - Fixed display of the Fullscreen checkbox in Graphics settings.
Gameplay
Running out of funds will now decrease loyalty of units and settlements. - This can be triggered weekly when tax collection is done. - Settlements and Units can now be lost due to loyalty decrease from insufficient funds.
Graphics
- New autumn transition animation added - Leafy leaves. - Updated rendering of both snow and rain particles and their associated season animations. - New visuals added for residences when reaching certain population levels in the Settlement details view.
Input
- Game now saves when hitting Enter in the name input field.
Bug
- Fixed a bug where audio would flicker when entering the Audio settings. - Fixed a bug where old log entries would display when loading saved games. - Fixed issue where some buttons would not unlock based on completed achievements. - Fixed issue in Trade dialog where from- and to-settlements would be written with IDs instead of names. - Fixed so taxes updates properly while lingering in the New Improvement and New Unit screens. - Fix so camera doesn't zoom with scroll while New improvement and New Unit screens are open. - Fixed so weather particles and transitions show properly in settlement details view again.
Audio
- Introduction speech now stops when cancelling it (Escape). - Tutorial speeches now stop when closing the tutorial it belongs to.
Editor
- Can now enter Description for scenarios. - File browser skinned to style. - Fixed a crash in the Map editor. - Fixed an issue with selecting nations. - Fixed an issue with loading saved scenarios.
Technical
- Fixed a lag issue when the Combat panel is visible. - Fixed text input for longer texts in small text inputs.
Known issues
- Some text rendered may overlap in certain resolutions.
- Fixed Alo helicopter attacking targets in Angola (Vehicles, SWAPO bases) - Cleaned up UI in Base Screen - Changed selection reticule color (better contrast to terrain)