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May 2022 Development Logs

4/1/22 - 4/2/22 - Wrote the idea and progression for the Demo teaser - Created a new major logo for the game - Created one of the needed models for the teaser - Redesigned the major logo - Color corrected some of the logo - Composed more of the new song used in the teaser - Recorded the first clip of the teaser - Did some optimization for the settings - Restored the original system for change reversing settings as they were better equipped and still very fast 4/2/22 - 4/7/22 - Translated the new major logo into PSD as it was originally made in the game engine for teaser purposes - Updated timing and transitions of events in the teaser - Created a new shader for some projection tricks and simplified effects - Created a workaround with projection to be direct to control - Added further detail into some of the remaining OSTs - Updated the style for in-game windows - Changed the opacity of the pause menu, giving it a nicer overlay balance 4/8/22 - Received equipment for music production - Finished the Pause Menu functionality, completing the major UI needed 4/9/22 - 4/18/22 - Began refactoring the trigger event to obtain better efficiency to allow better control over operations and execution time - Rechecked the new system to confirm the efficiency - Finished writing the remaining components for data saving and loading, completing one of the major internal components - Finished creating the main components in the new event system - Began translating the old triggers into the new ones - Benchmarks proved new system is faster, marking an end to the old system's life cycle - Updated the editor icons to allow easier navigation and organization of the components that make up the new event system, now called Virtual Events - Did some further remastering on one of the soundtracks to make it louder and cleaner - Updated the new trigger structure, making it into 2 components instead of 3, and only 1 is optional - Finished converting all triggers needed to the new event system - Resumed work on creating Cole's clothing, originally avoided due to other tasks needing completion and to avoid insanity - Started texture mapping Cole's shirt - Repaired the water shader - Changed one of the menu options to Extras instead of Settings as settings are no longer a part of the Main Menu - Finished texturing Cole's gloves - Added in a new event category for variable events - Added a new timing method to have events run after a new frame has been rendered - Added in working warning windows for when settings are going to be reset, or have unsaved changes 4/18/22 - 4/25/22 - Created a new shader for some special effects - Started a concept for more of Cole's outfits as some pieces are missing - Created a draft for Cole's footwear, but scrapped it - Changed Cole's footwear from sneakers to boots, to both avoid convolution and better fit the areas he'll be traversing, and also lore reasons - Created the base mesh for Cole's boots - Created the rough texture map for Cole's boots, but then lost it and had to start over thanks a lot Blender -_- - Created Cole's boot textures, marking the completion of his footwear - Updated some of the deforms on Cole's rig - Tweaked some weights on Cole's upper body to prevent unnatural bends - Created the base mesh for Cole's pants - Finished the rough texture map for Cole's pants - Created and completed the weight paints for Cole's shoes - Created and completed the weight paints for Cole's gloves - Created and completed the weights for Cole's shirt - Rewrote some progression in the game to have a nicer flow and experience - Created and completed the weights for Cole's pants, marking the end of development needed on Cole's 3D model! 4/26/22 - 4/27/22 - Began updating some of the architecture in the controller - Created a new editor for the controller to better handle changes and parameters - Updated the physics system to have better control over ability restrictions - Began work on planning out the Force mechanic in the Physics System 4/28/22 - Fundamental tests of the Force mechanic have been retouched, resulting in the weight mechanic needed for completion - Added in an update to the weight component in the Physics System mechanic, now weight will have its needed negative effects - Overflow of external weight has been added - Stamina depletion from excessive weight has been added - Weight mechanics functionally complete - Falling will create force and will have more power based on weight overflow - Force Level mechanic is functionally complete - Created new UI to house the Force, Weight, and Stamina stats - Added some nice color decoration and behaviors to each Physics stat 4/29/22 - 4/30/22 - Added real-time transitioning to only show the Physics Stats when needed - Adjusted the coloring of the Force arrows to be a nicer gradient - Began adding in the Push/Pull interactive mechanic - Added in directional facing to keep Cole correctly oriented - Added a new approach behavior to Cole, now he will turn and walk towards an object he can interact with - Updated the Interactives to now be able to have multiple properties, instead of just one - Updated the triggers in the game to now be able to use flags to execute multiple instructions, instead of stacked event layers - Translated every trigger to the new flag system with ease - Updated Cole's physical and interaction states to now use bit flags instead of booleans to affect multiple states - Updated the interaction script to alter properties via adding or subtracting bits - Added the ability to apply Force build up on objects, completing the Force Mechanic


[ 2022-05-02 10:52:40 CET ] [ Original post ]

Isometric World: Frame of Mind
LJTProductions Developer
LJTProductions Publisher
Jun 2022 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
No user reviews (0 reviews)

In this game, you play as 15-year-old Cole Andrews on a journey through a Virtual Isometric 3D world. He doesn't know exactly for sure how he got there, but all he knows is that he has to find a way out.

The only way to do so is to reach the emergency exit at the very top of the world. To reach the top, you'll have to go through many levels containing puzzles of varying difficulty, collect items to help you along the way, and surpass obstacles that will try to prevent you from making it to the end.

The world you are in isn't just a normal, euclidean, isometric world. It's a place built on illusion and visual tricks. In order to get past this and reach the end, you'll have to work with something special, perspective. More specifically, by rotating yourself 90 degrees at a time using a special item.

An area or item that seems far away can actually be up close just by turning 90 degrees in a certain direction.

Be warned! You won't always have this mechanic to help you out! You'll have to be smart and clever to beat every puzzle, obstacle, illusion, and more to get out of the Virtual World and back home to the real world.

The biggest thing to remember: "Everything is not what it seems..."

Good luck!
MINIMAL SETUP
  • OS: Ubuntu 20.04. Ubuntu 18.04. or CentOS 7
  • Processor: Intel Core i5 8th Gen 2.00+ GHzMemory: 4 MB RAM
  • Memory: 4 MB RAM
  • Graphics: Any GPU w/Shader Model 4.0 capabilities
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 18.04.5 LTS
  • Processor: Intel Core i7 10th Gen 2.00+ GHzMemory: 8 MB RAM
  • Memory: 8 MB RAM
  • Graphics: NVIDIA GeForce GTX 650
  • Storage: 1 GB available space
GAMEBILLET

[ 6040 ]

11.56$ (11%)
9.89$ (1%)
12.89$ (14%)
21.22$ (15%)
12.74$ (-42%)
5.33$ (11%)
38.21$ (15%)
16.79$ (16%)
16.97$ (15%)
8.24$ (18%)
21.47$ (14%)
14.44$ (15%)
17.79$ (11%)
12.72$ (15%)
18.37$ (26%)
17.17$ (14%)
8.45$ (15%)
11.30$ (13%)
11.74$ (22%)
7.43$ (17%)
7.11$ (11%)
4.95$ (17%)
16.79$ (16%)
2.70$ (91%)
8.89$ (11%)
8.89$ (11%)
48.98$ (18%)
29.74$ (15%)
11.00$ (15%)
4.44$ (11%)
GAMERSGATE

[ 1237 ]

7.2$ (82%)
2.88$ (71%)
2.25$ (85%)
1.14$ (77%)
12.0$ (60%)
17.5$ (50%)
4.0$ (90%)
2.5$ (75%)
14.4$ (64%)
12.0$ (60%)
2.0$ (90%)
3.56$ (82%)
0.9$ (85%)
24.0$ (60%)
2.5$ (50%)
1.7$ (90%)
2.0$ (90%)
0.87$ (56%)
2.25$ (85%)
0.3$ (85%)
4.0$ (84%)
1.72$ (89%)
3.5$ (90%)
0.92$ (95%)
0.75$ (85%)
0.75$ (85%)
3.0$ (80%)
0.75$ (85%)
1.6$ (80%)
4.5$ (85%)

FANATICAL BUNDLES

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356408 days, 10 hours, 1 minutes


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22 days, 17 hours, 1 minutes


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