[ver.0.0.65-demo] - Full animations rework + Quick turn + Stamina System
- This patch is almost all about animations!: . The entire animations system for the main character has been reworked from the ground-up, until now everything relied on raw animation data, that meant that I had to manually create all the variations for every set of animation state. . For example: For sprinting I needed to have 6 total different animations, 3 for each health state (healthy, injured, critical) plus another 3 almost identical ones when the player was holding a handgun. . You can imagine that this system would scale terribly bad over time as more systems, weapons and actions get added to the game. . For that reason the entire animation workflow has been reworked from 0 into a new system that relies on layering animations on top of one-another with control over every section of the characters body. . Going back to the previous example: now I only need only 1 sprinting animation instead of 6 and the 3 health states and all possible weapon handling variations get layered on top independently of other sub-animation systems. . This change was necessary to account for the new character mechanics being introduced in this patch plus the two new melee weapons to be added in the next one, the sooner workflow optimizations are implemented the greater the gains! - The bug fix and crash fix sections of the patch notes have been moved closer to the bottom since I barely had to use this sections (I dont think there has been a single crash issue so far) **knocking on wood** - All things said, below are the patch notes, I hope youll enjoy these new changes and look forward to the next Halloween patch!
- Added an option in the gameplay settings section to swap the gamepad glyphs between XInput and DualShock4. - Added the Quick turn / turn 180 degrees action, keyboard & mouse users have an extra dedicated mappable input for this, gamepad users can trigger the action by pressing the sprint button while moving backwards. - Stamina system added to the game: . The system is divided between two resources stamina & max stamina, one dependent on the other. . Actions like quick turn, shooting, sprinting or in the next patch attacking or blocking with melee weapons will drain this hidden stamina stat, this resource will always rapidly replenish whenever the player is idle but it cannot surpass the maximum stamina . The maximum stamina pool decreases slowly over time but it can be replenished with healing items and by resting in some of the safe areas in the game (lower combat difficulty modes only) You always retain 60% of the total maximum stamina you start with, no matter what you do. . The current effects of running out of stamina are slower movement speeds and a reduction in your chance to land a critical head-shot with firearms, it will likely include in the future slower quick turn speeds, lower damage & speed of melee attacks and possibly a penalty to damage blocking. . The goal of this system is to allow for players to plan ahead with short bursts of continuous actions, whether it may be ambushing or evading enemies, the game favors the prepared and those who do not underestimate their perilous circumstances. - The Stamina Solution healing item can now also be used on its own without the need to combine it with another item. - A new healing item has been added to the game that combines and improves the effects of its base solutions. - The new animation layering system now allows for players to get visual feedback on the health state of the player while aiming with weapons. - Acceleration leaning implemented into the game, the player will now dynamically lean in the direction of movement, resulting in better visual locomotion fluidity, this has no bearing on gameplay, but it does improve the presentation of the game.
- With the goal of maintaining balance with the new stamina system, the base acceleration rate of enemies have been slightly reduced across all combat difficulties.
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- There's a small issue with the game not recognizing input bindings that affects users who have previously launched the game with previous versions, there's two ways to solve this: . Navigate inside the game with the mouse to the settings ''controls' sections and press the 'Restore Defaults' button, this will overwrite the old configs. . Delete the old input.ini file at: . Windows: %USERPROFILE%/AppData/Local/BalkWaters/Saved/Config/WindowsNoEditor/input.ini . Linux: ~/.config/Epic/BalkWaters/Saved/Config/LinuxNoEditor/input.ini . I'll address this as soon as possible with a hotfix update.
[ 2023-09-29 00:06:06 CET ] [ Original post ]
[ver.0.0.65-demo] 28/09/2023
Comment:
- This patch is almost all about animations!: . The entire animations system for the main character has been reworked from the ground-up, until now everything relied on raw animation data, that meant that I had to manually create all the variations for every set of animation state. . For example: For sprinting I needed to have 6 total different animations, 3 for each health state (healthy, injured, critical) plus another 3 almost identical ones when the player was holding a handgun. . You can imagine that this system would scale terribly bad over time as more systems, weapons and actions get added to the game. . For that reason the entire animation workflow has been reworked from 0 into a new system that relies on layering animations on top of one-another with control over every section of the characters body. . Going back to the previous example: now I only need only 1 sprinting animation instead of 6 and the 3 health states and all possible weapon handling variations get layered on top independently of other sub-animation systems. . This change was necessary to account for the new character mechanics being introduced in this patch plus the two new melee weapons to be added in the next one, the sooner workflow optimizations are implemented the greater the gains! - The bug fix and crash fix sections of the patch notes have been moved closer to the bottom since I barely had to use this sections (I dont think there has been a single crash issue so far) **knocking on wood** - All things said, below are the patch notes, I hope youll enjoy these new changes and look forward to the next Halloween patch!
New Features:
- Added an option in the gameplay settings section to swap the gamepad glyphs between XInput and DualShock4. - Added the Quick turn / turn 180 degrees action, keyboard & mouse users have an extra dedicated mappable input for this, gamepad users can trigger the action by pressing the sprint button while moving backwards. - Stamina system added to the game: . The system is divided between two resources stamina & max stamina, one dependent on the other. . Actions like quick turn, shooting, sprinting or in the next patch attacking or blocking with melee weapons will drain this hidden stamina stat, this resource will always rapidly replenish whenever the player is idle but it cannot surpass the maximum stamina . The maximum stamina pool decreases slowly over time but it can be replenished with healing items and by resting in some of the safe areas in the game (lower combat difficulty modes only) You always retain 60% of the total maximum stamina you start with, no matter what you do. . The current effects of running out of stamina are slower movement speeds and a reduction in your chance to land a critical head-shot with firearms, it will likely include in the future slower quick turn speeds, lower damage & speed of melee attacks and possibly a penalty to damage blocking. . The goal of this system is to allow for players to plan ahead with short bursts of continuous actions, whether it may be ambushing or evading enemies, the game favors the prepared and those who do not underestimate their perilous circumstances. - The Stamina Solution healing item can now also be used on its own without the need to combine it with another item. - A new healing item has been added to the game that combines and improves the effects of its base solutions. - The new animation layering system now allows for players to get visual feedback on the health state of the player while aiming with weapons. - Acceleration leaning implemented into the game, the player will now dynamically lean in the direction of movement, resulting in better visual locomotion fluidity, this has no bearing on gameplay, but it does improve the presentation of the game.
Adjustments:
- With the goal of maintaining balance with the new stamina system, the base acceleration rate of enemies have been slightly reduced across all combat difficulties.
Bug Fixes:
-
Crash Fixes:
-
Known Issues:
- There's a small issue with the game not recognizing input bindings that affects users who have previously launched the game with previous versions, there's two ways to solve this: . Navigate inside the game with the mouse to the settings ''controls' sections and press the 'Restore Defaults' button, this will overwrite the old configs. . Delete the old input.ini file at: . Windows: %USERPROFILE%/AppData/Local/BalkWaters/Saved/Config/WindowsNoEditor/input.ini . Linux: ~/.config/Epic/BalkWaters/Saved/Config/LinuxNoEditor/input.ini . I'll address this as soon as possible with a hotfix update.
THE KING IN THE SHADES
sp1r1t_d1tch_creations
sp1r1t_d1tch_creations
Q1 2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/2504640 
A classic late-90s / early 2000s narrative driven survival-horror game, set in a fictional universe full of century old mysteries to uncover.
You play as Douglas Hayles, the one who bears the mark of the king of shades and tasked with an impossible mission that cannot be achieved within a single lifespan.
From strings he rises anew
A benumbed awakening strew
Afore destinies window strays
Be pallor and roots set ablaze
So wanton grief that ought breath
May under Aine’s shadow wreathe.
You play as Douglas Hayles, the one who bears the mark of the king of shades and tasked with an impossible mission that cannot be achieved within a single lifespan.
From strings he rises anew
A benumbed awakening strew
Afore destinies window strays
Be pallor and roots set ablaze
So wanton grief that ought breath
May under Aine’s shadow wreathe.
FEATURES:
- Choose both the combat and puzzle difficulty according to your preferences.
- Cinematic fixed camera level design.
- Classic tank controls movement system.
- Limited supplies and inventory space.
- Limited amount of lives per play-through, every decision you make has a cost.
- In real-time resource management, preparation before every engagement is key to survival.
MINIMAL SETUP
- OS: Ubuntu 20
- Processor: Intel Core i3-530 @ 2.93GHz / AMD Athlon II X3 425 @ 2.7 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 960 / AMD Radeon RX 380
- Storage: 2 GB available spaceAdditional Notes: 64-bit processor and operating system
- OS: Ubuntu 20
- Processor: Intel Core i5-7500 @ 3.4 GHz / AMD Ryzen 3 PRO 1200 @ 3.1 GhzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce RTX 2080 / AMD Radeon RX 6650 XT
- Storage: 2 GB available spaceAdditional Notes: 64-bit processor and operating system
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