Jump to content
  • entries
    13
  • comments
    5
  • views
    997

A New Demo as the Kickstarter Reaches Halfway Point

Sign in to follow this  
WarpDogsVG

748 views

2017 09 25 09 11 18

Hello Villagers!

The latest demo for Village Monsters, Alpha 1.05, is now out and ready to download.

This patch release contains many fixes and improvements received via feedback from the Kickstarter campaign. Additionally, it also contains a rough prototype for gardening, a new type of activity.

As always, you can grab the latest demo here. I also posted the patch notes at the bottom of this article. Have fun!

In addition to demo news, there are now less than 15 days until the Village Monsters Kickstarter ends! Time is running out if you want to get one of the exclusive Kickstarter rewards, including:

  • Adding your name or phrase to the game
  • Access to all future Alpha & Beta builds
  • Creating an original monster that can visit the village
  • Creating a set of furniture that players can buy for their homes

Many of these rewards are limited and won't be around forever, so what are you waiting for? Come join the village!
 

2017 09 25 09 17 46

 

Patch Notes

  • NEW: A new activity, Gardening, has been added to the game
    • Buy seeds at the General Store and plant them in the garden near your home
    • Don’t forget to water them!
  • NEW: Several ocean-specific fish have been added
  • NEW: Several new items have been added to the General Store
  • NEW: You may now specify a ‘return email address’ when submitting game feedback

  • IMPROVED: Removed item animations in the Inventory cards – they were too annoying
  • IMPROVED: You are now asked to confirm one last time before sending feedback via the mail system
  • IMPROVED: A funding tracker has been added near town hall, though it’s not live numbers (yet…)
  • IMPROVED: Shadows have been added to several notifications to make them pop a bit more from the background
  • IMPROVED: Many more tips and flavor text have been added to the end of day notice

  • FIXED: An issue that prevented ‘any key’ from working on the title screen has been fixed
  • FIXED: A rare crash related to certain critters despawning has been fixed
  • FIXED: A rare fix related to moving quickly and diagonally has been fixed
  • FIXED: The town hall is now properly marked as ‘Inside’ and will no longer spawn critters or weather effects
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By MakeIndieGreatAgain
      Game developers will be able to become pioneers in the development of decentralized games for the gambling industry using DAO.Casino protocol.
      On September 17, 2018, DAO.Casino is opening Sandbox for developers, independent teams and game development studios that choose to harness the power of the rapidly developing DApp industry.
      Starting today everyone may submit their application for Sandbox on the official Sandbox page.
      The Sandbox project is designed by DAO.Casino developers. Participants of Sandbox will learn the basics of decentralized applications development on DAO.Casino protocol. Developers participating in Sandbox will learn to create, design and deploy decentralized games and applications on Ethereum blockchain.
      DAO.Casino is planning to reward most active developers for their constructive feedback on the improvement and optimization of the SDK and related documentation. The company will separately announce the details of the rewards program later this fall.
      “We are confident that the Sandbox project will play an important role in our collaboration with studios and independent game developers. We cannot wait to see our product helping developers unleash their creative and entrepreneurial talents and apply those to one of the most groundbreaking technologies of the XXI century. — states Ilya Tarutov, CEO, DAO.Casino. – I am sure that the products we’re developing will transform the online gambling into a fair and transparent industry for all of the involved parties: casino operators, developers, and affiliate marketers. “
      “We are launching the Sandbox with the goal of enabling as many developers as possible to learn to create decentralized games. We have achieved an important milestone by starting to accept applications from developers all around the world who share our idea to make online gambling fair and transparent. With our technology, developers can take the whole gambling industry to the next level” – says Alexandra Fetisova from DAO.Casino.
      DAO.Casino is disrupting the online gambling industry by developing the protocol based on Ethereum blockchain technology. The protocol ensures the automation of transactions and facilitates interactions between all the industry participants: casino operators, game developers, and affiliate marketers. DAO.Casino team is fully dedicated to developing the best products and making the gambling industry a better place.

      View full story
    • By MakeIndieGreatAgain
      Game developers will be able to become pioneers in the development of decentralized games for the gambling industry using DAO.Casino protocol.
      On September 17, 2018, DAO.Casino is opening Sandbox for developers, independent teams and game development studios that choose to harness the power of the rapidly developing DApp industry.
      Starting today everyone may submit their application for Sandbox on the official Sandbox page.
      The Sandbox project is designed by DAO.Casino developers. Participants of Sandbox will learn the basics of decentralized applications development on DAO.Casino protocol. Developers participating in Sandbox will learn to create, design and deploy decentralized games and applications on Ethereum blockchain.
      DAO.Casino is planning to reward most active developers for their constructive feedback on the improvement and optimization of the SDK and related documentation. The company will separately announce the details of the rewards program later this fall.
      “We are confident that the Sandbox project will play an important role in our collaboration with studios and independent game developers. We cannot wait to see our product helping developers unleash their creative and entrepreneurial talents and apply those to one of the most groundbreaking technologies of the XXI century. — states Ilya Tarutov, CEO, DAO.Casino. – I am sure that the products we’re developing will transform the online gambling into a fair and transparent industry for all of the involved parties: casino operators, developers, and affiliate marketers. “
      “We are launching the Sandbox with the goal of enabling as many developers as possible to learn to create decentralized games. We have achieved an important milestone by starting to accept applications from developers all around the world who share our idea to make online gambling fair and transparent. With our technology, developers can take the whole gambling industry to the next level” – says Alexandra Fetisova from DAO.Casino.
      DAO.Casino is disrupting the online gambling industry by developing the protocol based on Ethereum blockchain technology. The protocol ensures the automation of transactions and facilitates interactions between all the industry participants: casino operators, game developers, and affiliate marketers. DAO.Casino team is fully dedicated to developing the best products and making the gambling industry a better place.
    • By Kamal Wafi
      Hi there,
      i recently start learning unity and im working in my first game ,
       
      I was wondering if unity had functions to support the motion control effect (tilting screen to move character) you see
      in doodle jump (which is 2d game) ? If it exists, what are they called? and how it works ?

      Thanks
    • By 3dmodelerguy
      For reference I am use Unity as my game engine and the A* Pathfinding Project for path finding as there is no chance I would be able to create anything close to as performant as that in any reasonable amount of time.
      So I am looking to build a game that is going to have a very similar style as Prison Architect / Rim World / SimAirport / etc. One of the things that I assume is going to effect performance is path finding. Decisions about the game I have already made that I think relate to this are:
      1. While I am going to be using Colliders, all of them will be trigger colliders so everything can pass through each other and I will not be use physics for anything else as it has no relevance for my game
      2. I am going to want to have a soft cap at the map size being 300x300 (90,000 tiles), I might allow bigger sizes but do something like Rim World does in warning the player about possible side effect (whether it be performance or gameplay)
      3. The map will be somewhat dynamic in that the user will be able to build / gather stuff from the map but outside of that, it should not change very much
      Now I am going to build my game around the idea that users would be in control of no more than 50 pawns at any given time (which is something I can probably enforce through the game play) but I am also going to want to have number other pawns that are AI controlled on the map (NPCs, animals, etc.) that would also need path finding enabled. Now I did a basic test in which I have X number of pawns pick a random location in the 300 x 300 map. move towards it, and then change the location every 3-5 seconds. My initial test was pretty slow (not surprising as I was calculating the path every frame for each pawn) so I decided to cache the calculated path results and only update it ever 2 seconds which got me:
      100 pawns: 250 - 450 FPS
      150 pawns: 160 - 300 FPS
      200 pawns: 90 - 150 FPS
      250 pawns: 50 - 100 FPS
      There is very little extra happening in the game outside of rendering the tilemap.
      I would imagine the most pawns on the map at a given time that need path finding might be a 1000 (and I would probably be able to make due with like 500 - 600). Now obviously I would not need all the pawn to be calculation paths every 2 seconds nor would they need to be calculating paths that are so long but even at a 5 second path refresh rate and paths that are up to 10 tiles long, I am still only able to get to about 400 pawns before I start to see some big performance issues. The issue with reducing the refresh rate is that there are going to be cases where maybe a wall is built before the pawns path is refreshed having them walk through the wall but not sure if there is a clean way to update the path only when needed.
      I am sure when I don't run the game in the Unity editor I will see increase performance but I am just trying to figure out what things I could be doing to make sure path finding is as smaller of a performance hit as possible as there is a lot of other simulation stuff I am going to want to run on top of the path finding.
    • By phil67rpg
      well I am able to get my sprites to rotate and move in all directions, I have drawn two plane sprites, I am also able to shoot a bullet in the up direction, I want to shoot bullets in all directions just like my plane rotates, I just need a hint on how to proceed, go easy on me this is new stuff to me. However I am making progress.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!