Ratopia - Cassel Games
Hello all, it’s Cassel, developer of <Ratopia>.
As expected, May was really busy. Although there were many events, we focused on development by operating exhibitions and external events with minimal staff to add as much content as possible for the next major update.




Thank you to everyone who visited "G-Fusion" and "PlayX4".


The long-awaited next update is scheduled for June 17 (KST). The content is still not as polished as we would like, and many bugs are appearing in every test, which is quite concerning. However, we want to release it to users quickly to get feedback and develop in the right direction. After June, we plan to increase the level of completion through subsequent updates and numerous hotfixes, so we ask for a lot of feedback. In this development journal, we will introduce the new dungeon and invasion system added in the next update.



New Dungeon

The "King's Chamber" dungeon, which appears in the deep desert biome, is the third boss dungeon added to <Ratopia>. It brings the Pharaoh Weasel mummy summoning concept from our previous game <Ratropolis>.

Initially, we envisioned this dungeon as one where players would constantly face mummy weasels from both sides, trying to stop them from stealing artifacts. Players would have to use defensive structures to block these weasels and succeed in looting before they die. As time passes, new enemies with unique traits and elements that players need to destroy would appear, making it a dungeon where players must quickly decide whether to attack, defend, loot, or build.

We designed this dungeon with the expectation that only skilled players would reach it. Therefore, we aimed to provide challenging content through more complex and new systems. However, it didn't turn out as planned. Combining various systems with boss battles required development costs and time equivalent to creating a new game. How it eventually turned out will be explained in the later parts.



The Initial Plan and Concept that seemed simple


We began development with strong determination and enthusiasm, thinking it would be simple. However, we soon faced various issues. Most of these problems arose from poor control convenience. It would have been ideal if the rats moved and defensive structures were built automatically as players intended. However, in <Ratopia>, the movement, troop management, and construction systems required players to press many control keys. This made the structure too busy and hectic to enjoy the content we wanted to provide in the dungeon.

Therefore, regrettably, we started to change the systems to simplify the original plan. To ensure smooth progression, we significantly reduced the elements that players needed to destroy within the time limit and almost halved the types of enemies appearing in the dungeon. This was an unavoidable choice considering development costs and time.




The Mummy Weasel Breeding Process


In this dungeon, it was necessary to drastically shorten the construction stage of structures to improve convenience. The first step was to compress the materials needed for building defensive structures into a single resource. Initially, the plan was for players to explore the “King’s Chamber” or defeat enemies to obtain various construction materials. However, identifying and targeting different types of resources among moving enemies was very difficult, and transporting multiple types of resources to the blueprint took too much time. Therefore, compressing the material resources significantly reduced the inconvenience by allowing players to carry only one type of resource.

The next feature we added was automatic acquisition and automatic supply of materials. Even though the resource materials were unified, it was still difficult to aim and pick them up among the enemies. Therefore, we thought it would be a good idea to improve it further so that resources would be acquired automatically when the player character approached them. By displaying the status of the acquired resources at the top and automatically consuming the materials when building, we were able to completely eliminate the inconvenience of resource transportation. Since there are no citizens or drones in the dungeon to build in place of the leader, this level of convenience improvement seemed necessary.




There would have been no need to unify the construction resources.


We also tried adding rest periods between enemy appearances to provide time for construction and reorganization. Additionally, we placed sand tiles to allow construction in previously unreachable areas. Improvements were repeatedly made to ensure a comfortable play experience, such as adding braziers to indicate the direction of enemy appearances.

While we spent a lot of time improving convenience, the work to enhance the boss battle also took unexpected time and costs. This dungeon was developed with a focus on defense content rather than boss battles. As a result, even when the boss appeared at the end of the dungeon, it could only summon mummies or strengthen the summoned mummies, which was deemed too unimpressive given its appearance.

Therefore, to make the Pharaoh Weasel a more impactful character like other bosses, we decided to add attack patterns. Initially, we thought simply moving one tile left or right to avoid attacks would be too trivial, so we added several attack patterns that cover a wider range. However, the more ambitious we became, the more development time it consumed.




Could this development ambition be the curse of Tutankhamun?


With the update date approaching, we could no longer afford to spend much time on the dungeon, and we were very worried about whether the current dungeon with all the changes would work properly. So, we decided to ask experienced <Ratopia> players to test it during the PlayX4 exhibition.

Unexpected problems began to arise. The "King's Chamber" dungeon required interaction with the central sarcophagus to start the main game. However, most players could not even begin because there were no instructions about this. We had to verbally guide them to proceed to the next step, but then they didn't notice the approaching enemies. Although we intended for players to build defensive structures to defend themselves, not a single person built any. Seeing it not function as intended made it clear that we needed to provide much more detailed explanations.




Despite spending months developing it, players were stuck from the beginning…


We also spent considerable effort on the final battle with the Pharaoh Weasel, but the demonstration ended without players properly experiencing these systems, which was quite disappointing. Nonetheless, I’m grateful that we were able to identify these issues now, and we plan to use the remaining time to refine the game. Another dungeon, which I couldn't introduce in this journal, also has many discovered problems, so we will need to speed up our work.



Lizard Invasion

The lizard invasion is a new type of invasion that appears after the weasel invasion and targets cities with a high prosperity level. There were several ideas for the invasion method, such as an aerial assault on the player base or an appearance on water tiles. However, we decided that the most suitable method was for habitats to form around the city, gradually expanding and applying pressure.

Unlike previous invasions, this one focuses less on reinforcing city defenses to repel the invading enemies. Instead, we wanted players to train soldiers and launch expeditions outside the city to attack the lizard colonies. This approach introduces new tasks for players and offers a different experience from the usual invasions.

To achieve this, several new features had to be researched. First, there needed to be scenarios where enemies did not invade even when the invasion cycle was reached. We also had to implement a feature where lizard soldiers would appear to defend their colony when it was attacked. Additionally, as time passed, the lizard colonies needed to grow and exert increasing pressure on the player.



Will you really destroy the bustling, happy lizard village?


As we developed this new invasion system, it required extensive research and testing, along with various design considerations. Notably, we had to think about what to do if players trapped the lizard colony with walls, whether players could actually find the lizard colony if it didn't invade the city, and if it could serve as a more intense threat and pressure than the weasel invasion.

One quick way to resolve these issues was to apply the existing invasion system. Although I was reluctant to do this because it made the new invasion too similar to the previous ones, it had the advantage of ensuring that the defensive structures players had built up to that point would not become worthless.




Knock knock. It's your neighbor, just stopping by to say hello~


Thus, the method where enemies from the lizard colony invade the player’s city was applied. As the lizard colony grows, more lizard soldiers appear, making them harder to deal with. We were worried that this might lead players to destroy the lizard colony as soon as it appears. If this happens, the elite lizard soldiers prepared for the later stages wouldn't even get a chance to appear, and the late-game crisis would be resolved too quickly, potentially leading to boredom.

We wanted players to face multiple battles, gradually overcoming the crisis rather than driving out the lizards completely in one fight. Therefore, it was necessary to make it difficult for players to immediately eradicate the lizard colony.

To achieve this, there needed to be a mechanism to protect the lizard colony when it was attacked immediately after its creation. We decided to introduce the 'Kingzard,' the leader of the lizards, making it difficult for players to defeat it without sufficient military strength. This was intended to encourage players to invest time in training soldiers for their attacks.




The once bulky Kingzard had to go on a diet to be able to roam outside the dungeon.


Since the Kingzard was added as a powerful guardian of the lizard colony, it needed to possess strong combat abilities and high intelligence. It could swiftly chase down soldiers attacking the lizard colony and deliver powerful stun attacks. Even when isolated by the player's baiting strategy, it could teleport back to its base to avoid being easily defeated. However, making the Kingzard so powerful introduced new challenges when combined with the lizard invasion system.

If the scale of the lizard invasion is too strong, it creates too much anxiety for the player. Conversely, if it is too weak, there won’t be enough military pressure, which could lead to a lack of motivation to attack the lizard colony. We spent a lot of time thinking about how to resolve this dilemma. After much deliberation, we decided that even if the lizard colony grows, the invasion scale does not become excessively strong. Instead, the size of the defending lizard forces would significantly increase when the player attacks the lizard colony. To compensate for the reduced potential invasion scale, we decided to address the reason for attacking the lizard colony by having the citizens' happiness decrease as the colony grows.

Although players might still feel uneasy not knowing how low the happiness could drop, the pressure should be lessened since the city won't be destroyed in one go by an invasion. Additionally, to reduce stress from late-game invasions, we plan to add events that prevent invasions and events where players could incur losses in trade due to the lizard colony, to balance the game.

Although players might still feel uneasy not knowing how low the happiness could drop, the pressure should be lessened since the city won't be destroyed in one go by an invasion. Additionally, to reduce stress from late-game invasions, we plan to add events that prevent invasions and events where players could incur losses in trade due to the lizard colony, to balance the game.



Let's provide money and food so the lizards don't starve.


This covers the content we developed this time. I would like to introduce more, but we need to continue working on the remaining tasks, so I’ll stop here. We will do our best to continue development in the remaining time, so please look forward to this update! Thank you for reading this long post.
May 31, 2024
Bumpy Grumpy - Mommy's Best Games
We fixed a small bug in the leaderboard viewing.
The scores were fine, but you couldn't view anything past the top 10.
Fixed now!
You can page up/down with the arrow keys or your controller. View your friends, top scores too!
Enjoy!
Etaine: Magic Survivor / 伊泰恩:魔法幸存者 - temagicgames
  1. Content: Added "Critical Hit" talent tree. Including "Critical Hit," "Hawk Eye," "Sadism," and "Cold-blooded killer".
  2. Content: New Power Up: "CRIT Rate", "Critical Damage".
  3. Content: Added achievements "Excellent Damage", "King of Destruction" and "One-punch Woman". Used to unlock the "Critical Hit" talent tree or unlock the Power Up "Critical Damage" and "CRIT Rate".
  4. Content: Added a description of "About Critical Hit" to the "Keyword" Encyclopedia.
  5. Balance: Replace "Critical Strike" in the "Lucky" talent tree with a new talent, "Treasure Hunter".
  6. Balance: Changed the maximum level of "Forced Drop" from 5 to 3.
  7. Balance: Replace "Nightmare" in the "Penetration Advanced" talent tree with a new talent, "Keep Sharp".
  8. Balance: Replaced the combined talent "Weakness Attack" with the new talent "Deadly Perforation".
  9. BUG: Fixed a bug that if the <Dash> spells was interrupted (i.e. quiting the battle, etc.), the character would not be able to collide with enemies in later battles.
  10. BUG: Fixed a bug that character could be hit by enemy bullets when she is in "Complete Evasion".
  11. BUG: Fixed a bug that the "Dash Speed" and "Dash duration" of <Dash> spells would receive bonuses in the pause panel.
  12. Balance: Improves the value of the talent "Survivors", "Mana Voltage Conversion".
  13. Balance: "Ice Star" shoot an additional object at lv6. "Ice Wave" shoot a extra copy of the spell in the opposite direction at lv6!
  14. Balance: "Cyclone" shoot an additional object at lv4, lv7, but reduces damage.
  15. Balance: "Vortex" increases damage and reduces cooldown.
  16. Balance: "Wind Running Step" reduces mana cost, "Wind Dash" reduces mana cost.
  17. UI: Fixed a text error in English text that the required conditions for combined talents.
  18. UI: Added the effect of lucky in the game to the "Lucky" talent text.
May 31, 2024
The Isle - Punchpacket
Filipe - Lead Programmer
This month I focused on refining the Rex’s crush ability and the new throw it has, which is linked to crush but not exclusive to it. The grapple ability is still receiving some updates, which now is mainly for balance as the grapple values need to align with the entire roster but we have massively different animal weights.

We added a new open corpse ability with new animations, included in the current Hordetest. This ability is triggered by tapping “E” three times near a corpse to access the organs, replacing the previously unreliable method of biting a corpse open.

The skin creator has received some visual improvements, including a “Hide UI” button and some resolution fixes. Chat has also received a minor UI update.

Additionally, we finalized the Mass Migration code, updated Mutations and made improvements to vocals. As always, there were the usual bug fixes and small enhancements to server performance.


Amarok - Programmer
Over the last month, I have been focused on enhancing our backend systems for better scaling and testing to improve our workflows. Our official servers are also now more evenly distributed across each region.

Additionally, I have implemented numerous quality of life improvements to the UI, Rcon, and AI systems. Notably, new Rcon commands have been added, which will be added to ReadMe configs coming during HordeTesting. These commands allow for real-time modification of the server configuration and include the following:

  • Whitelist enable/disable
  • Add/Remove whitelist id’s
  • Toggling AI on/off
  • Setting Disallowed AI Classes
  • Setting the AI density
  • Toggling global chat on/off
  • Toggling humans on/off
We are currently testing Psittacosaurus AI along with a new ability for all carnivores to dig at burrows. Exciting changes are also on the horizon for how players detect animal AI. While I won't reveal too much just yet, it's been noted that AI can be difficult to find even when abundant; they're simply hard to see or notice. The upcoming changes aim to make detecting them much easier, though catching them will still pose a challenge.

I made a small change to the pre-lobby character display in the server browser to reduce confusion. Now, it displays the character status. This indicates the last known state of your playable character, if unknown it may have died while you were logged off. Safe logging will prevent this uncertainty.

I have also been working on the Hordetesting patch, preparing it along with some hotfixes from our last release. I’ll leave it at that for now and hope you enjoy the new updates, especially the Diabloceratops!


Ariel - Programmer
Much of the month was spent preparing for the hordetest, this includes bug fixes, polishing, double checking everything. Unfortunately sparring didn’t make it into the first release, there’s still some adjustments we want to make.

I also ended up having to rework how some of the movement speeds are set up related to fractures. Previously, they consistently related to the standard speeds, but we wanted to give the gallimimus a new, faster trot, while keeping the existing fractured speeds. This required several background changes, but it should now give us more flexibility in the future.

I also worked on some features that will be coming out a bit later such as the carnotaurus updates.



VisualTech48 - Environmental Artist
Things have not been idle at all this month. I’ve finally created some new cool kits, first of which is the scaffolding kit. Featuring a lot of parts and “quick” connections it's quite simple yet can make any part as a construction site for a future building.



Alongside that I’ve simulated the tarps for the kit and textured them semi-modular, meaning we can put various colors and shapes based on desire.

There are new habitation enclosures which will be featured soon in the game that also have part of their kit extended to other areas of the island. They will have several types of entries, including your standard human access points of doors and a large bulkhead that will connect to the GUTS. The shapes and the fence itself has gotten to a steady point and you can already see where some locations will be able to connect into others.







Wedge - Sound Designer
A majority of this month has been focused on our investigation into the audio related Fatal error. I have worked on multiple leads that could have contributed but unfortunately did not result in the fix we were looking for, although this has led to some improvements in memory usage of audio and improvements across some other minor issues. We have two more solutions we will be looking into over the course of the hordetest to narrow down the cause of this crash.

I have also put a lot more time into Tyrannosaurus’ vocal sounds – mostly on its calls and attacks, as well as concepting some classified sounds to establish its vocal palette when not performing the quintessential roars and screams. With the Tyrannosaurus being so iconic as more of its vocal palette is created sounds are likely to be iterated on to make sure its entire set of vocal sounds are cohesive yet diverse and really selling the terrifying characteristic we want it to portray.

I also designed new vocal sounds for Stegosaurus’ power swing mechanic, including a threatening roar display that plays on entering the stance initially, the roar includes slightly higher groans and raspier roars, emphasizing the strain put into vocalizing this threatening sound. This differentiates it from the warning of the threaten call, that this is a promise for its opponent it will not end well for them if they come near.

In addition there are vocal sounds for the stationary swing, moving ‘power’ swing and a short vocal sound that plays on exiting the stance. These cues help not only to give weight and might to the attack but help audibly telegraph this creature’s actions during this mechanic, and display its most aggressive demeanor.

A new sound for the whip of its tail has been added, replacing the half-hearted sound that existed previously. During the moving attack this sound is lower in pitch and has more low frequencies to convey the mass being put into this heavy attack whereas the stationary swing has a snappier whip-like quality to it.

Finally, I also worked on some smaller additions and bug fixes, adding sounds to the new open body animations and tweaking Diablo’s audio and fixing any bugs for the horde test.



Bryan - Animator
Been working on this sparring stuff, a whole lot of new animations to fill in sparring actions and of course revisions to make the existing animations really pop now that we’re able to get in the game and really start knocking heads together. Like, “What if I ran up behind you and shoved you off a cliff?” kind of stuff. We know some of you are going to be doing that stuff, don’t pretend we don’t know. You know who you are.

On top of that, Maia has a new suite of locomotion animations, both for bipedal and quadrupedal movement, I’m sure there’s a few veteran Islanders out there who remember a certain large Hadrosaur who had a similar ability to toggle between locomotion styles.

But with those out of the way, I’ve been working on the Tyrannosaur animations again. I mean, what DOES happen when you bite a Ceratopsian in the face anyway?




hypno - QA Lead
With the first pass of the mutations entering hordetesting, I would like to take this opportunity to encourage you all to leave as much feedback as possible on the system. Which aspects of it do you like and which do you dislike? Now is the best time to get your thoughts down for us, as I’ll be frequenting the feedback channels in Discord throughout the course of this hordetest.

That all being said, we are still far from finished with this system. We have plans to introduce additional mutations, including some that weren’t quite ready for this pass that are almost complete. On top of this, there are plans to introduce species-specific mutations – one of my favorite ideas so far is an enhanced Hypsilophodon spit attack that causes different effects to happen to your target based on the type of food you had eaten recently.

Nesting will also be taking full advantage of the Mutations System - your offspring will take on your mutations in some capacity and there will be selectable mutations that benefit parenting. The finer details of this requires further discussion before I can give any more details on that.

On another note, I hope you guys are enjoying the Diabloceratops as much as I have been! There are some adjustments still yet to be made to get it feeling even better but it sure is good to have another species in your hands. As Ariel stated, sparring still has a bit of work to go as it is a complex system that will also involve other species that can interact with it. Here’s another strange issue that started happening with it in QA testing:


Thankfully, this is fixed already, so we’re yet another step closer to introducing its special ability before releasing the update to the evrima branch.

Finally, I have seen a few people asking where the Psittacosaurus AI is. Unfortunately, this little guy has been causing even further issues for us in QA, resulting in crashes when it is approached. It was decided that it would be taken out for the first release to hordetest but is still very much planned to be in the final release of this update.


KissenKitten - Producer
The rest of the team has primarily covered the broad strokes of what we’ve been up to this month. There’s going to be new stuff showing up seemingly randomly almost everywhere. From new locations to animations, polishing of movements, mechanic adjustments, nightvision changes etc. There are openbody animations in hordetesting that replace the temp bites that were previously used as a bandaid for the feature and the gallimimus and stegosaurus have new content as well as the addition of diabloceratops. Content subject to change as always.

Grapple hasn’t quite made it into the hordetest just yet but I think it will be on its way soon. When it gets into your hands, gather an omniraptor pack and start punching up. The feature aims to ensure size and strength alone do not make an animal impervious to a persistent and coordinated pack effort. Stegosaurus and diabloceratops are formidable opponents but will have reason to fear barks in the distance. Bring it down!

The maiasaura is coming along nicely and is almost animation complete pending some fixes and adjustments. It should enter the roster rather smoothly comparative to others of the past. The entire animation team has gained most of the knowledge they need from myself and Bryan to be able to tackle anything I throw at them which allows us to have a laser focus on specific species. We were juggling about 5 animals at once to make sure everyone could get some hands-on experience with different body types, style of animation, characterization etc and by golly I think they’ve got it! Once we’re done with the tyrannosaurus and triceratops sparring, the animation team will really break into our stride. We’ve already been cooking up some stuff I think you’ll enjoy. Buuuuut I can’t share yet. Typical right?

That’s pretty much it this month. The first iteration of sparring should also be on its way pending some adjustments before and after reaching you but until then, hop onto the hordetest and toss some feedback our way. Be kind even when you’re killing and eating each other.










Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

We're starting off the Update 114 cycle this week with a new little toy, and some maintenance stuff mostly. Bug fixes, some QOL improvements and such. For those of you who use the Pistool system for laying out ranges and such, I'd love some feedback on the new clipping behaviour (covered in the Devlog) for the Tractor tool. I think it's far more usable now for placing walls. Many thanks to 42nfl19 for hounding me to fix it :-)

Hope you have fun with it!

Cheers,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!

Full Changelog - Update 114e1
Additions:
  • Added New Firearm: Big Franking Fifty (.50 BMG)

Changes:
  • Altered Center of Mass of Comp Barrier Set to make them harder to accidentally knock over
  • Tractor Pistool now only regards static environment objects when doing placement casting. This allows for clipping physics-locked objects into each other more easily.
  • Refactored mag ejection on Bolt Action weapons to prevent errant magazine drops when laser grabbing them.

Fixes:
  • Fixed issue where laser-grabbing Comp Barrier Objects would permanently make them no longer block player navigation
  • Fixed Carl Gustaf being able to be operated and fired by its fore handle
  • Fixed Bubble Level Shader lighting and normals
  • Fixed Bolt Action weapon chambered round catching grabbing empties
Dungeons of Blood and Dream - lori vornoy
  • lots of occlusion culling tweaks to improve performance,
  • adjusted collision in the hub so you can't see through walls,
  • all kinds of slime and spikes damage now ticks over time,
  • fixed enemies sometimes not getting damaged when kicked into spikes,
  • the obelisk and the lich should no longer aggro from accross the map,
  • an additional enemy can sometimes spawn in rooms with obelisks,
  • obelisks now indicate which enemies were summoned by them,
  • current keys now show in the map overlay,
  • added a missing item ( blood band ) to the game which is now unlockable via the knight's dialogue ,
  • fixed typos of some item descriptions in collections,
  • added a few more pages to the notebook,
  • demons' projectiles no longer disappear when they hit pots and they can go through walls,
  • fixed the hawk and other eyeball abilities getting stuck after spamming the hawk
May 31, 2024
Price of Power - ThePandaman
Happy Friday! I hope you're all ready to enjoy the latest chapter of Price of Power this weekend! This chapter properly kicks off the final plot arc of the story and has plenty of wholesome romance, regardless of which romance path you're on. Maria lovers will gets lots of wholesome romantic content with her and Emilia lovers will get a long-awaited scene with her. :) Enjoy!

Changelog:

  • One Maria-only path lewd scene
  • One throuple/harem path lewd scene
  • Important plot progression
  • Very important romance plot progression and choice
  • Two Steam achievements
May 31, 2024
Abandoned Void - Escovic
Various performance optimizations.
May 31, 2024
Dungeon Online Playtest - GabbaKON
Quality Settings Updated
LadderClimbing - dachongming1988233
1.add configure dialog in main page
2.add exit button in select page
3. fix window checkbox bug
...