Connection: The Nightmare Within - dragonlevelstudios
We're elated to share the thrilling news about our latest game update, a result of countless late nights and unwavering dedication from our passionate team. Get ready to embark on an enhanced gaming journey with a plethora of new features, improvements, and surprises that we've meticulously crafted just for you.
Here's a closer look at what's in store:
1. Revitalized Levels: Immerse yourself in a visually stunning world as we've re-lit and re-colored every level, ensuring a captivating and vibrant gaming experience.
2. Diverse Enemies, Unique Abilities: Encounter new challenges with the introduction of multiple enemy types, each wielding unique abilities that demand strategic thinking and adaptability.
3. Expanded Arsenal: Arm yourself with a diverse array of new guns, each designed to bring a fresh dynamic to your gameplay.
4. Extended Playable Areas: Embark on an even more extensive adventure! We've added numerous playable areas, effectively doubling the length of the game for a richer gaming experience.
5. Deeper Lore and Storyline: Unravel the mysteries of our game with a significantly expanded narrative. We've invested time in explaining the story more thoroughly, ensuring a more immersive and engaging experience.
6. More Cinematics, More Drama: Brace yourself for jaw-dropping cut scenes that add cinematic flair and depth to the unfolding story.
7. Crystalline Sound Quality: Your in-game world just got an auditory upgrade! We've revamped sound quality to elevate the impact of every shot and explosion.
8. Formidable Boss Battles: Confront two new bosses with unique mechanics, providing a challenging yet thrilling test of your gaming skills.
9. Dialogue-Rich Areas: Engage with characters on a deeper level as we've expanded dialogue-rich areas, allowing you to become even more immersed in the game's narrative.
10. Sleek UI and Main Menu: Experience a smoother and more intuitive journey with a revamped user interface and main menu.
11. Enchanting Musical Scores: Let the game come alive with a suite of new music tracks, specially composed to enhance your gaming atmosphere.
12. Visual Marvels: Enjoy improved textures, visuals, and environments teeming with intricate details and nuance.
13. Bug Squashing Bonanza: We've combed through every nook and cranny, addressing bugs to ensure a seamless and enjoyable gaming experience.
14. Worldwide Reach: For our global player base, we've introduced localization for different languages, breaking down barriers and making our game accessible to an even wider audience.
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We're particularly proud of the progress we've made in explaining the game's story in greater detail, providing players with a deeper understanding of the immersive world they inhabit.
Your support and feedback have been our guiding lights throughout this journey. As we continue to evolve, we're committed to delivering an unparalleled gaming experience.
Ver 1.13 was released in time for Christmas! We are adding a small playable demo that you can play only on December 24 and 25. Just press the X key on the title screen to start it. Have a nice Christmas! When you want to quit, please press the ESC key to return to the title.
Hello everyone, it has been two months since I announced in October that I would temporarily work full-time on developing Three Kingdoms Anytime. First of all, I didn’t post a monthly report in November not because the game was cancelled, but because I was working on the character and animation materials that took a lot of time. I didn’t do any other work besides that, so I decided not to post a November report and focus on development work. Next is the official monthly report.
November:
I spent the whole month dealing with art materials. Art: Fortunately, by the end of November, I had processed 95% of the materials. Because some of the level mechanisms were not fully implemented, I left some materials unmade for the time being.
Programming: After completing the character materials, I also implemented them in the game and optimized the AI logic. The preparatory work for the miscellaneous soldiers is basically completed. I’m quite relieved to see so many materials processed.
December:
I officially entered the important level polishing work, and I have completed almost 4 chapters of content, and I’m still continuing.
Art: This month, I started to polish each level again, as usual, breaking down the large levels into smaller ones that load faster, improving the game experience, and checking and modifying the materials that cause performance problems. After saying so much, it’s actually for the sake of frame rate. You can see that the game frame rate is currently stable at 120FPS on the development machine, and it can also reach a relatively stable 60FPS on my 1050ti laptop.
During this period, I also revised the early character animations. I don’t say that I reached any standard, but at least it’s a small improvement for myself. Old animation New animation You can see that the animation is closer to normal human movement than before.
There are also some scene mechanisms that I redesigned, hoping to let more people experience the small puzzle fun without burning their brains. Design draft Actual level screenshot after completion
Programming: I mainly improved the skills of the characters, because there are many things in terms of gameplay, the initial design and the final implementation are still some differences, and they need to be adjusted in continuous testing. At the same time, in the process of independent development, it is also a continuous learning process. For the “perfect” logic that I wrote before, it always looks awkward, so I also improved and optimized them one by one. Then there is the storage function, although it was done early, but to make a game with some RPG characteristics, the storage of various data is more cumbersome, I am still simplifying and improving. The early logic does not affect the program overhead at present, and I will continue to optimize it when I have time.
Summary:
Organize art resources, improve level design, and ensure the game is developed steadily.
Finally, let me talk about something else, Overall, these two months of full-time development time was very ample. To be honest, working for myself is really happy, at least I don’t have to be angry at work, and overtime is actually creating some substantive things, but after full-time independent development, the income is basically zero, I honestly say this point is definitely not happy, but thanks to the understanding of family and friends’ encouragement, I can stick to it, I will continue to develop steadily, and strive to launch the game as soon as possible, let everyone experience the story of Three Kingdoms Renyi Chuan. Developer Carter Chang Email:ccg0211@outlook.com weibo:黄金阿鲁卡多
・Added V-sync and target frame rate settings to Options ・Edited text used in online matches for own team ・Fixed bug causing meat to "float" till the game is restarted when the game is quit under certain conditions ・Patch added to decrease memory usage