House of Velez part 1 - darkroomindiegames
It's been a little while since I first announced getting to work on the HoV Remake.
Now that the game has finally left its conceptual phases I think it's a good time to finally post some new updates!

In the previous update the game was shown in an OTS view, like the most recent Resident Evil Remakes. It played really well and looked nice, but I didn't feel that it really captured the spirit of the original game as well as I would have liked.
The original HoV was inspired by classic survival horror, but it was severely limited in its presentation of that due to being a side-scroller. So I decided that the game should finally be allowed to do what it was striving to do and actually play like the classics it was inspired by!

The gameplay has been adjusted to fit a fixed camera view, along with tank controls. By fixed camera, I mean true fixed camera. No panning or dynamic screens. I made this change knowing that it will likely turn a lot of players off, but the choice was made in the interest of trying to achieve what the original simply could not, due the engine it was made with. On the flip-side of that, I know there will also be a lot of retro fans who will love this change!
That aside, I also feel that we are becoming a bit oversaturated with OTS action/survival horror games now. I would rather my game not just "be another one" now that it's such a common approach to designing these types of games. It's kind of like back when everybody was making all those first person horror games, only now it's OTS.
Nothing wrong with it. I just know that's not where HoV belongs.

Now, to touch upon something I said in the previous update. I made it quite clear that HoV would remain "100% a stealth game." I believe that's what I said. Well, that's changed too.
Lily now has access to both, firearms and melee weapons. Sounds pretty wild, considering the source material, but I've made these additions in order to better serve the overall story that bridges House of Velez and Grave Prosperity. Lily has to learn to defend herself, it's simply a part of her growth as a character.

I've managed to combine the auto-aim feature of the classic RE games along with the "steady aim" crosshair shrink mechanic of the recent RE Remakes. This allows us to take aim at strategic points on an enemy's body, but has the added challenge of having to allow the crosshair to zero in before taking our shots, or else we risk missing the shot.
It starts out slow, but as Lily grows, she will become progressively more efficient with her weapons. As she grows, the enemy AI will as well. They will know to protect their vitals as they advance, and we will have to stagger them in order to open them up to critical damage. I feel like little things like this will keep combat more engaging (and stressful) than the classics.

The world has also been greatly expanded upon. All of the same locations are still in the game, but they have all been added onto. There is additional story content, alongside all of the already existing content from the original as well.

I'm currently working on the demo, which I'm hoping to have released before the end of the year. Progress is slow, but steady. Between now being married, with a kid, and still holding down a full-time job, I don't have the same kind of time I once had to just knock out tons of work in no time at all.
But it is still all happening, and I won't stop until it's done.

Here are some screens from the latest build of the House of Velez Remake!
(these images are not necessarily representative of the final build)


Jul 6, 2024
Scavenger - M329
Gunsmith System demo3 decal
Blow Away Survivors - machhabanero.games
Drop items
 Expanded coin hit detection

Skill
 Concentration description revised for clarity
 Adjusted stomping to be easier to use and modified the description to be clearer.

Stages
 Adjusted the appearance mechanism of the weakest enemy
 Adjusted the maximum number of weakest enemies in Stage 2
 Fixed a bug that caused anomalies in the appearance of enemy shields

UI
 Adjusted the attack range of the boss in the final round of Stage 1 to be easier to see
Jul 6, 2024
勇者与亡灵之都 - steem
部分文本内容更新
Mechanical Trap - Toriel_mom
【优化 和 多存档 功能】
【更新】
*多存档功能
*无伤通过后 对应关卡按钮镀金

【改动】
*飞虫掉落物资概率提高 ↑
*孢子喷雾 减少攻击间隔 ↑
*捕食者 攻击力减少 攻击间隔减少 ↑
*黄金果实 价格和收益减少2/3 生命值减少18% -
*钢铁制造器 不会移动到生成位置过远的距离 -
*翡翠蜘蛛 默认攻击速度降低
*翡翠蜘蛛 将会根据游戏难度调整攻击速度

【修复】
*火力制造器 在墙角不会攻击的bug
*传送矩阵 会按照原价出售的BUG
*开启关卡通过未获得奖品 和解锁之后关卡的BUG

【优化】
*优化部分美术素材

【快捷键备注】
ESC:关闭弹窗/取消选中/暂停游戏
Q:快捷选择出售按钮
F1:打开基础设置
空格:镜头快速回到基地
F4:全屏 (全屏之后可能导致无法录屏)
E:旋转可旋转的防御塔(如在墙缝之间的墙壁陷阱)

【本次更新较慢原因】
于2024.6.24号下午,《机械陷阱》项目的文件损坏至今无法复原,最近一次项目的备份在4.21号。所以只能从4.21号的进度开始重新制作,用了12天终于恢复了之前的工程和更新。这意味着此次更新内容也不是很多,对此深表歉意!目前我每天结束工作后都会备份项目,后续的更新也会快一些!!
Mechanical Trap - Toriel_mom
【优化 和 多存档 功能】
【更新】
*多存档功能
*无伤通过后 对应关卡按钮镀金

【改动】
*飞虫掉落物资概率提高 ↑
*孢子喷雾 减少攻击间隔 ↑
*捕食者 攻击力减少 攻击间隔减少 ↑
*黄金果实 价格和收益减少2/3 生命值减少18% -
*钢铁制造器 不会移动到生成位置过远的距离 -
*翡翠蜘蛛 默认攻击速度降低
*翡翠蜘蛛 将会根据游戏难度调整攻击速度

【修复】
*火力制造器 在墙角不会攻击的bug
*传送矩阵 会按照原价出售的BUG
*开启关卡通过未获得奖品 和解锁之后关卡的BUG

【优化】
*优化部分美术素材

【快捷键备注】
ESC:关闭弹窗/取消选中/暂停游戏
Q:快捷选择出售按钮
F1:打开基础设置
空格:镜头快速回到基地
F4:全屏 (全屏之后可能导致无法录屏)
E:旋转可旋转的防御塔(如在墙缝之间的墙壁陷阱)

【本次更新较慢原因】
于2024.6.24号下午,《机械陷阱》项目的文件损坏至今无法复原,最近一次项目的备份在4.21号。所以只能从4.21号的进度开始重新制作,用了12天终于恢复了之前的工程和更新。这意味着此次更新内容也不是很多,对此深表歉意!目前我每天结束工作后都会备份项目,后续的更新也会快一些!!
Crawling Lab - eTIRUe
○ Special upgrades
▽ Ambidextrous [knife]
-Knife attack becomes 2 consecutive hits.
- Stamina consumption is doubled.
- Stamina regen amount is reduced to 1/2.

○ Bug fixes and improvements
- Fixed an issue where elite biodolls were not displayed in the scanner.
- Modified the ragdoll display of elite biodolls to be larger when scanning biodolls.
- Fixed knife attacks from hitting walls
- Modified so that 10 items appear at the special upgrade selection stage.
- Fixed an issue where the running ability sometimes did not work.
- Fixed an issue where when attacking a ragdoll with a knife, it was displayed as having no durability even though it had durability.
- Fixed an issue where the Elite Crusher's defense increase was not being applied.
- Elite Biodoll effect added again (it gradually disappears when in battle with the player.)
Citywars Tower Defense - Giarpy


◈𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 ◈



This week, we released a new game named Fusion Feud.

-Buy Warriors and creatures and fuse pairs together to raise up their level and upgrade your troops.
-Fight waves of enemies increasing their power each time.
-Test your skills and climb the ladder against a near infinite number of waves to conquer
-Earn coins to improve your troops each fight, whether win or lose.

To try out this new game, head to Noblewood's Arcade and interact with the Fusion Feud arcade machine.

◈𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 ◈



This week's emote, /combat, makes you equip a sword and fight anyone who dares to stand in front of you!

To unlock this emote, you need to have at least 88 stars in the star milestones.

◈𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 𝅒 𝅓 ◈



This week's challenge requires you to train hard on dummies until they break! Give them everything you got and hit them multiple times to destroy them, get some XP and progress on the challenge!

How it works:
Unlock the Weekly Challenge table in the Star Milestone.
Place it whenever you start a map and it will record your challenge progress while you play.
You need to place it every time you start a map for it to record.
Watch your numbers grow and make sure to complete the target score before Friday.
Jul 6, 2024
Farlands - Eric
Below you will see a detailed list of all the updates coming during Early Access and what systems and content they will bring:



This roadmap is tentative and subject to change during development, community feedback is very important and it is possible that we will modify the order of updates, add/remove things and generally make changes during the Early Access period.

However, it should serve as an indication of what content Farlands will have in the final release, and what we will be working on at each point in Early Access.

The first version you'll be able to play of Farlands, version 0.1, will be a slightly more sandbox experience, as many of the game's core systems will not yet be in place, the first updates will mainly be bug-fixing patches.



The first Farlands update will be based on the calendar, which will start to show the days of the week. That will allow us to start working on the seasonal events and a few other things.

Along with this system, Larry & Barry will have the random stock that they promise in their event, and we will fine tune some vegetable stuff.

Finally, the main menu will show some of the tabs listed as "coming soon" and the expandable memory chip system will be added, to unlock new craftable recipes.



The third update will focus on house upgrades, which we will be able to do by talking to Grubert, the carpenter. And why do we want a bigger house if we can't decorate it? Well, don't worry, because together with the upgrade system, we will add the memory chips with indoor furniture.

In parallel, the tool upgrade systems, food recipes and of course, the ability to eat, and the weather (thanks to the previous update with the calendar) will be added.



This update will be a big one, because it will add the whole layer of social relationships with characters, events and dialogues depending on the level of friendship. Initially only the first events will be available with each NPC, and the rest will be added with each update.

Accompanying this system, another of the menu tabs will be unlocked, the messaging tab. Through which we will be able to send and receive emails with neighbors.

Alongside these systems, new furniture sets and story events will be added.



One of the important points of Farlands is "peaceful" combat, but that can't be done if there is only one enemy in the mines. In this update, new hostile mobs will be added and the second mine in Hafnir will be unlocked.

Additionally, new furniture, candidate and story events will be unlocked.



A new planet will be available! Vanadian, the desert planet, whose days last so long that depending on when you arrive, you will see a perpetual day or night.

Vanadian will come with new resources to collect, insects, fish and a merchant with his own stock of rarities.

Additionally, new events with neighbors, a new story event, and new furniture sets will be added.



If things go well up to this point, 0.7 will serve the team to clean up, fix and improve the systems that are already implemented, here we will use this update to iron out the rough edges and leave everything well rounded. But of course, it will also bring things for you:

As with every update, new events with neighbors, story events and furniture sets will be added.



And after polishing and cleaning, we return to the charge with new systems; the construction of stables and the space animal care system. After this update we will be able to build stables of different classes on the farm and adopt creatures that will give us resources with which to earn money.

Along with this, the same of the previous updates: New story events, with neighbors and furniture to go rounding out the experience.



And after all the progress that has been made in relationships with neighbors, the time has come for weddings. With a romanceable candidate with whom we have the relationship to the maximum, we will be able to get married and when we do it... things will happen.

Along with this, it will advance the story a bit more and some furniture and decorations will be added.



And finally we come to update 1.0, which will allow you to complete the game, although it will not be the end of the development, as there will still be pending things that will be added after this update.

Here what we will have is a new planet, Darmstad, with the third mine of the game and its own set of oxygen mechanics. At the same time, the story will progress to the endgame and Farlands can be completed (although not 100%).

WHAT HAPPENS NEXT?

After this, we have a lot of things left to do: Steam achievements, story events up to 100% completion of the ark, a whole planet!

All these things will be added throughout the updates when we make adjustments to the roadmap, or after completing it, closing the last stages of development and completing everything we have pending.

As I said at the beginning, this roadmap is tentative, it is only an approximation of what we will be doing, and because of the way we work, many systems will be moving from one side to another in order to have a smooth development, both for us and for you.

Still, I hope you will join us in this adventure, and play Farlands along with us with each update, to see how things are progressing, and how the game is completed around us.

Thank you very much!
Jul 6, 2024
DreamyPoems - lionkingzzw
We have optimized the beginner's guide and added a new feature for challenging the poet's works.
...