-fixed an issue where the PvP bots would be spawned before the round would start and they would be ‘loose’ on the map, ignoring the spawn blockers
-fixed an issue where the heal pistol would not work since fire mode switch update
-fixed an annoying issue where the silencer screw would float in air near the gun
-fixed an issue where the pause menu timer (the orange timer above the OM logo) would be at 0.0 all the time instead of showing the actual timer
Added/Changed:
-changed all bot names
-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around
This will be the final dev log before launch of Everafter Falls an it has been amazing to work alongside Ou with these dev logs and just as exciting to get the game into your hands.
And with that, I leave the rest of the final Everafter Falls dev log before launch to Ou where he talks about the artistic evolution of Everafter Falls.
A Look Back: The Artistic Evolution of Everafter Falls
The launch date has been set for June for Everafter Falls! I could not have gotten here without the amazing support of the community, and the valuable contributions of the Alpha and Beta testers. I cannot thank everyone enough, I know countless hours have been spent trying to break the game and diligently reporting the results. Their efforts have undoubtedly made the game that much better. I’d also like to thank everyone who has been waiting patiently through all these years. I do hope you enjoy playing Everafter Falls as much as I had creating it.
I thought this would be a perfect opportunity to reflect on the differences between the early development and the current state of the game.
In this post, I will focus on the art and discuss its evolution throughout the development process.
To start, a bit about my background in art: I have never received formal training in art, nor had I practiced extensively before embarking on the creation of Everafter Falls. While I did enjoy sketching and doodling occasionally and was often told I had a talent for drawing, the bulk of my skills have significantly developed over the course of this project.
Nearly all the art you see in the final game went through numerous iterations. The final look and feel were not established until quite late in development, requiring a considerable amount of experimentation before settling on a particular style.
I eventually settled on a style that blended some elements of pixel art and low resolution textures, with a hand drawn, cartoony look. The final result was achieved using vector art in Adobe Illustrator, but it did take me some time to get satisfactory results.
The decision to incorporate pixel art was partly due to technical considerations. Using pixel art allowed me to load the entire sprite atlases used in the game into memory all at once,, simplifying the process. For example, in the image below, the BEFORE scene uses high-resolution textures for everything, while the AFTER scene uses pixel art for the house borders, wallpaper, and flooring. The sprite atlas size in early development was over four times larger than the final version.
The color palette also evolved over time. The final game is vibrant and colorful, which might surprise some given the restraint exercised during development. In fact, due to feedback that the colors could be overwhelming, a "toned down" color option is available in the settings. Below are some changes made to the Everberry and Yummyberry bushes, which are common throughout the game.
Later into development, once I had the style figured out, I found it useful to design and layout scenes using a graphics program (in this case Illustrator), before creating it in the game. This gave me a rough preview of how things might end up looking before committing to it.
With the artstyle decided on, it still took a fair amount of iterations before I got the result I wanted. Some iterations were due to technical challenges—such as deciding against animating characters with arms due to the added complexity—and others because I needed more practice to reach a satisfactory level of skill.
For the UI, I found this to be the most difficult and time consuming part of development, but also the most rewarding. Keeping things as simple as possible, and prioritizing functionality and legibility is something that needs to be considered from the get-go. Of course, experimenting is a great way to get a feel for what works and what doesn’t. This was another area in which I transitioned from high-resolution textured graphics to pixel art, which not only reduced the image sizes, but also allowed for scaling the UI and maintaining clarity.
Reflecting on this journey brings back many fond memories. It is amazing to see how far the game has come, and it feels surreal that the release date is just around the corner. To anyone else on a game development journey, I wish you the best. Remember, it is an iterative process, so don’t give up!
Level: Blockout (stage A) of Alpha Camp in process. Started prototyping work for landscape grass. Worked on the escape capsule designs from the ancient spaceship. Continued work on palm flora models.
Code: Combat: Implemented default weapon feature, so NPCs can attack even if they don't have any weapon. Implemented exhausted state for combat. The character can't move for some time if it becomes exhausted. The character becomes exhausted if it gets hit too many times, blocks attacks too many times, or gets parried too many times. Improved combat hit detection. Sandbox: Settings like "Show Gizmos", "Show Outline", "Show Character" etc. will now be saved across game sessions. Added various new Lua functions for bone controls and the ability to spawn Characters, Poses and Sex Scenes. Added parent, unparent and toggle visibility keyboard shortcuts. Material editor and Lua editor can now be opened externally. Added the ability to create screenshots using Lua and the event system. Added an "On Sex Pose Looped" event dispatcher to sex scenes.
Character: Rat-hunter costume texturing is almost done. Sheema’s model is almost done. Implemented Zorn’s and Nephali’s models into the engine.
Animations: Finished the Max x Denna minigame. Continued work on several Maya x Shiva sandbox animations. Continued work on various combat-related animations for the development process.
Design: Finished work on mini-location design and rough blockouts. Finished work on combat AI design.
Thank you for all your continued support, -Wild Life Team
With great excitement and joy, I am thrilled to announce the release of my first game, Blood Within. This journey has been an incredible adventure, and I couldn't be more grateful for the unwavering support and encouragement along the way.
I want to extend my heartfelt thanks to anyone who believed in this project and contributed to its realization. Your feedback, passion, and dedication have been instrumental in shaping Blood Within into the game it is today.
If you have any questions or need assistance, feel free to reach out to me via email at blodfestgames@gmail.com. Your feedback is invaluable as we continue to improve and evolve the game.
Thank you once again for your incredible support. I hope you enjoy playing Blood Within as much as I enjoyed creating it.
Happy hunting!
Mirac "Volviir" Genc Developer/Designer, Blodfest Games
We have a major update in store for you this round of patches for Luminous Skies: Horizons [links below].
I'll start with some of the smaller things first:
The difficulty has been increased to several of the enemies on harder difficulties. This was an oversight as these enemies were under powered when compared to some of their counterparts. Some of the larger enemies now have a 20% of wounding their target with a regular attack. We hope that you enjoy the increased challenge.
Added the skill "Energy Strikes" to Nori's skill list.
I've added and updated three accessory items in the game to be character specific. I will elaborate on one that has been in the game for some time .
After defeating the Mad Alchemist, the player can return to Oakside and enter into the Temple there. Once inside, there should be a glimmering icon that you can interact with.
It will start a conversation between Briar and Anri.
Once this conversation is finished, a new item will be added and equipped to Anri. It is a personal item, so only he can equip it.
This will go for the other similar items that you may find during your adventures.
The next thing is the addition of more weapons, fourteen more to be exact. This was something that had been backlogged my tasks document. It is, nonetheless, disappointing that I forgot as similar weapons had already been introduced into Luminous Skies: Interstellar. It should be noted that the weapons that have been added are side grades and not direct upgrades to the highest grade weapons found previously. Prior to release, one of my testers requested that I add more stats to the gear made available. So I did. For example. the Brigadine armor and Feather Cap [that can be used by anyone], may have lower stats than their heavier counterparts but they have evasion bonuses that quietly make them stronger than they initially appear. Similarly, weapons, like the Dawn Spear, have a chance to inflict vulnerability on a target with a regular attack [a status effect that the both the Guardian and Defender classes cannot otherwise do with this weapon equipped].
While I will look to the addition of new weapons and armors, it will be no minor task as it will have to comply with existing design philosophy.
Where do you find the new weapons? I don't know. Though rumor has it that their containers stand out from many of the others.
There is a new world available for the player to explore, along with two questlines. In order to do so, the player will have to return to the mainland [heading either to the Frost Port or the Imperial Capitol Docks]. From there, the player must head south of the Imperial Capitol and to an Imperial Fort.
The Royal Empire seems to have excavated the world gate that the players found in a side quest in The Pilgrimage and have been using it to contact other worlds. It would appear that several factors have lead the Empire to have a more diplomatic nature as they have setup trading posts in these regions rather than engage in war.
One of the quests can be started by speaking to the Sultan in Divya City.
The other quest can be started by interacting with the sparkling icon in Tashi Province.
Patch Notes: Fixed incorrect images showing up during harvesting action on some maps [LSP, LSH]. Improved a few of the maps in The Pilgrimage and Horizons [LSP, LSH] Random Weapon drops in new areas [LSH] Fixed Crashes in Frostwind Temple [LSH] Added new world zones to explore, two new quest chains added [LSH] Increased the enemy's difficulty [LSH, LSASA] Updated the horn Anri picks up to only allow him to equip it [LSH, LSASA]
DLC and Game Links, if you're interested [Horizons DLC got the major update]:
Diesel Legacy: The Brazen Age - Maximum Entertainment
Welcome back to the stage of history– Diesel Legacy is back, baby! WHOO!!
NextFest Demo coming on June 10th!
NextFest Demo Features
Official Exhibition Matches
CEO x Diesel Legacy: Up to $2,500 in Prize Money!
NextFest Demo coming on June 10th!
In case the title wasn’t clear enough, the NextFest Demo (Playtest 3) will be coming on June 10th!! This demo is completely free and will allow you to play online with any characters revealed thus far– plus a shiny new one who has never been seen before!
Also, just a reminder that we take your feedback very seriously! As such, there’s a ton of requested features and updates that will be included in this demo.
The demo will run from June 10th at 2:00 PM ET until June 17th at 1:00 PM ET.
NextFest Demo Features
7 Fighters (1 NEW Fighter) & Game Rebalance
Extended Versus Features
UX Overhaul
New Online/Matchmaking Options
Player Ranking System
New Stages
Voice Chat
7 Fighters (1 NEW Fighter) & Rebalance
Ruby, Rory, Fritz, Rotwang, Eleanora and Nyra will be playable once again, as well as one brand new fighter. We'll be announcing this new fighter VERY SOON!
There have been some gameplay adjustments for all characters as well as system mechanic tweaks – many of which will be revealed the day of the playtest. The purpose behind these adjustments is to give more expression to all players, along with buffing offensive and defensive mechanics to build into the spirit of free movement in Diesel.
Extended Versus Features
UX Overhaul
Just want traditional menus? We heard you.
The new UX will allow you to pause at any point to immediately access everything you need in one convenient menu. This includes all the features of the demo, matchmaking, and system options.
New Online/Matchmaking Options
Wanna mess around in training while searching for a match? The fight request mode is now functioning and waiting for you!
At nearly any point in the game, you’ll be able to search for an open match simultaneously while playing! It’s as simple as opening up your menu and setting your search options.
You’ll also be able to activate this while you’re in a Meet-Up lobby. Through this, you’ll have way more action and way less waiting.
Player Ranking System
Are you even good at a game if you can’t post about it on social media? The team at Diesel Legacy is here to help your sense of accomplishment!
There will be a Player Ranking System (name pending) waiting for you in the NextFest Demo. Through this, you’ll be able to see where you are in comparison to your friends and the top players!
We might have something in store for the top player of this demo period…
In the full game, there will be casual and ranked matches– so no need to sweat when you just wanna chill.
*Please note, these rankings will be reset.
Copper Forge Level 1-5
Copper Heart Level 5-10
Copper Smith Level 10-15
Copper Master Level 15-20
Bronze Forge Level 20-25
Bronze Heart Level 25-30
Bronze Smith Level 30-35
Bronze Master Level 35-40
Iron Forge Level 40-45
Iron Heart Level 45-50
Iron Smith Level 50-55
Iron Master Level 60-65
Steel Forge Level 65-75
Steel Heart Level 75-85
Steel Smith Level 85-98
Titanium Master Over Level 99
New Stages
“Abandoned Floor” and “Tinker Town”
Voice Chat
Coordinate with your team, talk a little bit of friendly smack, make some new friends or go make your Diesel Legacy Online Moments with our brand spankin’ new Voice Chat!
Naturally, we understand how internet culture works in the year of our lord 2024, so we do have a mute feature.
With that said, PLEASE don’t be the reason someone needs to mute you. Let’s all be responsible for creating and maintaining a welcoming community, and keep that wild stuff for those other games.
And more..!
Just like every other playtest, we’ll have a few more secrets waiting for you. Anticipation!
CEO x Diesel Legacy: Up to $2,500 in Prize Money!
CEO (Community Effort Orlando) is a veteran major tournament series that will be held this year in Daytona (just ignore that whole “Orlando” thing) from June 28th to 30th.
The CEO of CEO, Alex Jebailey, has been an incredibly supportive friend of ours – and we are glad to announce that we’ll be at CEO 2024 with a fully fledged booth and tournament!
The booth will be open to check out the latest build with new characters and features – come by, practice for the tournament, have some fun times with casuals, collect our FREE die cut stickers, or hang out with the Art Director, Producer and Community Manager.
Tournament Information
Please note, all info is subject to change.
Prize Pool
$1,500 prize pool for less than 32 players (16 teams)
$2,500 total prize pool ($1,000 additional) for 32 or more players
Main Rules
Double Elimination
2v2
Must have a consistent teammate. Cannot change.
Xbox Controllers Provided (can provide own stick)
Default Settings - 99 Seconds, 1 Round, First-To-3 Games
Extra Rules
Pausing/Disconnections will lose the round for the team that paused.
All CEO2024 Code of Conduct rules will be enforced as well.
All prize payments will be done on site. A release agreement must be signed by someone 18 or older to distribute cash.
MaxEnt Staff has final rulings on all judgments.
Where/When?
Pools to Pre-Finals - Location: At Booth - Date: 6/28 (Friday) - Time TBA
Finals - Location: Jebaileyland Stage Cage - Date: 6/29 (Saturday) - Time TBA - Stream: TBA - Commentators: SaintCola & Fine Italian Leather
We are happy to announce that we have resolved the issue that has been plaguing the game for the past 11 hours. We apologize for the downtime and appreciate those who have chosen to stick with us. Second Wave is still in Early Access and some bugs and issues are to be expected, but this was not one of them. We will continue to work hard to make sure this never happens again. As promised, we will be sending 5,000 gold to all players, with an additional 1,000 crystals as our way of expressing our apologies. Thank you for giving us a Second Chance.
Note: Once the in-game mail has been sent, please make sure to open the letter in-game within the next 14 days to receive the compensation, or else it will expire.