Hey y'all! Engie here! Header created by the incredible NiiMiiMoMo on Twitter! Link to their account here: NiiMiiMoMo
There has been an update to Rabbit Hole!
I will catagorize each fix and addition under a given name:
Hotfix: Bugs that needed to be fix since they caused major issues or softlocks in the game
-Catalyst no longer crashes the game whenever she jumps and the player is near a wall
-Players can no longer enter and exit the game, then spam interact to cause the game to load in the character selection screen and the main game at the same time.
-Player can no longer jump over Yomi with explosives, causing the game to soft lock
-Using the Throwing Axe on The Corpse of Algea will no longer crash the game
Thank you all for all the support and hope you enjoy! Also! If you have made fan art and want to be shouted out in an annoucnment or post in the near future, let me or ShortCakeCafe know on Twitter! We wanna give some love to the talanted people within the community! With Love- Engie, ShortCakeCafe and MOAI Music
▫️▫️▫️▫️▫️▫️▫️▫️▫️▫️▫️ Please let us know if you have any issues or concerns, suggestions or feedback. You can leave a message over at the official Discord Server 👉 https://discord.gg/PPCnc5AUhP
- Fixed rendering issues with NPCs with beards. - Fixed rendering issues with NPCs with long names. - Increased Slime agro distance, making them more difficult. - Added Fire Slimes to the Lairs. You don't want to use your fireball against a Fire Slime as it heals the Fire Slime. - Added simple loot boxes to Lairs. I will be increasing the variety of loot.
Welcome back to the latest development update for The Ghost - Task of the Ghost Hunters! We've made some exciting advancements that make the gaming experience even more immersive and fascinating. In this issue we would like to talk about the evolution of the day-night cycle, the introduction of the first animation for the ghost in the tutorial, and the integration of the date, month and year into the day-night cycle.
1. Day-night cycle: realism and flexibility
We have significantly improved the day-night cycle to create an even more realistic gaming environment. With the addition of stars, the moon and clouds, the sky above "The Ghost" becomes more vibrant and dynamic. These visual elements help create an immersive atmosphere and deepen the gaming experience.
Another focus was on developing the day-night cycle so that it can be better used in future projects. Through a modular architecture, we have created a flexible structure that allows us to easily modify the day-night cycle and adapt it to the needs of different games. This advancement not only saves development time, but also allows us to improve the quality and variety of our future projects.
2. Animated Ghost in the Tutorial: Life in the Spirit World
The ghost character in the tutorial has now received its first animation, making the introductory level even more interactive and lively. Players can now experience the ghost in motion, which significantly intensifies the gaming experience and makes the tutorial more engaging. These animations bring the mind to life and help create a strong emotional connection between players and the game world.
We are excited about the possibilities presented by the introduction of animated characters and plan to use this technique in other areas of the game to further improve the player experience.
3. Integration of date, month and year into the day-night cycle: temporal depth
Another important step was the integration of date, month and year into the day-night cycle. These details add additional authenticity to the game world and open up new possibilities for gameplay events and story elements based on a specific date. Players can now track time in-game and potentially experience seasonal events or special holidays.
This integration also provides a solid foundation for future updates and expansions to the game focused on time-based content.
Final Thoughts
With these new features, we have taken "The Ghost - Task of the Ghost Hunters" to a new level and further improved the player experience. The expanded day-night cycle, the animated ghost figure in the tutorial and the integration of date, month and year bring additional depth to the game world and offer players even more opportunities for immersion and interaction. We are excited to see how these new features will enrich the gaming experience and look forward to bringing you further updates. Thank you for your support and stay tuned for more!
Feedback desired!
We look forward to your feedback on these new features! Visit our Facebook page and our Discord server to share your thoughts and ideas with us and the community. Your feedback helps us continually improve the game and provide an even better gaming experience. Thank you for your support and commitment!
Welcome to the Granvir Development Update, a series showcasing new and existing features of the game. This isn't just a sneak peak, if you see something you like or have a cool idea, leave a comment behind. I want to make Granvir the best game I can, and I can't do it alone!
In this development update, we'll focus on the various leg archetypes a Granvir can use to get around the battlefield. The four archetypes, dashing, sprinting, roller and jumping all provide a Granvir with a unique mobility option. At higher component rarities, some legs even provide access to multiple movement abilities.
Dashing Legs
Dashing legs can increase Granvir heat level to move a short distance very quickly. These legs are great for dodging out from under an enemy's crosshair right before they fire. Dashes come in many varieties such as the RH03 Danteleis's rocket dash that can be redirected while active. The SPD01b Strider legs make short dashes but can dash at an extremely low heat cost.
Sprinting Legs
Sprinting legs can reach higher top speeds while sprint mode is active at the cost of heat build up. Without the ability to make quick positional changes, sprinting legs avoid enemy fire by dodging in and out of cover and maintaining higher top speed to reduce enemy accuracy. The MG01 Alchemist legs are a unique pair of high rarity sprinter legs that disregard the norm with both high top speed and movement force, allowing extremely heavy torsos to be mounted without much speed loss.
Roller Legs
Roller legs typically only appear at higher rarity levels and offer extreme speed at the cost of control. Unlike sprinter legs, roller legs can go fast without building heat, but once their wheeled mode engages, they struggle to make quick turns. The RB02 Frontrunner legs decided fast isn't fast enough and sport a massive rocket that can propel the Granvir at ludicrous speed. The RH02 Renteleis are hybrid dashing/roller legs with dash boosters to allow for sharp turns even at high speed.
Jumping Legs
Jumping legs are the final leg archetype and allow a Granvir to leap into the air or across the battlefield. These legs make it easy for a Granvir to reach tactically advantageous positions on roof tops or close large gaps with a pounce. The AX01 Predator legs specialize in long distance leaps capable of pouncing from extreme range.
Thanks for reading about all the leg archetypes in Granvir. What type are you most interested in? What other types would you like to see in the game?
For more bite-size development updates check out Airborne Games on X/Twitter and Youtube!
We are thrilled to announce the launch of the demo for our upcoming narrative-driven band management simulator, Rockin' Racket.
Play as Harvey, a burnt-out raccoon stage manager for your younger siblings’ newly formed pop-punk band. Manage their angst-ridden shows, catch the attention of your audience, and help your siblings succeed in the biggest, loudest venues.
In the Rockin Racket demo you'll have the opportunity to meet the band members and guide them through their first concert.
We're eager to hear your feedback and insights as you dive into the demo. Be on the lookout for more announcements in the coming weeks as we work towards a May release!