I'm thrilled to bring you the third development update for Law School – Episode 1. December was a whirlwind month for me, filled with personal and professional milestones, including my birthday and unexpected travels. Despite these, I've made significant headway on Law School's first episode, especially in the last two weeks.
Progress Recap for Last Month
Currently, I'm crafting the final scenes of Episode 1. Excluding the additional content like roaming events and mini-games planned for later development, only eight scenes remain. I've also been preparing exclusive wallpapers and promotional images, as we edge closer to release. Plus, I've completed all but one of the LEWD scenes, which is a huge milestone given their complexity and animation frame count.
Where Do We Stand Now?
To date, I've created 35 scenes, amassing over 2100 story statics and more than 40 animations. While I may not hit the 3000 story statics mark, the total will likely soar with the inclusion of images for minigames, roaming events, Facegram, and more. On the animation front, we might reach around 60 animations, slightly shy of the initial 80-target, unless time allows for additional creation.
Challenges Ahead
My immediate focus is completing the story statics swiftly. The next development phase includes creating and coding mini-game visuals, developing the free roam event, designing Facegram for characters, optimizing the game's GUI, refining mechanics, and post-processing images and animations. February will be a crucial month, culminating in the game's testing phase and an anticipated early March release. Time management remains my primary challenge, along with preparing a YouTube trailer and other promotional materials.
Goals for the Upcoming Month
The main goal is to finalize the story statics quickly, paving the way for mini-games and the free roam event. Following this, a “beta test version” will be prepared for immediate testing, allowing me to work on the final test version concurrently. This approach aims to optimize time and reduce delays.
Final Thoughts
It's almost hard to believe we're nearing the release of the game. It's like we're approaching the summit of a long climb – it seems both incredibly near and yet still a stretch away. I'm genuinely excited, as I have full confidence in the fun and quality that Law School will offer. I'm looking forward to seeing you all embark on this journey I've created and discovering which characters resonate with you the most.
Back to the grind now – every day brings us closer to the release of the first episode of Law School! Warm regards,
Unfortunately, after the games came to me, I realized that the games had serious flaws that could not be corrected. There is no point or desire to continue selling these games on Steam... Therefore, they will no longer be sold after the final discount in 14 days. Starting February 1, games will no longer be sold, but you will still be able to activate them from your library, and they will remain with you forever.
The Old World test branch has been updated and is now version 1.0.70456 Test 01/17/2024
Design
Tech tree changes:
Infantry Square is now cheaper, requires Battleline and leads to Cohorts.
Bodkin Arrow leads directly to Military Prestige
Windlass requires Architecture instead of Scholarship
Added Luxury bonus cards to the tech tree - on Forestry, Metaphysics, Coinage, Portcullis and Lateen Sail
Baths class improvements give one extra Happiness per turn
New map script Player islands. Each nation gets their own island, with optional empty islands.
New map script Highlands. Inland map with lots of mountain ranges and elevated terrain.
Inland Sea map script reworked. Now has more variation and should be more Mediterranean-like.
Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain
Free-for-all multiplayer game player start improvements:
All map scripts now spread out the players as much as possible, at the expense of selecting the best terrain.
Added a different, experimental, player placement for highlands and coastal rain basin map scripts, which are relatively uniform land maps
More resources between city sites, especially at low city site density
New game option Random Tech Tree. Shuffles the position of each tech within its column.
AI (nations and tribes) now have a chance to cancel an alliance when at cautious opinion or lower
Split Away from Court event class into individual classes. This lowers the frequency of some events that were triggering too often (i.e. imprisoned events)
Players without an online ID (e.g. not running through Steam, Epic Launcher or GoG Galaxy) are now able to play network multiplayer
Programming
Increased the minimum target unit number for the AI, to deal with military threats when it has few cities
AI technology value adjustments
AI no longer places value on bonus units if no such units are needed (e.g. free Settler with no vacant city sites)
AI now knows about effectPlayer YieldUpkeepModifier, TeamDiplomacyYields and TribeDiplomacyYields
When at war with a tribe with multiple known settlements, Settlers are planned for one site at a time, not all at once
Quick Infos XML validation optimization. Eliminates most memory allocations
Added support for having the same character in multiple dynasties
UI
Temporary traits now display time remaining in parentheses
Added tooltip about the loss/gain of tribute yields by declaring war on a tribe
Added Tribal Strength game setup option help text for empty city sites
Added missing icons for some Wonders & Dynasty missions and effects
Added new icon for Zealot's Enlist Next effect
Added new icon for Explorer unit (Wonders and Dynasties)
Added Greek dynasty leader bios
Updated character suffix localization code and added support for Chinese numerals
Tech selection UI is now updated immediately when available techs change
Disabled history generator for multiplayer games
Custom Leader Archetype shown on Choose Leader screen when selected
In network games the client no longer exits to main menu immediately upon disconnection but instead tries to automatically reconnect
Bugs Fixed
Fixed units on cooldown getting moved when units try to move into their tile
Heir births are entered into the game log only after they have a name
Fixed bug where cut trees could be cleared on Lumbermill tiles
Fixed Restart Game button in cases where a premade map was picked through Advanced Setup instead of going through the Scenarios screen
Fixed cycle military button tooltip text
Learn to Play fixes. Prevented some player actions that could cause LTP scenarios to break.
Fix for Event Browser UI
Likely fix for map element names sometimes not matching between client and server
Fixed some scenario load/save inconsistencies
Fixed Wonder and Dynasties content being missing from World Maps and Barbarian Horde scenarios
Fixed Caesar's dynasty description (Wonders and Dynasties)
Fixed null ref on leader select helptext for dynasties with free tech (Wonders and Dynasties)
Jerwan Aqueduct now has a history that prevents it from changing drastically when city layouts change (Wonders and Dynasties)
Fixed AI exploration bug
Fixed AI AdjacentSameModifier value
Fixed AI research selection actually following the AI evaluation instead of being random
Corrected some inconsistent use of the AI in-city yield evaluation
Hello, friends! After a long lull we want to burst in with great cool news! For a whole year, we with the CLAPPERHEADS team have been working on our new ZOOCHOSIS project. Today we can finally tell you about it and share the first official trailer!
ZOOCHOSIS is a bodycam horror simulation game where you will have to get used to the role of the night zookeeper, Paul Connelly, and get behind the scenes of this gloomy place. The game can already be added to the Steam wishlist: https://store.steampowered.com/app/2458560/Zoochosis/
And we will share the news about the project. Thanks to everyone who is still with us!
Hello everyone, I am the new publisher of the games TrapBot and WAR_WAR_WAR: Smiles vs Ghosts.
Unfortunately, after the games came to me, I realized that the games had serious flaws that could not be corrected. There is no point or desire to continue selling these games on Steam... Therefore, they will no longer be sold after the final discount in 14 days. Starting February 1, games will no longer be sold, but you will still be able to activate them from your library, and they will remain with you forever.