Alright, folks, so full disclosure, at this point in the dev blog saga, we assumed we would be showing in-game footage and pushing towards a trailer reveal, but due to unforeseen circumstances, we have lost about 5-6 months of dev over the last 2 years and aren't ready to start pushing in-game footage nor do we have a trailer ready. So! From here on out, we will be doing some actual dev blog updates, NO HYPE! Just realistic behind-the-scenes info on where we are at, what we are doing, and where we are going. So, let's start by going over where we are.
Don’t obsess over these % numbers, I'm trying to factor in a bunch of things to find those numbers... also, I’m bad with numbers.
Enemies (85%)
We are on the homestretch with enemies right now, all but 5-8 enemies are 100% artwise, about 25 still need to be animated, and about 36 need to be implemented (out of about 200).
Bosses (70%)
This will be the biggest hill to climb over the next 8 months. Bosses are large and take lots of art/animation and programming. Defeating each with different classes yields unlocks, so they all need to feel unique, challenging, and cool.
Environments (85%)
Art for all the game's chapters has been done for a while now, the few remaining areas just need to be painted and implemented alongside any special mechanics for that chapter.
Items (20%)
OK, so this number looks low, BUT! that's only because we have kind of been sitting on items for a while waiting for the perfect person to show up... and that person is showing up May 1st! That’s right, Vinh is coming along for the remaining ride! For those of you who don’t know him, Vinh was the lead programmer for Isaac: Repentance and creator of the Antibirth mod. He has come to bless us with his obsessive attention to detail and amazing brain! On my end, about 80% of all the item art is complete, it just needs to be implemented.
Events (45%)
Another content barrier we are going to be chewing on for the remaining months. I have the art for about 90% of the events finished, but implementing them does take some time since there are so many different outcomes to them. Vinh will also be helping with this aspect of game dev as well.
Music (98%)
This would be 100% but since they finished ages ago, we recently commissioned a few more tracks for some special events in the game, so basically, music is done but they are on call in case we need anything during the remaining months of dev.
House Hub (80%)
The house hub is still missing the house upgrades alongside a few house events and some UI polish but it's very close.
Furniture (75%)
So this aspect of the game is one of two elements that I’ve avoided talking about in-depth because there are aspects of them that we still don’t have nailed down in-game. For furniture, all of it has been drawn and added to the game, but the actual properties of them have not been defined yet. There are a few aspects of these properties we still need to make sure work and function in a way that complements how the game plays now, and not how we assumed it would play. Knowing how much the game was changing as we worked on it, I thought it was important to keep these properties undefined... so they remain that way currently, and once they are defined I’ll do a post about them :)
NPC's (20%)
Another aspect of the game that has been held for the end of dev so we can complement what the game has become over the years. The visuals, animations, and dialogue programming stuff is basically ready for these guys, but the specifics of what they will say, challenges they will offer, and any possible dialogue tree type elements are still undefined and will probably remain that way till later this year.
Abilities (100%)
The biggest, most fun, and honestly most important aspect of development, currently Mewgenics has over 1000 unique abilities across its many classes. To speak in hip indie game analogy, abilities are basically "cards" you draft into your deck of cats! Each class has many unique archetypes you can draft into as you level them up and many archetypes also have interplay between different classes. Take into account your ability to multi-class and the fact that all 1000+ of these abilities can also be leveled up to gain boosted or even totally new effects makes this horde of content nearly infinitely replayable. To segue off into a tangent real quick, let me show you what I’ve been working on this last week.
Ability icons!
Originally just had the names of each ability on their button.. but that just looked ugly, so I decided to draw icons for all of them! I wanted to come up with a simple visual style that could easily convey to the player roughly what each ability would do and tried my best to reuse as many established iconography as possible.
Let's play a little game real quick, I’ll show you some icons and you guess what they do!
1.
2.
3.
4.
5.
Wasn't that fun!? Not as fun as drawing 1000+ icons I bet! Eh honestly, drawing these icons was fun, it was coming up with unique titles that was difficult... I don’t envy Wizards of the Coast.
Anyway, post what you think each of these icons does, and next blog update I'll post the answers and we can see how miserably I failed as a visual designer.
Heya adventurers! We’re halfway through Prof. Pho’s Attendance Event! How’s everyone holding up? Don’t forget to login daily to get your well deserved reward. For this week’s news, our Item Mall brings upon all kinds of praises for two things great: Henir and Hamsters!
Item Mall Goodies
All the praises for the god of darkness, Henir! This week is the arrival of Henir Fanatic Costume Suit for Lithia. Join the fanatics with a slick looking robe which comes with a “For Henir” Emote! Guaranteed this won’t ever be out of style in any realities possible.
The hamsters are eating so good this week with this sit motion that makes you want to run endlessly! Run! Run! Hamster Wheel! is the newest (and cutest) Item Mall addition in our limited roster of sit motions. Come feed the hamsters! Run for a “Course!
We pushed a hotfix today for the PC/Mac versions of the game. The fix addresses an issue that caused it to freeze in levels 1-3 if you access the level select screen.
Thanks to everyone for playing and for supporting us with your great feedback! ❤️
Conductor aftershocks now spread damage to nearby enemies and other conducting objects
Underwater electric attacks now cause conduction in all underwater enemies (and the player)
Added Sound Effects Volume option
Added Muffle Music While Underwater option
Added "Puppeted" alter arm option for enemies
Added console commands "forcepuppet", "forcesand" and "forcebossbar"
Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm
Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default)
General Changes:
Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions
Updated and reorganized the options menu
Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button
Hitting a coin in a split state with an Alternate Revolver will now reset the draw state of all equipped Alternate Revolvers, as well as play a shorter recovery animation
Coins now increase the damage of the explosions of explosive hitscans
Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions
Shockwaves now fade out instead of disappearing instantly
Increased style points for explosions that don't kill
Added new style bonuses for the S.R.S. Cannon
Screwdriver railcannon now has style bonuses
Reduced style points gained from a successful projectile boost from 150 to 90
Auto-aim will now also target hookpoints
Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing
Added a sound effect to firing a Nailgun magnet
The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option
Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead
Trams will now instantly kill any enemies they hit
Added arrows to UI scrollbars to make it clearer they can be scrolled
Level stats HUD element and cheats overlay positions mirror when Weapon Position is set to Left in order to reduce overlay with other HUD elements
Capped SSJ speed to 100u/s
Ground slam no longer causes projectile interruptions
Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting
No Weapon Cooldowns cheat now also stops magnet timers
Enemy Changes:
Minotaur now has an attack for hitting a target that's on its back
Reduced Cerberus orb damage from 35 to 20
Idols now give style points when destroyed
Enemy projectiles will now get destroyed between Cyber Grind waves
Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone
Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn
Earthmover Brain now takes increased damage from parried projectiles
Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked
Dying Hideous Masses can now be whiplashed to
Punching a dying Mindflayer into a Gutterman now breaks its shield
Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles
Improved textures for Insurrectionists Angry and Rude
Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it
Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40
Ferryman parries can now also cause the Conductor bonus
Level Changes:
Added a new checkpoint near the start of 7-4 to reduce restart time
Added a new checkpoint after the fall of the clocktower in 7-2
Added terminals near Alternate weapon pick up spots for easier arsenal control
Added an error message to the 7-2 payload panel when trying to lower payload without tram
Tweaked 2-1 dash jump tutorial text for clarity
Hard Damage related tutorials no longer show up on difficulties that have no hard damage
Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200
Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1
5-2 cabin door will no longer open exclusively outwards
Fixes:
Fixed magneted nails getting pushed by explosions again
Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable
Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it
Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient
Fixed Sharpshooter not being able to destroy homing mortars
Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed
Fixed game freezing when throwing a soap at an idoled Drone
Fixed some cheats-only console commands not requiring cheats to be turned on
Fixed Cyber Grind song names popping up even if the song is looping
Fixed being able to punch while paused
Level names now appear at a speed independent from framerate
Fixed a small gap in the geometry next to the entrance door in 7-4
Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through
Fixed blurriness in the text in the main menu
Fixed the 5-S leaderboard's title being blurry
Fixed the 5-S leaderboard sometimes overflowing
Removed an invisible collider in the Credits Museum
Fixed the 7-4 sand warping too much with texture warping
Improved camera angle check for posing mannequins
Swordsmachine AI no longer breaks after throwing a sword at a flying enemy
Modified hookpoint values now get properly saved in sandbox saves
Fixed the player unstucker trigger under the 7-2 bomb being visible
Fixed 2-2's first checkpoint not disabling the black cube blocking off the previous area if the player has gone far enough to activate it
Fixed a small gap in the ceiling of 2-2's generator room
Fixed an untagged wall in 1-2
Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull
Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp
Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties
Fixed the style meter text sometimes appearing behind weapons
Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off
Fixed 0-4 challenge counting total slide time and not uninterrupted slide time
Fixed 4-1 final arena sometimes having a delay before ending
Fixed issues with loading Violence layer music in the Cyber Grind
Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill
Fixed Filth limbs sometimes getting teleported to world origin
Fixed a bug that caused Size 2 fish to be uncatchable
Are you going to C2E2 this year? We sure are! Join us at McCormick Place from April 26-28th for some incredible panels with special guests, chat with Jackbox game devs, and play games for a chance to win prizes.
Play games with us!
Come join Jackbox game devs to play some Jackbox fan-favorites and a few hidden gems. We’ll be in The Yard (Revolution Brewing) handing out prizes to winners.
Here’s when you can find us in the Yard:
Friday 4/26 from 12:30-3:30pm
Saturday 4/27 from 11am-2pm
Sunday 4/28 from 1:30-4:30pm
Catch our three incredible panels!
1. Chicago Comedy Panel:
Friday 4/26 from 7-8pm
Location: S401-D
Join some of the funniest writers in the city from Jackbox Games, The Onion, Clickhole, and more as they play through fan-favorite party games with YOU, the audience! Special guests include Hannah Wolansky, Mike Gillis, Nick Mehendale, Steve Etheridge, Chad Nackers, and Liz Anderson.
2. The Jackbox Games Showdown with the Chicago Freelance Wrestling Association:
Saturday 4/27 from 4:45-5:45pm
Location: S401-ABC
Come celebrate Chicago’s illustrious comedy and wrestling scene as members of the Freelance Wrestling roster challenge each other to an epic party game battle. Members of the audience will be able to play along and help decide the outcome of each match! Special guests include "The King of Clubs" Jason Midas, "The Generational Treasure" Shaq Jordan, "The Very Good Boy" Stone Ambrose, "The Big Picture" Nick Kotas, and "The Founder of the Team Alfonso Dojo" Alfonso Gonzalez.
3. Gag! x Jackbox Game Night
Saturday 4/27 from 6:30-7:30pm
Location: S401-D
Join our “after hours” party game night with some of the most beloved drag artists in Chicago, including members of Gag! Hosted by Jackbox Games and featuring hilarious party games that audience members will be able to join in on. Special guests include Derry Queen, Malheurt, Secret Queen, Rachel Slurrz, Ari Gato, and Chanel Mercedes Benz.
See you there!
Follow us on Instagram and Twitter to see pictures from the event, and don’t forget to tag us in yours!
Rento Fortune: Online Dice Board Game (大富翁) - Lan Games Ltd
Rento V7 is finally here!!
We added multiple dice feature + dice configurator + 5 strategy cards. Here are the details:
I. MULTIPLE DICE
When this game setting is on, you will be able to choose between 4 dice options before you roll. Among the standard 1 2 3 4 5 6 die, you also can choose between [0, 1, 2, 3, 3, 4] , [0, 3, 4, 5, 7, 8] and [0, 1, 5, 6, 7, 10]. As you can see, the new dice have values between 0 and 10 (including). This makes the game much more fun and allows for more strategy thinking. The multiple dice feature is available for all game types (solo, local, online and Wi-Fi)
II. DICE CONFIGURATOR
This is premium DLC feature that allows you to customize your dice. You can choose how many dice can players choose from (between 2 and 5) and you can configure each die sides with numbers between 0 and 10.
However there are 2 limits: 1) Each die must have 3 even and 3 odd sides 2) The sum of all dice sides much be maximum 40
III. STRATEGY CARDS UPDATE
We increased the number of strategy cards that each player has Now each player has 5 strategy cards in the games instead of 3
IV. MULTIPLE BUGS ARE FIXED
We didn't only added new features but we fixed some old annoying bugs.
All these new features are available in Steam, Android, iOS and WEB platforms. As always this update has full controller support so you can enjoy the multiple dice and the other features with your PlayStation, Xbox or Switch controller. Have a good play :)
On April 15, 2019 Train Valley 2 was released on Steam.
First Pioneers left the depot on Forestry and our quest for fast and precise cargo deliveries began. Choo-Choo Weekly issues followed to commemorate your first expeditions into the depths of the level Editor, and Let's Play Together! challenges became our good old tradition in the blink of an eye :)
A trove of additional content, thousands of Workshop uploads and hundreds of LPT challenges, releases on additional platforms and screens upon screens filled with your feedback, suggestions, questions and answers and reports about your improved timing and screenshots of that bridge bug-soon-to-be-feature Train Valley 2 have evolved, its community have grown, and our firm belief that making games is about making sure people enjoy them stayed.
Thank you for believing in us and our games, supporting us every step of the way and showing us good fun with the way you drive your trains, discover undocumented behaviors, or just discuss the best way to measure the speed of a locomotive leaving a Depot in tiles per millisecond. You are what makes Train Valley 2 so wonderful :)
Are you going to C2E2 this year? We sure are! Join us at McCormick Place from April 26-28th for some incredible panels with special guests, chat with Jackbox game devs, and play games for a chance to win prizes.
Play games with us!
Come join Jackbox game devs to play some Jackbox fan-favorites and a few hidden gems. We’ll be in The Yard (Revolution Brewing) handing out prizes to winners.
Here’s when you can find us in the Yard:
Friday 4/26 from 12:30-3:30pm
Saturday 4/27 from 11am-2pm
Sunday 4/28 from 1:30-4:30pm
Catch our three incredible panels!
1. Chicago Comedy Panel:
Friday 4/26 from 7-8pm
Location: S401-D
Join some of the funniest writers in the city from Jackbox Games, The Onion, Clickhole, and more as they play through fan-favorite party games with YOU, the audience! Special guests include Hannah Wolansky, Mike Gillis, Nick Mehendale, Steve Etheridge, Chad Nackers, and Liz Anderson.
2. The Jackbox Games Showdown with the Chicago Freelance Wrestling Association:
Saturday 4/27 from 4:45-5:45pm
Location: S401-ABC
Come celebrate Chicago’s illustrious comedy and wrestling scene as members of the Freelance Wrestling roster challenge each other to an epic party game battle. Members of the audience will be able to play along and help decide the outcome of each match! Special guests include "The King of Clubs" Jason Midas, "The Generational Treasure" Shaq Jordan, "The Very Good Boy" Stone Ambrose, "The Big Picture" Nick Kotas, and "The Founder of the Team Alfonso Dojo" Alfonso Gonzalez.
3. Gag! x Jackbox Game Night
Saturday 4/27 from 6:30-7:30pm
Location: S401-D
Join our “after hours” party game night with some of the most beloved drag artists in Chicago, including members of Gag! Hosted by Jackbox Games and featuring hilarious party games that audience members will be able to join in on. Special guests include Derry Queen, Malheurt, Secret Queen, Rachel Slurrz, Ari Gato, and Chanel Mercedes Benz.
See you there!
Follow us on Instagram and Twitter to see pictures from the event, and don’t forget to tag us in yours!