We managed to finish all maps for Defcon 4 and now we started implementing them. The first one was added yesterday and here is the reveal:
Yeap, it is a library.. Because the game content will be short we are focusing on delivering high-quality in our environments and player experience. What does this mean? Well, it means that each scenario will have a special mechanic/gimmick. For example, this Librabry map has storm weather effects that will prevent the player from doing hit & run so on this map you must first survive until the storm ends.
Oh, we also added some hot interactive cutscenes within the scenario itself and many easter eggs.
Talking about the storm, here are the new storm visual effects rain + thunder.
The Subway unique twist is that you can use the alternative way out with some penalties but if you wait for the train to arrive a new exit path will be unlocked and you can leave without penalties but thers a catch. When the train arrives it will have unwanted passengers.
In conclusion, each environment is tailored to provide a certain experience.
OK time to go back to work, we need to finish Defcon 4 this month. If this week we manage to implement all scenarios then next week we will start adding custom random encounters for this Defcon as well + a special scenario and full-screen cutscenes.
If you want to support us you can join our Discord and share some gifs with 90thies action heroes, "GET TO THE CHOOOOOOPAAAA!"
I’m excited to share the latest updates we’ve made to the demo:
Copyright Issues Fixed: We have updated all the sounds in the demo, ensuring that content creators can now post videos without concerns about copyright issues. Songs requiring attribution have been properly credited within the demo's credits. You may add these attributions in your video descriptions, but it is not necessary, as they are already included in-game.
Combat Input Improvements: Interacting with weapons is now more intuitive when pressing action buttons.
Fixed Werewolf Hearing Issue: The Werewolf can now hear the player and react appropriately when attempting to open a door.
Removed Duplicate Werewolf in Final Cutscene: Fixed an issue where a duplicate Werewolf appeared in the last cutscene, along with a floating house object that could occasionally be seen.
Character Lip Animation Improvements: The character's mouth movements now work better across different frame rates. This feature still needs some polishing, but it has improved overall.
Thanks again for your support! If you’re feeling extra generous, we’d really appreciate it if you could leave a review on the [demo store page]. Your feedback means the world to us! 🌍
Firstly, we're glad to see that everyone seems to be enjoying the update so far! We've personally had a delightful time seeing everyone's reactions over on our Discord server, especially regarding... Well, if you know, you know. Anyway! This is just a small announcement to notify you of an update for The Good People (Na Daoine Maithe), which current players should already have access to, and to reiterate some earlier news we announced on social media regarding the route release order.
Game Updates
Shae’s route has a new sprite! Specifically, a sprite for Shae’s Mam – Sláine. We originally used one of our generic sprites for this character when we launched, because the beauty before us wasn’t ready at the time, but now she’s here! Hurray! Get a load of that smile.
UI Updates
We’ve added some new buttons to the main menu that we think will be useful going forward. First, in the top right, you’ll see a bell icon. This is what we’re going to use for in-game notifications, which will usually entail information about new updates, future releases, major news, etc. Essentially, it will help you stay informed about the game’s current status. When you notice a little red dot on the bell, that means there’s something new to look at!
The other icons link back to our most-used social media pages, Discord server, and Patreon page, in case you’d like to follow us elsewhere, join the official NDM fan space, or throw a little extra support our way. Our Patreon consists mostly of mirrors of our Kickstarter updates, though -- so if you're one of our Kickstarter backers, there's nothing new for you on that platform at the moment!
Route Release Order
Lastly, while we're here, we wanted to take a moment to reiterate some statements we've made on our social media regarding The Good People (Na Daoine Maithe)'s official route order, in case you haven't seen it yet:
Some folks have asked us, both now and in the weeks leading up to Shae and Maeve's routes, what the overall route update order will be for the rest of NDM. Initially, we'd planned to keep the route order a semi-secret in order to hype up the reveal for the next batch of characters, but after some thought/observation, the Moirai Myths team now thinks that revealing the order, and further explaining the order, would be more holistically useful to our players.
First things first: We are most likely always going to do route updates in two half-batches, instead of releasing the full route for one character at once. Two halves of two routes is roughly equivalent to one full route, so we could release each route one at a time, but this decreases the odds of us having an update that interests you if you're only presently interested in a few members of the cast. With this in mind, we've purposefully plotted out the routes so that the midway point for all routes will end on a cliffhanger or point of intrigue to encourage discussion/speculation regarding "what could come next," etc. If you've played Shae and Maeve's routes thus far, you'll know exactly what we mean by that. 😄
On that note: Why are Shae and Maeve's routes first? A small part of it is logistical. While they're not our most popular characters overall, most people like Shae and Maeve well enough coming out of the demo (Vol. 1), which gives them a decently broad appeal-potentiality. Preliminary data of ours also suggests that the average person's interest in these characters increases following the update. *wink* However, the second and larger reason is because of NDM's overarching story. While each route, as with other dating sims, explores the specific character arcs and personal struggles of their namesakes, these things are not the sole focus of the routes. NDM's story begins in a cold war scenario that could very well turn into a hot war scenario under the wrong set of circumstances. These plot points are persistent across the game, but certain elements are looked at more closely in some routes than in others.
Shae and Maeve basically serve as the introductory characters for our world beyond Vol. 1. Their routes explain essential concepts, such as the class dynamics of Tír na nÓg, the nature of the War of the Courts, etc., and they get some pretty big backstory questions answered and out of the way early on. This allows future routes to focus on other, similarly critical subjects, unimpeded by the need to go over previously-revealed information from the other routes in the same amount of detail. To that end, since major reveals in Shae and Maeve's routes may be comparatively understated in the next batch of routes, this begs the question...
✨ Is there an official recommended reading order? ✨
Yes. And some of our players have already guessed it:
Book of the Traveller (Vol. 1) is the "inciting incident" content for the game and must be read first. After that, you should play Shae's route (Book of the Soldier, Vol. 2), then Maeve's route (Book of the Warrior, Vol. 3). This means, according to the numbering: The next route batch will be Flannán and Aífe. Following them, Robin and Keagan.
We understand that in a lot of visual novels, routes can be read in any order without much impact to the story or experience. This is not so much the case with The Good People (Na Daoine Maithe), for the reasons we have previously explained. While we would not say the game would necessarily be ruined if players chose to, say, start with Keagan's route and work their way backwards, it would nevertheless be a less satisfying experience because you won't be getting the gradual build up of certain concepts and plot points in the prior volumes. In a sense, it would be somewhat similar to reading an actual book series out of order: You could probably read The Two Towers ahead of The Fellowship of the Ring and still have an enjoyable time, but you might find yourself asking, "Hm, why are they sending Hobbits on an important task like this? Sort of odd that an elf or human wasn't given this duty instead."
We hope this is clarifying as to our artistic intent and general plans, and remember: Your favourite characters will appear in major ways across multiple routes, and we will be releasing side story DLCs featuring the other characters in between updates. 😊
Slán go foill! (Bye for now!) And thank you for all of your support so far!
It has been, according to my notes, way too damn long since I posted an update with what's going on with DeadPoly, so first and foremost, I'm sorry for that. For the players who don't hang out in the Discord, you definitely get left in the dark with what's going on with the game. It can be really hard to balance working on the game with creating content about the game when there's still so much stuff I want to get done. I'm hoping to adjust a bit in this regard to start making better, more engaging content with what's coming down the pipe, but that's a whole other post.
I'll never be able to thank everyone enough who has continued to support DeadPoly, and patiently waited for each and every update with excitement and joy, and made my little dream of developing a game a reality. Seriously, though, THANK YOU! Getting to be on this journey with all of you has been one of the most kick ass things I've ever experienced, and we're just getting started! DeadPoly still has a long ways to go, and as long as I'm breathing, it will continue to progress forward at whatever pace I am capable.
Current overall priority list, loosely ordered...
The single largest focus right now is going to be finishing up Garden City's interiors and map as a whole. It is very immersion breaking with how many of the buildings are empty, and it just makes the game feel a lot more unfinished than I'd like. There's a lot of reviews and comments that point this out specifically, and they're absolutely correct.
Overall game polish needs to improve quite a bit. The UI isn't even close to finished, but I'm going to start working on making sure the visuals for the game are in a better spot. I'm not a UX expert by any stretch of the imagination, so any help there with feedback is always welcome.
Console release with full crossplay is inching ever closer. Hope to have some more news about this shortly.
Fishing is getting close and should be making its way in to the game soon. It's not a super advanced system, but getting animation stuff worked out takes me much longer than most things, as animations continue to be my weakest point in terms of my overall knowledge and skills.
Prone and left arm animations should hopefully be getting wrapped up soon as well. Again - animation timeframe limited, but it's getting there. The player character not holding the grips on the guns annoys the heck out of me, so I'll be really stoked to mark that one off the list.
Many of the existing features in the game are going to continue to evolve and expand. Farming will get more complex, vehicles will get more parts like suspension components, radiators, tires, etc... to make them more fun to work on, as well as being able to adjust how they drive!
Vehicles still need a lot of work in how they function and handle. Not happy overall with how ice skatey they still are, but making progress with cleaning it up.
PvP Changes
I know that PvP is a big part of the game for many players, and I've been working with a lot of the more active players to start making some changes to the PvP in DeadPoly and try to provide a smoother, more enjoyable PvP environment. I'm vividly aware the traveling inventory system has thrown a wrench in the PvP gameplay and how the community would like to enjoy the game.
Extended logout timer after engaging in PvP for all PvP servers to prevent players logging out immediately after a fight
Further balancing and number tweaks in terms of damage and resource cost for raiding
Explosives for raiding are in the works
Extraction server setting is on the way along with Official Extract Servers. This will require players to extract from servers that are Extract Enabled in order to maintain their loot. Official Extract Servers will also have increased loot pools and other things to incentivize playing in a higher risk/reward server.
More stuff!
If you're a longtime DeadPoly player, it should come as no surprise that MORE STUFF is always on the way, but for the new players here - new items, guns, collectibles, clothes, objects, quests, events, etc... are always in development and constantly being added with each update. I don't see this changing any time soon. It's a big part of why I created DeadPoly in the first place, and is still one of the things I enjoy the most when playing DeadPoly myself.
Oh, also
If you made it this far, you must actually care about DeadPoly at least a little bit, right? So here's an early reveal - I am currently pushing for DeadPoly to leave Early Access on January 12th, 2025, in just a few short months. I am not saying that DeadPoly is finished or complete by any measure, and I'm still going to be working on the game just as much as I always have, but I do feel that the game as a whole is quickly approaching the Early Access finish line. Most of the features I outlined when the game first launched in to Early Access are getting pretty close to being completed, and I've never wanted the game to perpetually sit in Early Access longer than it needs to.
- Fixed an issue where, sometimes after scene 2, the player would be teleported back to scene 1.
- Fixed an issue where talking with the Forbidden Lands guardian would spawn a sequence with Sence in the party, even if she hadn’t joined the party yet.
- Improved the "blocker" when hitting it with the car. The blocker is the tool that teleports you back to the road. Now the car should be placed in the correct position without causing a collision break.
-Improved the death road in the ice mountain scenery.
- Improved the death road in the ice mountain area to prevent it from "locking" the player.
- Fixed an issue in the ice region where two music tracks could play at the same time.
-Increased the chances of clear weather in the mountains.
- Decreased the difficulty of scene 18 (the chase).
- Fixed an issue in scene 18 where the chase would never start.
- Improved the overall chase experience in scene 18 by smoothing the level.
- Fixed a bug where, if the player threw the car into a hole or lake and exited in mid-air, they would lose input control if trying to enter the vehicle afterward.
- Fixed a bug where the character would appear to be flying after loading the game and would only land on the ground after a delay, restoring player control.
- Increased the distance required to be defeated during the chase in Scene 18.
- Fixed an issue in Scene 14 where background music was playing incorrectly.
- Improved collision handling when descending into the hole in Scene 14. Fixed an issue in Scene 15 where the monster sequence could play multiple times.
- Adjusted the likelihood of "partially cloudy" weather in Scene 18 (the chase) to improve visibility.
- Added additional explanation about Serpi’s protection skill.
- Added further details on how resting restores health and revives characters. Enhanced events and level design in Scene 3 when the player is chasing the shadow.
- Added extra collisions in Scene 12 to prevent the player from falling into the lake when teleporting to the bridge.
- Improved level design and events in Scene 13 for better communication and flow.
- Fixed a bug in Scene 14 where going into the hole would reload Scene 13, causing the Loiji sequence to play again.
- Fixed an issue in Scene 15 where unintended rain or snow could appear in the Nameless Realm.
- In Scene 15, all magazines and books were changed to white to avoid confusion with a specific magazine.
- Fixed a bug in Scene 9 where, when Isla hurt her feet, if the player returned to the car, there would be two Islas in the party.
- Decreased the time the flashback reward stays on screen.
- Fixed a bug where the player could sleep while the monster appeared in Scene 3.
I'm excited to announce that Paranormal Observation is now officially playable on macOS! You can now explore the world of the unknown on your Apple computer, joining the community of the paranormal investigators.
Thank you all for your ongoing support—it means a lot to me as an individual developer. Keep sharing your findings, and stay tuned for future updates. Happy ghost hunting!