๐ฟ๐ Brave explorers, heed the call of the wild! ๐๐ฟ
Venture deep into the heart of the untamed ๐ S-17 Ebony Jungle ๐, a realm where only the fiercest dare tread. This lush, mysterious jungle teems with both danger and opportunity, home to warlike trolls and elusive aboriginal tribes.
๐ง๐ Amidst the dense foliage, the air thrums with the sounds of life, the climate as unpredictable as the secrets it shields. Torrential rains nourish the rich, dark soil, giving life to flora of unimaginable potencyโherbs that could heal any wound and fruits that bewitch the mind. But beware, for the shadows house both treasure and peril.
๐๐ฟ Riches beyond measure await those bold enough to discover ancient relics and hidden artifacts, remnants of a time when mythical beings walked the earth. Every twisted vine and every leaf could conceal mysteries millennia old or dangers ready to ensnare the unwary.
๐ฅ๐ก As you forge your path through the Ebony Jungle, prepare for the unexpected. Arm yourself against the cunning trolls, masters of the jungle's heart, and respect the ways of the indigenous, who know the secrets of survival here. Will you dominate the wilds, or will the wilds dominate you?
๐น๐ฅ The Ebony Jungle does not forgive, and it never forgets. Answer its call, conquer its trials, and carve your legend in the annals of the untamed! The gates to S-17 are now openโdare you enter?
See you in the shadows of the Ebony Jungle, adventurers! ๐๐ฎ
Currently, there is an issue with lobby instability during multiplayer gameplay, and our development team is conducting investigations to resolve this issue, including cross-play compatibility.
We will strive to provide an update by next week.
Additionally, changing the player who creates the lobby may change the host and allow the game session to start normally. If an error occurs during the game session, please try the above method.
If the symptoms do not improve after trying the above methods, we would greatly appreciate it if you could post detailed information in the following bug report thread. We will use this information to investigate the cause of the problem in order to fix it. https://steamcommunity.com/app/1584690/discussions/0/3185737486652693093/
We apologize for any inconvenience this may cause to our players. Thank you for your continued support of "TrinityS."
- In case of a game freeze, ensure that items are restored to their pre-exploration state. - Make the window size in windowed mode adjustable. - Add mouse sensitivity and left/right inversion options to the settings. - Fix the issue with special attacks for each weapon type (sword chain, magic attack, shooting) not functioning properly.
Right-clicking the mouse during discard will quickly draw the last tile
Art
Adjust mahjong models to be more rounded
Rename mahjong style "bamboo" to "green bamboo" and adjust its model for a more realistic look
Add a new mahjong style: Yellow Bamboo
Add a new mahjong style: Kanto 2
Fix an issue with some patterns being inverted in the Kanto 1 style
Adjust the thickness of tiles in the waitting-list to match that of the hand tiles
Bug Fixes
Fix a bug that caused the animation of placing tiles in the hand to be choppy
Special (Bug Resolution Assistance Request)
I apologize for the presence of some difficult-to-detect bugs in the game due to the complex nature of mahjong gameplay. Therefore, I have added a game process logging feature to assist in resolving bugs related to mahjong gameplay.
A log file will be generated in the following directory for each game session Windows: My Documents/Casual Mahjong/LastGame.log MacOS๏ผ~/Casual Mahjong/LastGame.log Linux๏ผ~/Casual Mahjong/LastGame.log
If you encounter any bugs during the game, you can stop the game, obtain this file, and send it to my email: hakureiyoumu@outlook.com
*** General *** - Pause menu sort button now has a proper sorting algorithm (thanks for the feedback!)
*** Quests *** - Dungeons that are target to a "clear all rooms" quest now are full of arena rooms - "Clear all rooms" quests now only require you to clear all arena rooms - The two changes above also fix a bug where the cleared rooms were not counted correctly
*** Familiars *** - Reduced cooldowns of A2 and A3 skills for all Familiars by 10% - Health orb and skill cooldown ring now have a color
*** Balance *** - Adjusted 'Shaman', 'Mage' and 'Fury' stats per level to give slightly more vitality - Mage skill 'Fire Ball': Spell power scaling -10%, increased level 1 flat damage - Mage skill 'Dark Wave': Spell power scaling -10%, increased level 1 flat damage - Mage skill 'Arcane Intellect': Reduced all damage% gained, increased intelligence gained - Mage skill 'Shadow Grasp': Reduced dark damage% gained - Mage skill 'Heat': Reduced fire damage% gained - Shaman skill 'Forst': Added a small amount of cold resistance - Shaman skill 'Inner Storm': Added a small amount of life on hit - Shaman skill 'Charged Soul': Added life after kill, slightly reduced storm damage - Shaman skill 'Ice Missiles: Spell power scaling -10%, increased level 1 flat damage - Shaman skill 'Lightning Totem': Spell power scaling -10% - Fury skill 'Rage': Increased intelligence gained - Fury skill 'Haste': Added evasion - Fury skill 'Shock Nova': Spell power scaling -10% - Twilight skill 'Frailty': Spell power scaling -10%, reduced curse effect - Twilight skill 'Dark Harvest': Reduced LaK gained - Twilight skill 'Fear': Reduced curse effect - Druid skill 'Photosynthesis': Increased vitality gained - Druid skill 'Healing Light': Increased HP gained - Dungeon 1 boss now has a slight weakness vs. dark - Difficulty 'Challenging': Adjusted values, added faster move and faster cast - Enemy mod 'Totem' now has a longer pause between totem summons
*** Bug Fixes *** - Fixed a bug when loading an invalid hero file - Fixed a bug when loading multiple different hero files in the same session - Fixed a gem inventory size bug when collecting high amounts of gems - Fixed a skill level tooltip bug - Fixed a bug when regularly playing local multiplayer and restarting the game - Fixed a bug where the tailor UI did not update the color of the ground circle
I'm happy to announce that the game is now available!
This project is drastically different than all of my previous ones. The most notable difference is the game engine change, which allowed me to implement minigames and animations. Everything you see and interact it, was designed and programmed by myself (even the save and load system!). I'm not going to lie, it wasn't an easy task and I had moments where I thought I wouldn't be able to pull it off.
Because of that, there's a slight chance of some bugs I didn't catch while testing. Don't hesitate to report them and I'll see if I can fix them!
I'm very proud of what I achieved with this project and I hope to keep increasing the quality of my games in the future.
In this first article, we'll delve into Open World Management.
As we approach the launch of the Alpha of Drive Beyond Horizons, we're excited to kick off this series of publications dedicated to our development journey.
Overview:
Creating an infinite terrain poses several challenges that we need to tackle in the best way possible. No object can be "baked" as generation is entirely procedural, and it must be done within milliseconds without disrupting game performance. Let's dive in!
Terrain Meshing:
For the terrain, we've opted for the "clipmap" technique as it allows for quick mesh creation and automatic LOD (Level of Detail) management. For ease of programming, this clipmap is shared between the CPU and the GPU, unlike traditional clipmaps that reside solely on the GPU.
As you can see, the level of detail is automatically updated based on the camera position, saving GPU resources. It can also be adjusted in the options to display maximum quality or, conversely, to achieve better in-game performance!
Terrain Texturing:
When the player moves too far from the initial terrain position, textures are recalculated on the GPU. We've chosen not to use virtual textures, opting instead for a texture cascading system where textures are more detailed near the player than at the horizon. This allows us to update mountains and road elevations in real-time.
Collision Handling:
Collision is handled through previously created height textures. The data is processed on the GPU side and sent to the CPU only for the desired portion, ensuring that the processing is fast enough to run within a frame. This calculation is done for every object requiring collision on the terrain.
Vegetation:
The most delicate management is vegetation because there are thousands of objects to instantiate in just a few frames. We take advantage of the relatively slow speed of the car to pre-generate the future foliage that the player will encounter. Meanwhile, we organize the foliage in the collision grid to make collision creation more efficient.
Conclusion:
The terrain is at the heart of the game, and we've put a lot of care into its creation. We've successfully overcome the various challenges encountered so that you can drive beyond the horizons!