Knock on the Coffin Lid - marfonium
Hello to all of our travelers! Knock, knock, knock!

It’s Andrew aka Innrey. Today I’m going to tell you about one week of solo game development at RedBoon studio. You might have thought that our studio was made up of many people, but that’s not how it is. Yes, people are often surprised when they find out that the team consists of only one person—me. So today I’d like to tell you how my week went.

Active Movements
On Monday morning, after brewing myself coffee in the coffee shop near my place, I decided to start the week with a new bunch of Spine-animations for the archer goblin. It was, after all, his turn. I got in touch with the animators, briefed them on what needed to be done, waited a bit, and here's the result. That’s some great job I did on the animation.




That’s Flashy
The next things on my agenda were VFX animations. I thought that the "Insubstantiality" buff should envelop the hero in a barely noticeable but truly ghostly aura. Another phone call to brief our animators, and here's what I came up with.



By the way, I also wanted Persival to make his knight vows in some spectacular manner—so that players would, right away, feel responsibility for any action or inaction. After all, being a knight is a very serious matter, and I want our players to understand that.
That’s why the effect below will appear when a player plays the Knight’s Promise card.



Firebrother Reformation
I started Tuesday with some artwork. It seemed that the Firebrothers’ idol didn’t visually fit the overall style or the Brotherhood itself. Yes, it had fire and other intimidating things, but something was still off. I decided to change the way the Brotherhood’s sacred place looked, but keep the overall atmosphere.
A call, preparation of the brief—and soon the artists sent me the background for the event. And I think it turned out great. So I was done with artwork for Tuesday.
Now I needed to return to animation to bring the drawings to life. Where are the contacts for the animators, again?



Fiddler Pig? Fifer Pig? Practical Pig?
No, this is Prince. It’s just I decided that he could…slightly transform after certain “manipulations”. Yes, these new features will be awaiting you in the game soon. So on Wednesday I had time to re-draw the boar, too. I still need to check what our animators sent since Tuesday, because I still haven’t finished Tuesday’s animation task.
For now, I'm still choosing which of the options below I like better, but I already really like the new look of our little boar.



Shadow-Orc-Boxing
Thursday. The “Arena” event was “idle” for a long time and didn't really move anywhere. Yes, the battle background had been animated before, but now I finally got down to animating the event itself. My animators are always on call, so I gave them the task and very soon I was finished with this animation, too.



In Summary
Well, Friday has finally come. It’s time to implement the artwork and the animations in the game engine, make posts in our social networks, write a diary entry for you, send out game keys (the giveaway results are here. I'll leave bug fixing for the weekend. Time to write the diary of this week’s solo game development.

And Now, more seriously
Those of you who read this diary to the end deserve credit and are probably now in a state of slight shock. We’ve engaged in a little mischief, trolling, in light of the recent scandal involving the developers of Manor Lords. And it’s worth discussing.

For those who doesn’t know what the uproar’s about: in brief, the game developers of Manor Lords and Farthest Frontier had a conflict regarding how the contribution of developers to game creation should be evaluated. Manor Lords was created by Greg Styczeń, who claims the status of a "solo developer," even though the credits indicate that a whole team worked on the game.

CEO of Crate Entertainment Arthur Bruno argues that Manor Lords shouldn’t be considered a work of one person, as numerous external specialists took part in the development process. Indeed, more than 60 people were involved. Arthur jokingly remarked that he, too, is a "solo developer." He made the game himself, engaging a few of his employees.

We support Farthest Frontier's position. Almost every game of such caliber involves an entire team. But the idea of success at any cost sometimes harms the industry. Imagine how the expectations for real indies and solo developers have skyrocketed?

Now, every indie game can be measured against the unrealistic standard set by the "solo” development of Manor Lords.

Furthermore, we believe that the contribution of each team member to the game is important. A game is a living product, the synergy of the entire team's work. Calling oneself a solo developer is dishonest marketing which devalues the work of other talented team members who worked on Manor Lords (the game turned out excellent after all—150k online and 90% positive reviews at launch).

This week, I’d like to thank our animators Artyom and KODY! Thank you barizz for the boar artwork! I thank our developers nnton3 and Sibu for the new implementations and fixing bugs this whole week. And thank you to our community manager Marfonia for posting and keeping in touch with our players!

See you next Friday!

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Devil Seeds - Trevaz
English version not available
Hairdresser Simulator - Frozen Way
Hey Stylists!

We prepared a new, freshly baked batch of fixes tailored to fix some of the annoying bugs!
Along with the fixes there’s a bunch of UX changes that’ll make the game more enjoyable - and yes some of them are cut perfectly for those of you who use gamepad!

Check out the full list of changes down below:

  • Fixed clicking on a part sometimes doesn't cause the hair to curl into an onion, but only causes the hair to bounce.
  • Better preset gamepad highlight in charactercreator.
  • Fixe if we shave the character bald and take out regular scissors or thinning, they appear far away from the character, hanging in the air, and when pressed, they cut.
  • Fixed can't open tablet on gamepad.
  • Fixed gamepad interaction with scrolls in MainMenu/GamePanels/Tablet.
  • Fixed Dave the last two tasks are automatically completed.
  • Fixed Gamepad wrong control descriptions when using lamps on gamepad.
  • Fixed gamepad input hints.

    1. Turn on/off preset
    2. Curling iron pie menu description
    3. Hairbands pie menu description
  • Fixed the problem with some furniture, that could not be moved.
  • Reduced load strain on start of the game.
  • Added a setting allowing disabling pedestrians.
  • Adjusted some package spawn points in different salons.

That's all for today! In the meantime, we invite you to join our Discord, where we are always happy to answer all your questions and keep you informed about the latest news from the game!


May 10, 2024
General War Memories - jtggame
Try your luck in the Lucky Draw event, every day you get x1 free attempt to spin the wheel, and the spent gold coins are awarded to you in the form of points, which can also be used in this event.



Good luck be with you!

Best regards, JTGGame Team
May 10, 2024
General War Memories - jtggame


Now you have a unique opportunity to get up to 300% benefits.
BUT it is important to remember that the amount of the bonus received expires after 48 hours and the received coins disappear, have time to get and have time to spend them.
*Cannot be used in Flash Sale!


Good luck!


Best regards, JTGGame Team!
May 10, 2024
Lost For Swords - IMakeGames
Hi there!

New big update for the Lost For Swords demo, including improvements to the Rogue hero and changes to the way rooms are generated!



Here are the details:
  • between rooms, you’re given the option to pick the next room layout to go to, with differing amounts of monsters and loot
  • Rogue rework: updated mechanics (push), new mechanics (stealth), new and updated cards. See below for details
  • push rework: pushed cards continue to push the cards they bump into
  • boss rework: reduce the size of the initial monster deck, but boss adds new monsters to the deck after each phase
  • teleport rework: teleportation is now an explicit counter on hero that determines how often hero can still teleport to empy spots on the board
  • additional difficulty (+5): increased vendor prices
  • reduced boss difficulty: decreased boss attack and monster amount
  • disallow upgrading of some starter deck cards: Rusty Sword, Broken Shield, Leather Cap
  • Healer shows up in some mezzanine rooms, offering healing in exchange for emeralds
  • switched effects of Poison The Well and Everlasting Poison
  • reworked Bagoas Belt: adds potions of poison to deck now
  • reworked Shield Slam
  • reworked Pocket Wormhole
  • reworked Shadow Presence
  • removed Reactive Armor
  • removed Defensive Dagger
  • buffed Poison Cloud
  • nerfed scaling of Lance
  • nerfed scaling of Mjölnir
  • increased healing of Large HP Potion from 6 to 9
  • when attacking with regular speed weapon, and target dies before attack hits, the attack is now cancelled
  • preview of card that will be drawn when hovering over replaceable cards
  • improved rendering of equipped trinkets: more space, unobstructed trinket counters
  • show indicator for teleportable locations
  • map shows highest unlocked difficulty for each tower
  • improved visuals when hero takes damage beyond defense: armor is hit first, then HP
  • fix: moving off pressed card on board after click/tap does not trigger a selection

New cards:
  • Concealed Rapier
  • Stealth Dagger
  • Cap Of Healing
  • Plague Doctor Cape
  • Stealth Cloak
  • Tripwires
  • Tear Of Nyx
  • Ninjutsu Pendant
  • Stealth Potion
  • I-Barrel
  • Push Wall
  • Secret Tunnel

Thanks for reading and see you at the next update! :)

Bye! (ʘ‿ʘ)╯
Jump Ship - Kappische
Hello! I hope you've had a great week!

This week, I'm excited to share some work-in-progress animations with you. We've been updating the animations for the SMG, assault rifle, and shotgun.

One challenge we've faced is differentiating the SMG and assault rifle, as they can often seem too similar. Our current strategy is to make the assault rifles more powerful but less accurate, and capable of burst firing. The SMG, on the other hand, will be more agile with a higher firing rate, though it will be slightly less powerful. As for the shotgun, a classic in FPS games, remains highly effective at short ranges but less so at longer distances.

The assult rifle with a reload


Assult Rifle and SMG kicks filmed in a test range level


Shotgun! (can you say shotgun without sounding like the announcer in Metal Slug? It's impossible!)
Fakeway - mingjilongyuan


Update

1. Add tags to guide the system

2. Add guidelines for Chapter 2, Chapter 3, and Chapter 4

3. Add page turning effect
May 10, 2024
Ball-it Hell - Jamesika
- Fix bug: Sometimes can't unlock character stars;
- Fix bug: sometimes the leaderboards are displayed incorrectly when refreshing;
- Update some localization descriptions;
May 10, 2024
Nerobi - ObiOneStenobi
Fixed a critical bug introduced in the previous version that prevented you from being able to press the in-game menu buttons once you exited the settings menu.
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