Project Explore Год выхода: 2015 Жанр: Экшены, Приключенческие игры, Казуальные игры Разработчик: Seabass and Gazelle Studios Издательство: Seabass and Gazelle Studios Платформа: PC Версия: 0.1.5.1 Тип издания: Неофициальный Язык интерфейса: английский Язык озвучки: английский Таблэтка: Вшита Системные требования: OS: Windows 7 or 8 Processor: Intel Pentium 1.6 GHz or AMD Sempron 1.6 GHz Memory: 512 MB RAM Graphics: 128MB graphics with DirectX 9.0c DirectX: Version 9.0c Hard Drive: 250 MB available space Описание: Project Explore - survival-песочница с видом сверху, в которой игрока ждет огромный суровый мир, с множеством интересных событий и тоннами предметов для поиска и крафта.
1. Распаковать Project Explore.rar 2. Запустить ProjectExplore.exe 3. Играть
[0.1.5.1] Deconstruction Table, Better Forging Table, And Bug Fixes! (21/06/15) SAVES MAY NOT WORK BETWEEN THIS AND PREVIOUS VERSIONS. PLEASE DO NOT POST BUGS THAT ARE DUE TO LOADING SAVES FROM PREVIOUS VERSIONS. Changes In Version 0.1.5.1 - Implemented 'Deconstruction Table' - Implemented mouse wheel for hotbar selection (Hold SHIFT and then scroll the mouse wheel) - Made visual changes to the UI for the forging table - Implemented debug console (for developer use) - The 'Screw' item can now only be made via the forging table - The 'Spring' item can now only be made via the forging table - Fixed bug: Crates were not dropping contained items when destroyed - Fixed bug: Terrain texture surface memory could be lost if the game lost focus - Fixed bug: Skeleton spawning in water occasionally would crash the game - Fixed bug: Skeletons occasionally deleted themselves causing corruption in the save file and possible crashes - Grayed out the 'Multiplayer' option on the main menu (avoid confusion) - Project Explore wiki page is now under construction Deconstruction Table? I implemented a new item that allows you to deconstruct many items down to smaller parts. For example if you put a metal pickaxe into the input slot, you will get in return two peices of metal and a stick. Pretty cool huh? I figured this would give us a reason to add random items like clocks and broken technology. You could take a clock apart and get a gear or some screws out of it. It would really feel rewarding to be a hoarder. Wiki Page Is Under Construction Spike and I realized there is no way that anyone could know an item stat prior to testing it out themself as well as there is a lack of documentation in general. So we began putting together an entire wiki website that will be open to public change and such. I'm going to be filling out this entire website over the next few days so that at least when we get started, all the information there will be 100% accurate and verified by me. We hope this helps everyone enjoy the game a bit more and keep up with new changes without much of a struggle. It would be nice to see the community come together on something like a wiki as well. The website URL may change down the road but here it is for now: http://pewiki.seabassandgazellestudios.com/ As I mentioned earlier... This is under construction and is not anywhere near completion so do not rely on it for helpful information in the meantime. I'll be working on it constantly so if you REALLY are that eager to see information on the game, just check every few hours. [0.1.5.0] FPS Boost, Forging Table, New Music, Bug Fixes! (16/06/15) SAVES MAY NOT WORK BETWEEN THIS AND PREVIOUS VERSIONS. PLEASE DO NOT POST BUGS THAT ARE DUE TO LOADING SAVES FROM PREVIOUS VERSIONS. Changes In Version 0.1.5.0 - Implemented a whole new soundtrack - Re-implemnted crop generation in the world - Destroying a crop before it is finishing growing will now return you the original seed you planted - Saved games now save your currently selected item slot - Saved games now save your equipped items - Added new biome: Small Pond - Change all UI states to a single variable (lower the amount of variable comparisons each frame drastically) - Different UIs can be switched seamlessly now. Stats to inventory to waypoint system, all without issues! - Implemented forging table (90%), functional, just polishing the gui and interface - Change terrain rendering over to surface based for a drastic increase in performance (Pre-rendered textures) - Attempted to fix fatal error that everyone has been reporting - Fixed bug: Compass crafting requirements were incorrect - Fixed bug: Crops not dropping items correctly - Fixed bug: Skeletons spawned when there is no water in the world caused crash - Fixed bug: Game crash occasionally when planting crops - Fixed bug: Ocean water and occasionally lake/pond water was not loaded after a game was saved for the first time - Fixed bug: Lake/Pond water occasionally was moved out of place after the game was saved Such Update, Very Wow I know a lot of people were unhappy with the framerate they were getting. I completely understand and that's why I took the time to figure out a method to render the terrain more effeciently. If you care to read about how it works, read below! I've implemented a whole new soundtrack. A musician friend of mine offered a couple tracks and so I am hoping to get some feedback from the community on it. I personally like the new music and find it far more fitting for the game than what I had before. Do let me know what you think though! Now let's discuss the new crafting object, the forging table. This item must be placed in the world and used by first, clicking on it. This will bring up the brand new forge table UI. You put wood in the bottom left slot to fuel it and the required resource for what you wish to craft in the top left slot. Select the item you want and click the 'forge' button which will now have the name of the item you selected on it. I'm hoping the table adds a bit more depth to the gameplay. I'm going to post an update shortly that will make the table craftable so you can get your hands on it! How The New Terrain Rendering Works (For My Fellow Nerds) To keep things short... We cache the terrain textures that should be on the screen into memory and render it as we normally would but as a single texture rather than looping through and drawing each tile individually. This provides a great fps boost since we aren't rendering each tile individually every frame. Instead we update the single texture with the new on-screen tiles only when it's needed. [0.1.4.6] Performance Improvements, Bug Fixes, And Music! (11/06/15) SAVES MAY NOT WORK BETWEEN THIS AND PREVIOUS VERSIONS. PLEASE DO NOT POST BUGS THAT ARE DUE TO LOADING SAVES FROM PREVIOUS VERSIONS. Changes In Version 0.1.4.6 - Implemented music (Sounds real nice) - Plants now will break if they are on a surface they can't grow on - Fixed bug: Player can walk on water - Fixed bug: Equipping the carrying lantern crashes the game (Hot fixed) - Fixed bug: Heavy sword doesn't do damage (Hot fixed) - Fixed bug: Game crash occasionally when planting crops - Made wood sword craftable - Made light metal sword craftable - Made disabled menus fade - Lowered drop rate of corn and potato crops - Improved rendering performance of sanity effects. Dark clouds surrounding sanity creatures and such - Removed shadow quality option (Didn't do anything anyways) - Removed anti-alias graphics option (Didn't do anything anyways besides negatively affect frame rate) - Added new video option: vignette screen effect can now be toggled off in the graphics menu - Added new video option: blood can now be toggled off in the graphics menu (50% implemented, the decals and effects are disabled by this option but death animations need to be changed still) What's Special About This Update? The biggest change you will probably notice is that I implemented music. Currently there are only two sound tracks but I plan on writing quite a few more within the next few weeks. I've also switched the game back to the full code compilation (native code) to improve performance. After watching numerous game reviews with framerates as low as 20 and as high as 200, I was shocked. The performance loss is too drastic to drop support for the full compiler. I plan on further securing my code to ensure less crashes/bugs in the future. Please report any issues you have on the forums! Community Requests I fixed a couple bugs and implemented a few things that people have been requesting. There were a few complaints that the main menu was confusing and that deselected menus should be indicated as such. I've added a fade on deselected menus to prevent confusion. One user requested that blood can be toggled on/off. Whether this is to make the game child friendly or to help those who are hemophobic, it was an excellent suggestion! I noticed a lot of people complaining about having a horrible framerate no matter what they do and realized the main issue was these people were playing on old GPUs or integrated graphics cards. I've made the vignette shader a video setting option that can be turned on or off. Switching it off may give you a massive framerate boost if you do not have a dedicated graphics card. The New Calendar Page For Trello! If you are ever interested in what we are working on from a day to day basis, we've finally got around to making a calendar that we will be constantly updating as we push forward. LINK HERE: http://trello.com/b/eaw5bXk9/alpha-0-1/calendar Thanks for reading everybody! [0.1.4.5.2] (27/05/15) - Crash fixes and other minor issues [0.1.4.5] Swords, Frying Pan, And A Bug Fix! (25/05/15) SAVES MAY NOT WORK BETWEEN THIS AND PREVIOUS VERSIONS. PLEASE DO NOT POST BUGS THAT ARE DUE TO LOADING SAVES FROM PREVIOUS VERSIONS. Changes In Version 0.1.4.5 - Made knives less delicious (Make all previously non-consumable items, not consumable again) - Added new item: Frying Pan - Added new item: Wooden Sword - Added new item: Light Metal Sword - Added new item: Heavy Metal Sword - 'Save Game' now only says, 'Save Game', instead of including the fix version - Changed release version to interpreted code compilation Why The Small Update? I think it is rather important that you can't eat your entire inventory. It was a serious bug that I managed to over look and so I'm pushing this update NOW to avoid further confusion. In the meantime I've added swords just because I thought it would be nice to have a couple more weapons in the game. Like a frying pan. Why not? If we can have thousands of items/weapons in the game with the excellent foundation we've developed, why shouldn't we add everything we can think of? I've also switched the release version to the much more stable interpreted code compilation. This should stop 99% of the bugs that have been getting reported. The result is a slightly lower framerate but I'd prefer a stable game with 200 fps than an unstable game with 400 fps. I hope to hear what everyone thinks of this update below! ^_^
Вы не можете начинать темы Вы не можете отвечать на сообщения Вы не можете редактировать свои сообщения Вы не можете удалять свои сообщения Вы не можете голосовать в опросах Вы не можете прикреплять файлы к сообщениям Вы можете скачивать файлы