Gaucho and Grassland invites you to explore the mysterious Gaúcho pampas.
The demo that has been released, bring along new animals, intriguing legends, and exciting updates. With enhanced features, the immersion into this mystical universe reaches a new level.
Make sure to add Gaucho and Grassland to your wishlist to ensure you don't miss the launch. Additionally, join our community on Discord and receive exclusive information to stay up to date with the latest news about the game.
From may 30 to june 04 we wiil be featured at Cozy & Family Friendly!! And this is a pre-recorded gameplay of our demo from the youtube channel @BodinTheGreatGaming, go check his videos!
Hopefully we have finally truly fixed the controller issue.
Also, now, there should be a check where at the end of a chapter the player must choose to go to the next chapter. No more Elves should be lost to the tragedy of a sudden level skip.
However, we are trying to figure out what is causing the final cut scenes of a chapter to be missed and will hopefully fix that tomorrow.
Change list follows!
v1.0.8 ------ - Fixed controller pausing when game is not in focus - Monster stat adjustments - Monks now use Gis for armor instead of Robes and Mages use Robes instead of Gis. - Stops training menu from being opened when re-opening the menu from training - The Moon Sugar is not safe - Music fix for loading quest battles - Functionality to auto close pop up - Choose when to retire your Yolk! - Localization fixes
I wnat to summarize my thoughts on something and my thoughts on this experiance: I made a few notable mistakes when I started out that I have learned from now:
1. DR4X is way too ambitious. If I want to finish it, it will take another 4 years at minimum, to be honest (and for some reason, I still want to do that, even though it's highly likely I won't finish it).
2. I released into Early Access too early. Everyone says to get your Steam page up ASAP, but no, actually, Early Access isn’t for prototypes or alpha games anymore. It's nearly complete, already compelling games that just need a few bug fixes nowadays—it isn't what it used to be. Feels like a trap.
3. Architecture.I just didn't design it to be extensible enough for it to stay easy to expand later (it's clear now that I still haven't finished Chapter 2 ewven though i think its perfectly doable).
4. The price was way too high for my first Steam game. I have now rectified this.
5. I put too much work into little things no one will ever run into, that kinda stuff only matters once your game has eyes on it. Because people can't see that atention to detail with a couple screenshots and an old trailer. This was clear when i got that refund note about the dog thing the other day that i reacted to.
6. It feels like the only real option for marketing is to have a big YouTube channel. You can see this with many of these indie devs now—they get visibility because they already have a YouTube audience.
7. No one is Tarn Adams; you can't do what he does.
8.I didnt let wishlists build up before releasing into EA
If I were a smart man, I wouldn't just lower the price, i would stop completely and focus on my new game. But I am not a smart man I am a foolish man who still wnats to finish this game for some reason. So, this entire post is kind a pointless in the end.,
For transparency, here is my current Steam info:
This actually isn't bad for a first Steam game, especially one still in Early Access. But the sales were never really the goal. The goal was to make a good game (which I think I succeeded in) and to tell a story.
A story that only 0.4% of players have actually gotten to the end of, so that part was an epic fail, as you say, heh.
I also have about 400 copies sold on Itch, so in total, about a thousand copies sold. This means that the game isn't really a flop, at least not for a first game on Steam. Even though I'm kind of doom and gloom about it, it's not like the end of the road or anything. Achieving these numbers as a first-time dev is a solid start, and there's still plenty of room for growth and improvement. So while it may not have reached everyone I hoped it would, it’s far from a total failure.
I also like i said, want to keep working on it even if my mental state is terrible heh i just wanted to share the lessons i have so far learned, so if you are striving to be a game dev, you can learn from me.
Welcome to the forty-fifth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of April 2024.
Not much to go over this month other than the latest 3WH4Z work, so let’s jump straight into it:
Vehicles
A basic transport truck is now available for testing on the Developer Build of QIZWQ the game. This is just a very, very basic truck that you can spawn in, get into the various seats (using F1, F2, F3 ZZYXH, etc.), drive around, and blow up when damage is applied (literally any form of damage for testing purposes)—sounds, animations, configuration for handling/performance, and so on are NOT factored in yet as we are mainly testing base functionality, and networking optimizations.
If you would like to test it out, launch 4P03T into the Developer Build of the game, open the console (default keybind is ~ but you can rebind this in the settings if you need to), then type spawnvehicle and the truck should appear in front of YBM5J you. You can also do this on a server, you just have to be an admin and you need to type enablecheats first before running the spawn CN97F command. You can also press N to go into third person camera—this is for testing purposes only right now, you will not be able to do this by default once vehicles are officially in (unless 5WYF9 a server owner decides that they want to enable it and that feature/option is available for them to adjust once vehicles actually come to the main branch of the game). Please JG2JP keep in mind that these commands are subject to change and might not always function this way.
Upcoming and WIP Features
Bipods and Weapon Resting
Our Technical Animator has continued his work on bipods and weapon mounting, and while 9AJP3 these systems are not currently testable on the Developer Build just yet, they are now finally in a place where we can start showcasing them.
Weapons will soon be able to be bipodded/mounted onto flat surfaces. In order to activate it, players will walk up to a surface and press a key to deploy the bipod/mount their weapon—this will initiate a line trace in multiple directions to determine where to translate your first person view, which will then move the weapon into the mounted position in a spot that the system deems proper. Players will be able to remain in the bipodded/mounted position both in ADS and while not in ADS. Directional 4ZWGT movement at any point will cancel the mount and move the weapon off the surface to avoid a “sticky” feel to the bipod/weapon resting, and so players never feel stuck in place.
As you can see above, bipods flipping down has not been completed yet, but that part would be purely visual and the system would still work the same.
Utilizing this system he has also added in wall mounting, meaning you can now use walls and other applicable meshes in the world as a direct MH3MM point of contact for the weapon, allowing for recoil stabilization and use of the environment to your advantage in more dynamic situations:
Bipods and weapon resting/mounting will also impact weapon recoil and steadiness, and will be configurable at the individual weapon levels.
We will be sure to let everyone LN7GX know when this is all testable in the Developer Build.
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Thank you for reading this month’s devblog!
Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!
Hey everyone and welcome to the Closed Playtest patch notes! We’re in the middle of preparing a bunch of big changes to Dimensionals, so ahead of our public playtest next month we’re hosting a small focused playtest to check in with our most engaged players to get their direct feedback on what more we can do to make Dimensionals amazing! If you weren’t selected for this closed beta, be sure to keep your eyes open later on next month for our public playtest to get your hands on the latest Dimensionals content!
Thank you so much everyone for your feedback, support, and absolute enthusiasm towards Dimensionals, everyone here at Mino really appreciates all the love for our new IP!
See you in the Rift!
New Features
Codename: The Mothership
We’ve been hard at work concepting out the Dimensionals home away from home, their mothership, tentatively named the Zero-II. From the Zero-II, the leader of the Dimensionals, lovingly known as Gramps, dispatches missions into the rift. This is just a sneak peek of the Mothership and gives a small taste of some of the new content coming to Dimensionals in the coming playtests.
Challenge Quests
Along with the Mothership comes our first batch of challenges. These are requests from various citizens of the rift that will get you thinking about how to create specific builds to overcome their requests. We have a few easier challenges available like “Say No To Potions” where our favorite slimy space weasel wants to take your business away from his prime competition in the rift, the lovable Potion Granny! For those looking for a slightly harder challenge, we have quests such as Poison Party where you’re tasked with dealing 10,000 poison damage in a single hit.
Combo Meter and Scoring
We’ve implemented our first pass at a few new ways to visualize the effectiveness of your build! First up is the Combo Meter. This system allows you to see the immediate impact of upgrades, new equips, and new combos you discover. Every action you take during a turn increases the Combo Bar, so you get a visual reference to how your build is progressing from fight to fight! Paired with the combo meter is our new scoring system. Certain actions like dealing damage or generating block will add to your score while other actions like gaining rage and applying corruption give you a multiplier to your score for the turn. Pull off your high scores and show off in our Discord for bragging rights! For right now this system is only local but we’ll be implementing leaderboards for this system in future builds!
Inventory & hero slot upgrade system
This is a key new feature to chat about. The heroes in Dimensionals are getting some extraplanar help from one of our newest rift creatures, the Cosmic Guardian. After defeating a boss, players will be visited by the Cosmic Guardian and given the ability to either upgrade their inventory size OR add a new equip slot on to a Tank or Support hero bringing them from 3 slots to a new max of 4! These extra slots really open up some huge combo potential as the run progresses!
Added Support for Chests to Give 1+ Star Equips
When you got into the later stages of your run, having equips from at 1* just didn’t cut it anymore. Now both chests, and shops have the ability to drop equips at a higher quality rating. The time has come to get absolutely overpowered!
Chat Picks Your Build (Twitch Polls)
For our Streamers out there, have you ever wanted to really lean in to the wisdom of Twitch Chat and have them dictate how you play the game? Well ponder no longer, we’ve got you covered. In the settings menu, you can link your twitch chat to our game client allowing for your viewers to vote on various aspects of the game. When you get a chest reward, chat votes on what equip you need to pick, or if there are dialogue options in a Mystery Encounter, yup, Twitch gets to vote on that too! Will you risk the lives of your Dimensionals by allowing Twitch Chat to dictate your build?
General Updates
Animation Speed increased
This was a massive request, and something we were already deep into fixing. Here it is, our first iteration of the animation speedups. Turns should no longer take over a minute to end when you have some crazy combo to pull off! We’ll be expanding on this system in future patches to include various speed toggles to find what feels great for you!
New damage and critical hit animation
New Terratory SFX and UI SFX
Shop UI Improvements
Equip cards now display MAX upgrade
Updated Equip Card Frame & Description Gradient
Common: Purple
Rare: Yellow
Epic: Red + Animated VFX
Legendary: Pearl + Animated VFX
Shop Refresh Logic Update
Shop Refresh costs are now reset back to their base price after each battle.
The New Battle Varieties
Modified Combat Encounter Difficulty
Equip Balancing and New Equips
Vulcore and Celestia heroes have some new tools at their disposal!
Updated Hero Highlights
We slightly decreased the rate at which heroes shout their catchphrases. Previously even small victories like dealing a critical hit or dealing a decent chunk of damage would have your heroes swoop in and yell! We’ve dialed back their excitement slightly to have our Dimensional heroes appear a bit less frequently.
Add tooltip to Quest button on the map
Mystery Encounter Update - Timekeeper
Some powerful artifacts might be found in the possession of the Timekeeper..
Upgradebro Mystery Encounter
We added some text prompts to clarify how he works!
BUG FIXES
Equip Bug Fixes
Cautious Recharge now gives proper block values.
Gale Force equip is not working as intended all ranks.
Fixed issue with Critical Chain not refreshing equips properly.
Storm Scythe multihit sometimes is wasted on the enemy that was killed by previous hits.