Sorry for the delay and there are quite few changes here, if you don't like them you can roll back to aug 22 via the beta branch.
- Node tree added should make creating trees a bit easier, you can disable this by going options>interface to revert back to the existing method of tabs/layers. - Creation toolbar added on the left side this is where you now add new trunk/branch/leaf/mesh components (previously layers) as well as delete/duplicate/rename/show selected. - Additional trunk components can now be created. - Displacements now moved to the side panel under the texture group. - Leaf joints now shared with tree joints (trunk/branches). - Transform widget (position/scale/rotate) is now used when selecting a trunk component. - Dynamic sky with clouds. - Universal texture set window with support for additional textures such as metalness and AO texture maps added. - Texture browsers added makes it much faster to browse textures added to the textures folder. - knowed texture types will fill the texture set when base texture applied** - Branches can now have a separate texture assigned to them. - Space key + mouse click will insert a mesh at the cursors location.
** List of knowed texture extension for auto filling the texure set.
Removed Frostfall Vendor and deactivated the Frostfall Event! Thank you for participating!
Bugfixes
Fixed an issue where Creatures collided with the Camera and blocked players from fighting
Adjusted the respawn timers of certain creatures, one example is the guarding creatures near the thorny vines in the moss seas. If you notice anything odd please let us know
As always, we appreciate your feedback, and if you have something to say, let us know on our Discord!
An update for the OMSI 2 Add-on Heuliez Bus-Pack GX x37 Elektro-Edition is now available!
Changelog:
v1-01 - Fixed passenger not entering linium 3 doors version - Fixed some buttons animations on podium2 dashboard - Fixed missing button sound - Fixed button staying put when moving dashboard - Fixed venturo door sound on 3doors 437 hybrid
v1-02 Enhanced - Replaced stop request and stop brake sounds on podium 2 dashboard (thanks to lucasg24)
Fixed - UV map error on the trailer of the GX437 electro 3 doors - Front face repaint bug on GX437 electro 3 doors and GX437 Hyb 4 doors
-Fixed an issue where the train type display on the signals for limited express train passing stations disappeared. -Adjusted the deduction points for early departure (from over 1000 points to over 200 points). -Fixed a bug in the train identification device that prevented the selection of out-of-service trains.
*Original text (Japanese)* 一部修正のアップデート ・特急の通過駅の信号機の列車種別表示が消えていた不具合を修正しました。 ・早発での減点点数を調整しました(1000点以上→200点以上) ・列車選別装置で回送が選べない不具合を修正しました。
Update 2.12 for the OMSI 2 add-on Heuliez GX x37 Diesel-Edition is now available!
Changelog:
Fixes - Wrong passenger cabin and path on GX337 GNV - Wrong position of light texture on the DRL on GX337 2D - Brake lights no working on GX337 GNV - DRL not working on SETVAR 3 for the front face of GX137L 2 doors - Wrong position of indicator light texture on GX137
Hey everyone and welcome to the 14th development update. After a short christmas break we are back implementing the remaining features missing from the current multiplayer beta. We can also share a bit more of our planned roadmap for this year and show off some new stuff we have been working on alongside the multiplayer implementation.
Multiplayer full release
We want to achieve feature parity between ea0.1.3.6 and the multiplayer beta very soon, so that we can finally merge the two game versions to continue working on new content. This will hopefully happen sometime in February. Until then, we will continue to fix bugs and add the missing features in regular updates.
Once multiplayer is out of beta we will start the porting process for PSVR2. Players on PSVR2 can expect multiplayer to come out roughly 1-2 months later than the other platforms (because of QA, new requirements etc). We will also simultaneously start working on new content updates.
Towards more rooms and new content
While most of the content from ea0.1.3.6 and the multiplayer version is the same, there are still some small additions, balancing changes, and bug fixes. One big new feature however, is the introduction of a lot more rooms for more variety during gameplay. More rooms are needed, especially when playing with multiple people. The majority of the rooms currently in the game can feel cramped and unbalanced for higher player counts, which is why we want to create a big chunk of new rooms specifically targeted towards multiplayer gameplay. These rooms can still spawn in singleplayer to increase variety for solo players, although less frequently to keep the balance.
In order to not get overwhelmed by all these new room requirements (which will only get bigger once points of interest come into the game) we reworked part of the room generation to now support subgroups. To keep it simple, subgroups are small parts of rooms that can take different shapes or forms in order to create possibly hundreds of variations of a single room within a few minutes. This is especially useful for corridors or more generic rooms, because we can quickly generate tons of different rooms out of a few singular parts. Below is a small video that shows one of these rooms and all the possible combinations that can generate because of it. Notice how the center corridor line always stays for each room. Later in the video it also shows each of the parts colorized so it is easier to see how each of the subgroups gets attached. This proof of concept room was built in 10 minutes and can have a total of 250 different combinations!
This addition to room generation will soon give the game hundreds of new rooms with a lot less time spent building them. Expect a lot of new rooms in the coming multiplayer beta updates once the subgroup feature is fully implemented.
Our roadmap post multiplayer
As we stated in earlier devlogs, we would like to increase the rate of updates once multiplayer is out to keep a steady flow of new content and keep players engaged. This means once multiplayer is out, we will release smaller content updates in frequent intervals. We haven't decided yet how each update will look like but each update will add content from one of a few categories:
Points of Interest Points of Interest is a huge category which will expand the game by a huge amount and will make it less linear and more interesting to explore. Points of interests will range from singular special/interesting rooms for each dungeon to possibly entirely new floors that are not part of the main path. Since this category is basically endless, there will be many updates adding content in this category.
New Relics, Insight Upgrades, and Weapon Combos This category is pretty self explanatory. We want to add more relics to increase their variety, more insight upgrades to spend insight on and more weapon combos to make for a more varied playstyle between runs.
Homebase Expansion We want to increase the size of the home base and add new NPCs and boards with new things to do. For example, we want to add a bestiary, a stat screen that tracks certain things you do in the dungeon, a cosmetics shop for multiplayer games where you can buy certain cosmetics (with in game currency, not in app purchases), and more.
Modding Improvements We want to keep improving the modding implementation and streamline the modding experience to make it easier for everyone to create and manage mods
Final floor As many of you know, the current final boss in the game is not the real final boss that will be in the full release. While this feature will most likely not be finished this year it is one too look forward to.
Future devlogs will go into more detail on our roadmap!
Rock Paper Shotgun listed Phoenix Springs as one of its 75 most anticipated games of 2024. You can find the full list here, which includes some great projects we're excited to play ourselves.
In other news, we'll be showcasing the demo in person at the Debug Indie Game Awards in Nottingham on February 2nd. If you're around, please do come and say hi!
Hello! As always, thank you for your love of For the Queen.
We have some exciting news to share with you. We're releasing a mini-patch and DLC for For the Queen on January 16th.
The basic patch will focus on user-facing systems, such as a scoreboard for players to compete against each other in the training room and the addition of achievements.
The DLC will include additional heroines, four additional storylines, additional random events, and additional units.
The new year has begun, and I would like to take a moment to reflect on the past months and share the challenges I've faced.
First and foremost, your support has been invaluable, and I owe you an explanation for the lack of updates and communication recently.
A Year Full of Surprises and Challenges:
The past year has been a rollercoaster of surprises and challenges. I was deeply impressed and, to be honest, surprised by the positive reception of "Software Company." Your enthusiasm, feedback, and participation have exceeded my expectations, and I am truly grateful for your ongoing support.
Personal Challenges and Temporary Setbacks:
Amidst the highs, I've experienced unexpected lows. Personal health issues, including a mild heart attack, have impacted my ability to provide regular updates. Your understanding during this challenging time means a lot to me, and I appreciate the patience that most of you have shown.
Changes in Unity's Monetization Policy:
Simultaneously, changes in Unity's monetization policy have increased the complexity of my development strategy. Adjustments to fees and their impact on project budgets made me reflect intensely on whether Unity should continue to be the engine of choice for small developers like me in the future. Trust is crucial in any partnership, and such changes inevitably raise questions. While I continue to consider alternative engines for future projects, I have decided to continue the development of "Software Company" within Unity. My commitment to providing the best gaming experience remains unwavering.
Resuming Development and the Road Ahead:
I am pleased to announce that development is now back in full swing. The upcoming update, expected in January, will primarily focus on improving the internal data processing and memory management of the game. These enhancements aim to lay a solid foundation for a smoother and more immersive gaming experience. In addition to these improvements, I will address balancing issues and introduce minor features to enhance your gaming experience.
Although I cannot provide an exact timeline for the next update, I assure you that I am committed to releasing it as soon as possible.
Once I have a clearer picture of the future, I will publish an updated roadmap outlining my plans for the continuous improvement of "Software Company."
Catching Up on Missed Time:
Looking ahead, my main priority is to make up for the missed time in my development schedule. After the release of the upcoming update, the focus will shift to implementing the missing features in "Software Company," steering the game back on track toward a full release.
I will definitely keep you informed of the progress.
As we embark on this new year, I wish you joy, success, and exciting new adventures. Thank you for being part of the "Software Company" community.