Automation - The Car Company Tycoon Game - Killrob
This is an update for the current LCV4.1 version which makes your Automation cars compatible to the latest changes that came with BeamNG.drive v0.23.


The paint now properly pops, like shown by Kueso's Automation car here in Beam v0.23.

The exporter now uses the new BeamNG.drive Physically Based Rendering (PBR) material system, so you should see your Automation cars tap into that new potential. On the other hand, we do expect there might be some problems, as it is a big change to how things work. For LCV4.2 a lot more adaptations are planned.

Please note: You will need to re-export your cars in order for the changes to take effect!

There will be some wonkiness especially with pearl paints.
Please let us know about any issues you discover!

Cheers!
Jun 30, 2021
Buoyancy - Bigzom25 {motc]
Hey everyone! June's devlog is ready for reading. Check it out here: https://buoyancygame.com/2021/06/30/devlog-35/
Neos VR - Frooxius
Hello everyone!

This week has been pretty quiet in terms of Neos updates as BEPUv2 implementation has ramped up, but we still have some interesting things that have happened around Neos!

If you missed our June community showcase livestream, check out the recording below, we showed off some awesome maps, games and assets created by you! We look at some interesting ones in the article below too, including external LogiX editor, cool maps and gadgets!

We have also showcased the Tropical Paradise map for the upcoming bHaptics event that's happening this Saturday. The map is packed with detailed visuals, gadgets, interactions and vehicles, all setup with full haptics too for those who own bHaptics vest (but works with just controllers too). If you'd like a bit of taste of what's coming, check the video below!

To help creators better understand on what features and patterns they can rely on to build long lasting content and which approaches to avoid, we have also put together Things To Avoid Wiki page. This continually growing document (community contributions are welcome too!) should cover on what to avoid and what to use if you want your content to last a long time without having to fix it.

This is not to discourage from poking around and hacking things together - it's one of the parts of Neos and a very fun thing to do, but rather to understand which things will break at some point and which will last and pick the right approach for whatever you're doing.

And last, we showcase some progress on BEPUv2 integration! It has now moved majorly to the implementation phase, with several core things already functional. There's still quite some to do, but things are now falling in place and becoming more complete bit by bit.



June Community Showcase
On our last Friday livestream, we did our regular end-of-the-month community showcase, showing off all the amazing worlds and gadgets made by the community during this month. If you missed the stream, you can watch the recording below.



Tropical Paradise map sneak peek
As one of our extra streams during last week, we showcased the progress on our latest upcoming map - the Sojourner Island for the bHaptics Tropical Paradise event. This island is one of the most complex maps that we have built so far, featuring rich vegetation, many interactive environment pieces and items, vehicles, day and night cycle and is fully setup with haptic volumes.




On July 3rd it’ll be open as part of the official bHaptics event, but it will also be accessible afterwards for anyone who wants to check it out, use it as a hangout world or take it apart to see how it’s built.

If you’d like to see some of what’s to come when the map is released and you missed the stream, we have published the recording here:



Things to avoid - building content that lasts
Long term content compatibility is one of the core values of Neos and much of its architecture is designed to avoid or at very least minimize content breakage as development continues. However we have noticed usage of particular patterns that do not utilize those systems properly or build complex behaviors on some implementation quirks.

Unfortunately such patterns tend to be brittle and can cause unexpected breakage as things change, without possibility of fixing things on our end due to them being outside of the scope of the designed systems.

To help everyone understand what kinds of patterns lead to compatibility problems and what features should be used instead, we have put together a Wiki page detailing some of the common issues and what to use instead to ensure that your content keeps working. This page is also open for everyone’s contributions, if you have tips and tricks on avoiding compatibility issues, feel free to share them with the rest of the community!

This is not to discourage or call out any such usage - Neos is a platform designed for experimenting, toying around and hacking things together, but we want everyone to understand which things will break at some point and which ones can be relied upon in the long term, so you can pick whatever suits you the best.

Doing some silly cursed things that you don’t care if they break? Feel free to go to the darkest depth of hackery. Want to build something that lasts for years? Use systems and behaviors designed for longevity!

Office Hours Update
A few weeks ago we announced official office hours - a way to directly ask us questions about Neos and its development through the Discord stage. Since then we’ve done a few office hours and gathered some generally positive feedback.

If you missed any of the office hours, check out the Wiki page. It contains their times, as well as notes from the past ones, so you can keep up to date on what was asked and answered.

Community Highlights
Hello everyone! I hope you’ve been all enjoying the summer heat! This month has been filled with alot of spic-y has been quite nice-y. So check out some of the community creations and maps and let us know what you think!

Remote Logix Editor by Voyage
Often folks have always wondered, “Why can’t I use Logix in a 2D Editor?” Well now you can! A member of the Japanese Community has come out with a plugin that allows you to do just that! If you're interested in it’s setup, or would like to try it for yourself. Check out the itch.io page.



Cyberdelic Plane by Spex
Brought to you by one of our Vaporwave Technicians, we have Spex making quite the 90’s aesthetic comeback with visuals yet again in another world! Give this world a check out as you get a nice blast to the past. Thanks Spex for the wonderful aesthetic.



Midnight Rooftop by Jellyosaurus
Another recreation map from Jellyosaurus, you may recognize this one as this is a map originally made by ImLexZ. There are some Neos tweaks here and there, but generally a good map for those unfamiliar and wanting something more of the social variety in Neos. Thanks Jelly for the map!



Swarm Slaughter by Gearbell
Rip! Tear! Destroy! In this wonderful stress relief simulator world, you are imbued with the power of guns, gas, and glory! There are a variety of weapons, also with special abilities, so check out the map and squish some bugs! Thanks Gearbell for the good time!



Seeing Red by Creator Jam
In the middle of the night, lost in the woods, you notice something following you, hunting you. As It approaches, you lose it in the dark of the colors before. It’s Seeing Red! A wonderful tag game made by the participants at Creator Jam where the theme this week was to make out a whole hide and seek tag like system, where it plays like zombies. Get tagged, become a werewolf! Tag your friends afterwards. Thanks for the awesome game mode folks at Creator Jam!



Community Gadgets
GhostZ SpryRa One Water Gun:
Feeling the heat this summer? Cool down with these really neat and refillable Super Soakers that will drench your friends and foes in water particles. Thanks Ghost for the awesome water guns!



Progress on BEPUv2
Majority of the development focus is now focused on the BEPUv2 integration. We’ve already got some things implemented and working (some only partially) - primitive colliders and mesh colliders now work, as do raycasts and convex sweeps. Some metadata management is implemented too.



There’s still a lot to do, but as the development transitions from the design phase (figuring out how everything will take together) and more to actually coding everything out, things should start coming in quicker.

If you’d like to see all the subtasks of the integration, check out the Physics roadmap here. You can also find a lot more in depth information in the #devlog channel on our official Discord, as well as some implications of the new implementation. We’ll sum those up once the implementation is done though, so don’t worry if you don’t want to go that much in depth!

That's all for this week, see you in the next one! And as usual, huge thanks for everyone's support in moving this project forward, whether it's supporting us on Patreon, Twitch, ICO or just being part of the community and making the whole place come alive with everyone's passion and imagination! See you next week!

The Isle - Punchpacket
FTessaro - Lead Programmer
Much of this past month I’ve been working on the new diet system, setting up the latest design decisions during the several meetings we've already had. I’m very happy with the system we are developing, it seems robust, very flexible and easy to set up after the main programming core is complete, it will bring forth a completely new playstyle, but be aware that this can make the game far more difficult than what it is now, having a good or a bad diet during your life cycle will make an enormous difference when it comes to survival.

We need a lot of balance changes to get this right and even more adaptations as we introduce additional playables. There are also a number of other things that I've been working on but cannot share the specifics of just yet, as we need to be sure that those systems have the necessary quality and performance, otherwise we’d have to go back to the design board, so no point talking about those right now.

Lastly it’s been the usual pending fixes and performance improvements for both server and clients, this is a constant process that we will work on throughout the game’s development, as new content can also affect performance in one way or another.


dmIV - Programmer
Firstly I completed the class setup for the Pachycephalosaurus so we could begin testing the animations. This is a quick and straightforward process on the programming side, but significantly helps the animation team.

Afterwards I moved onto updating the scent effect. You might have experienced strange behaviour when the framerate dropped, or certain particles not being very smooth or pleasant to look at. The style of the plant and water scent didn’t really work out as well as I’d originally hoped with the leaf and bubble shaped particles, so this time around I chose something that resembles the corpse effect more. I think you will enjoy seeing it in the game.



I also added a new mechanic, fractures. Even though fractures will be more heavily utilized by the Pachycephalosaurus, we’re bringing the feature itself to update 4. There are three different parts that can be affected: the legs, the body and the head. Fractured legs decrease your movement speed, but still leave you enough mobility to get around. In the case of the head your vision becomes blurry and you deal less damage due to the concussion messing with your concentration. Getting your body fractured makes you take a bit of damage each time you perform an attack.

Other than that there’s the usual bug fixes. A particularly annoying one that keeps coming back is surfacing as a Deinosuchus and just having it stay there. No accidental submerging, no hopping out of the water a little, no flying up into the sky, just staying on the surface. I went through this several times already and I think I finally reached a point where it reliably behaves how you’d expect it to.


amar0k - Programmer
This year is flying by! I have been more focused on AI lately to try to get some more species out in the world. We should be seeing the Utahraptor and Tenontosaurus AI make an appearance soon with full use of all their playable abilities. You may also be able to catch AI off guard as they are eating or drinking with some added dynamic behaviour.

I have also been working on a new method for spawning AI as the diet system will require the right balance of creatures in the world to function correctly. You should always be able to find the right nutrients, you just have to know where to look.

Lastly the usual performance improvements to AI logic is an on-going battle as everything runs server-side and needs to be handled appropriately. This will only get more complex as we add more creatures and more AI. I am constantly looking for more creative ways to do certain tasks and handle AI behaviours.


Tapwing - 2D Artist


How to design a terror of the skies without going overboard?

Well to start I wanted to branch off from the original design, borrowing and accentuating the forward leaning crest and the sharp yet sturdy beak with some facial features inspired by the great ground hornbill.

While we played with the idea of giving the quetzalcoatlus a fibrous coat. We went with skin this time around. At least for now. We’d like to get our hands on a technical artist who would create a proper shader that could do pycnofibres justice.



Well I’d say Deinocheirus was a mix of fun and frustration.

On one hand there was a fair amount of potential to work with in the way of feathers, different types of skin or scales and other potential soft tissue. On the other hand, Deinocheirus is a rather silly looking animal based on the skeletal. So how to balance staying true enough to the bones while still coming up with something that fits our aesthetic. Ultimately we stayed pretty close to the skeleton for this one, only lengthening the neck and tail a tad and bulking up the hands.

For covering we went with a half and half of textured hide and feathers. Aiming for something somewhat hydrodynamic for the large wader. A mix of hornbill and ducks were used for facial details, giant armadillo claws for the hands, both for offence and to dig up plants and perhaps water sources. Lastly coot-like pads were added on the feet as a little detail suggesting the mud dwelling life.

We had some additional features in mind for the neck and even the nose, but decided to hold off on those for now, saving them for the future elder stage and potential cosmetics.


Wedge - Sound Designer
The first half of this month saw me finish up designing the remaining sounds for the Ocean biome, I spent a decent amount of time creating all the one-shots needed. Now all sound sets are completed for the Coastal biome, a bespoke ambient zone will need to be created, as two of the four one-shot sound sets will need to emit exclusively from the ocean and one exclusively from land. Afterwards I focused on mixing the four existing biomes together, maintaining an appropriate dynamic range as the player crosses from one ambient zone to the next, so there is less work needed to complete the mix later on. In doing so I found that I had only fully developed the idea of creating Fauna one shots for all times when working on the Jungle biome. Consequently, these sounds were missing from the Swamp biome so I set aside some time to create these. Currently all 4 of the biomes I have worked on so far have all audio needed designed and set-up in the engine, leaving just the cave biome audio left to create.

For the second half of the month, I shifted from working on the ambient audio in order to make progress on both Fractures and the Pachycephalosaurus vocal audio. I have started designing a collection of cracking, splintering and popping bone sounds with varying degrees of intensity to audibly indicate how severe the fracture based on size and how it was applied. For the Pachy I have updated the existing calls, adding more layers to give depth and weight to them, whilst conforming aesthetically both to the original calls and to new vocals that I create. The calls were further improved by introducing additions such as the 1 and 3 calls power layer that are audible upon holding the key. I have also created a large majority of the supplementary vocal sounds for the adult Pachy.


VisualTech48 - Environmental Artist
Majority of the month has been spent upping the prop count, with cool new additions that make it more “homey” for our humans, starting by adding a semi-modular television so they can sit back and watch the dinosaurs eat, featuring a lot of variants so we don’t look at the same one each time.





Within the same package we also have the broken mirror variants, with pieces of glass missing or broken, the holy toilet itself, and the sink as well.









Other than that, I’ve been hard at work with the new buildings and interiors, some of which you'll see very soon, as well as one that is still being constructed, but with added stuff as well. This has been a good challenge to make, as some changes have been made to the system, and with the addition of a lot of decals I’ve pushed it to look as “used” as I can with the current propwork we have.












Closing Remarks
That's a wrap for June! We hope that you've all enjoyed this insight into some of what we've been up to the past month. As a parting gift I was able to secure Fred's latest map concept, feast your eyes upon our plans for the Underwater Swamp Environments! - Punchpacket.


Viking Trickshot - Nacho Steel
The culmination of more than two years of Early Access improvements, we've finally exited Early Access. Even the last two weeks were massive we managed to get 67 achievements and heaps of last minute improvements (like new accessibility settings!) added to the game.

If you've been with us for part of that journey, thank you! The game's so much better thanks to you 😃 If you're just joining in the fun now, then welcome - looking forward to kubbing with you online.

As for now, watch Ethan - the game's artist, animator, level designer, musician and more - introduce and play the game on the live stream. Bilal - the person behind the rest of the boring game dev stuff - will also be playing with random people online (you'll know it's him if you come up against Santa 😎) in the meantime.

Enough said - game on!
IncrediMarble - DaveKap
Fixed a bug where MacOS players could not access the Sandbox Mode DLC.

Please mail me at contact@incredimarble.com if you see any bugs!

Thank you to everyone helping me make sure IncerdiMarble has as few bugs as possible when it leaves Early Access!
Jun 30, 2021
Sir Stretchalot - The Wenches in the Well - Apple Tart Games
I updated the game a little:

  • Changed the save system (Old one was causing music to not play when loading under certain conditions)
  • Made combat victory and combat start music lower.
  • Fixed an asset error in post scene (it was looking for a sound file that didn't exist).
None of this should affect existing saves.

Also, I went encrypted all the files, but I put a gallery folder in the root folder of the install directory. This gallery folder has all the Image Gallery images so you don't have to print screen or something if you want to save them. I figured I'd just make it easier.


Take care and thanks for supporting me!

- Apple.
Jun 30, 2021
Fate of WINDSHIFT - REAL CORP
Hello
Launch sale is left 15Hours!!!
if you still not get this game, Please hurry up.
now,you can buy this game with 20%off price!!
this game is [Turn-based RPG] .Have fun!!
NEO 2045: Adventure MMO Game - Planeteers
New community and various feature updates for version 1.74
Aquaculture Land: Fish Farming Simulation - Deku
Hello.

Summer sale is here! And it’s time for giving you guys a 10% off sale for Aquaculture Land!
Yes, Aquaculture Land is joining this Summer Sale 2021!



From June 24, 2021, until July 8, 2021 you’ll have a 10% discount for buying Aquaculture Land! Mark the date guys! Make sure you don’t miss it!

It's time to make your own fish farm!




https://store.steampowered.com/app/858630/Aquaculture_Land/

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Try Our Other Games Too!!

Not only Aquaculture Land, but our other games are also joining the Summer Sale 2021 too! We have a 60% off sale for our other games, you should check it out!

Legion Tale
Take part in the story set in Agia, a continent inflicted with conflicts between two races. Join Alan, a young man from Scarleta who leads a small legion of warriors, to take over the reign of Dark Lord. Find the true reason behind the conquest for Agia in this tactical turn-based game.
https://store.steampowered.com/app/604040/Legion_Tale/

Multishop Tycoon Deluxe
Multishop Tycoon Game lets you start and grow your company and become a food business tycoon. This is a simplified business model of food selling shop network. Earn the optimum profit as best as you can. To make it true, try your best to make your stuff sold out every day, take advantage of the opportunity, sharpen your sales and business skill, train all your sellers, also use all promotion media.
https://store.steampowered.com/app/568780/Multishop_Tycoon_Deluxe/

Lobster Empire
Lobster Empire is a game in which you build up your own lobster business, developing better fishing techniques and ways to create long-lasting and profitable lobster resources.
https://store.steampowered.com/app/665960/Lobster_Empire/

We’ll be waiting for you guys!
Cheers!
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