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  • Updated Demo out now ! – Backpack Survivors news

    Updated Demo out now ! – Backpack Survivors news


    Backpack Survivors Updated Demo Announcement

    This new and updated version includes new systems such as Item Merging and a complete Talent Tree to unlock and discover. Also many Quality of Life and visual improvements have been added.

    Discover more than 40 weapons and over 180 items, equipment and relics.

    Check out the Backpack Survivors Demo and let us know what you think of it !

    We are very excited to have made the next step towards an Early Access Release and would love to hear your thoughts.

    Backpack Survivors Battle

    You can join our Discord to follow development, check out the Roadmap and share your awesome builds with others.

    Happy Gaming !

    Chris & Martijn
    CM Game Studio



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  • Day of the Rising Dead OUT NOW ! news

    Day of the Rising Dead OUT NOW ! news


    Get ready for an action-packed, cinematic zombie horror experience—straight out of the 1980s!

    Day of the Rising Dead is now available to purchase on itch.io

    ITCH.IO: Day of the Rising Dead by DayoftheRisingDead

    PATREON: Patreon.com

    LINK TREE: Linktr.ee

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    Get ready for an action-packed, cinematic zombie horror experience—straight out of the 1980s!

    Step into a gritty, analog film-style world where three survivors must battle their way through a planet overrun by the undead. From the dark alleys of a crumbling city to eerie forests, an abandoned military outpost, and a blood-soaked shopping mall, every step is a fight for survival.

    Man has fallen. As the day sets, the dead shall rise!

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    Features:

    • Use a wide range of firearms, melee weapons, and explosives to stay alive
    • Dive into a lengthy and challenging campaign—fully immersive and loaded with cinematic moments
    • Face off against varied zombie types and terrifying bosses
    • Randomized weapons and enemy counts keep each playthrough fresh and unpredictable
    • Optimized to run on low-end PCs
    • Partial gamepad support (Xbox controllers)
    • Customize your visuals: go full analog film, modern digital cinema, or strip away effects for a raw experience

    ——————————————————————————–

    https://www.youtube.com/watch?v=vfRkMv3nOVI



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  • The Woods gameplay video goes live news

    The Woods gameplay video goes live news


    After our cinematic video, we’ve completed a gameplay video to show off some of our smooth yet tense gameplay exploring The Woods.


    Posted by on

    Not only have we shared some gameplay on our new Youtube channel StarlitForgeGames where you can find all our videos now and in the future, we’ve also launched our very own website starlitforgegames.com

    Stay tuned for more progress and feel free to comment on our website, steam, youtube or here.

    https://www.youtube.com/watch?v=XBTPYOZKQkQ

    Website



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  • Binds and Spears news – Blade Ballad

    Binds and Spears news – Blade Ballad


    Binding mechanics are reworked to allow freedom of movement. New features include blade recoil for beats, improved AI, the addition of spears, and experimental LAN. Banking mechanics are conceptualized to add realism in the game’s story mode.

    0.5.0

    https://www.youtube.com/watch?v=E9v4HtCjO6o

    Combat

    Physical Binding

    I had touched on how fluid movement is important for engaging gameplay in a previous post, failing to realize that the way binding would freeze you in place was contradictory to that point.

    The previous approach to binding was a matter of programming limitation rather than technical. I couldn’t figure out a way to allow blade movement tangent to another blade without tunneling issues, since weapon movement was only relative to the character, rather than relative to its own collisions.

    The solution was to enable a minimal amount of physics to control the blade, torqued by an angular force enough to keep the weapon oriented upright, while base movement would still use kinematics. It will only be in play when another object is acting upon it, rather than be the driving force of the weapon (unlike that one physics melee “game” that’s shilled everywhere). This meant that in the event of a bind, the weapon would align itself to the blade it’s bound with, and as demonstrated in the video, maintains the pressure necessary to keep the weapon in contact without tunneling.

    With a more stable and consistent binding mechanic I was able to unrestrict weapon and character movement, allowing for a new combat paradigm where opponents would wrestle each other for the most ideal attack angle.

    Blade “Recoil”

    To add another layer of reactivity, the blade that receives the attack would “recoil” opposite to the direction of the blade that struck it as demonstrated in the video.

    This technique allows you to strike your opponent’s blade to create an opening for an attack. It’s based on a real sword-fighting strategy where, instead of targeting the opponent directly, you first displace their defense by “beating” their blade out of the way.

    Combat Movement

    A new set of root motion animations for combat have been added to accompany the more aggressive AI. In previous versions, NPCs wielding shorter swords rarely stood a chance against those with larger ones. But now, a katana wielding gladiator can stand his ground—even without chest armor—against an opponent armed with a zweihander, and go on to win the rematch. In summary: size doesn’t matter (anymore).

    https://www.youtube.com/watch?v=MzpFvzm41FI

    The only current limitation left is how to handle dynamic target locking. It’s fine when you’re in a 1v1 duel, but against several enemies, especially now that each team gets up to 8 people in the arena, then it becomes an impediment rather than an advantage.

    0 5 0   Large Melee

    Models

    Armor

    Lorica Hamata Male

    Speaking of chest armor, the Lorica Hamata (chainmail) is now part of the gladiator loadout. As far as Roman themed items go, this might be one of the last to be added.

    Spears

    Spears have been a near universal weapon in the ancient world, yet rarely receives representation in games in comparison to swords, likely something to do with the fact that it’s really overpowered. I included it irregardlessly because I wanted to experiment with a new melee control system.

    Spears do not rotate like swords, instead it only pans, where the panning controls the spear tip. It’s the perfect weapon against armored opponents or for fighters who prefer fighting from a distance with precise thrusts.

    Just keep in mind that spears still inherits the drawbacks of its real life counterpart.

    Scripts

    LAN Play

    Networked gameplay—something that’s been on the backburner for a while, and something I’ve always wanted to implement—have now been developed into something barebones but functional.

    To start a LAN game, it’s as easy as choosing LAN in the arena dropdown, and if you’re starting the game, choose the host or server and share the IP address that is displayed to your clients.

    The host will have to spawn in the arena before clients can join.

    0.5.0 - Arena Setup

    Story Mode

    The starting town in Story Mode is composed of simple, geometric structures, built with the Placeable system.

    Not every buildings will be created with this system, but a good portion of generic buildings will be, so apartments, barracks, or anything with a blocky form. Unique or curved structures, like the Colosseum, will be modeled instead.

    Banking

    Money (gold) in the world of Blade Ballad will have tangible weight, so it wouldn’t be smart to go adventuring while hauling your entire fortune everywhere, as it will slow you down and draw unwanted attention from bandits, thieves and scam artists.

    Instead, you would make use of the many banks and deposit boxes located throughout the world to store your coin, whether earned or stolen. These banks would allow deposit, withdrawal and transfers to other banks, and will attempt to keep your wealth safe, with varying degrees of success.

    However, ancient banks (which were not globally centralized) came with their own problems. One would be its vulnerability to raiders. Since FDIC wasn’t a thing, your money is effectively gone if it was looted. Corruption would be present as well (no different than modern banks) and would come in the form of “misplaced” funds, usury, embezzlement, preferential treatment to families of bankers, etc.

    This is intended to help you realize that you don’t need all that gold. In most open world games I’ve played, I’ve always finished it with a massive pile of money in my inventory. All that time finding and selling items and I ended up not spending most of it anyways.



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  • Phantom Havoc: Deploying a Colony news

    Phantom Havoc: Deploying a Colony news


    Colony units are non-combat units which house the civilian population. Once a colony unit is deployed, it will begin converting its civilian population into trained crew.

    In Phantom Havoc, a crew is necessary for each unit. Crews are trained when a colony unit deploys. While a colony unit is deployed, the player may also build upon the colony unit, with additions like Research center, radar, and defensive weapons to name a few.

    The player can build a maximum of 6 Colony ships, if the colony ships are destroyed, the games difficulty increases drastically.

    Colony Unit Deploying

    A colony unit docks with a derelict structure. Some structures offer additional advantages, like extra build locations.

    Construction on Colony uniy

    Here we can see a Training Academy being built on a deployed colony. Training Academy speeds up the time it takes to train a crew member.

    Wishlist us on STEAM!

    Till Next time!



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