Atlanta's Elite Fashion and Entertainment Consultants
Title: Claybook
Genre: Action, Casual, Indie
Developer:
Second Order
Publisher:
Second Order
Release Date: 31 Aug, 2018
Minimum:
English,French,Italian,German,Portuguese
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They not publish the level i create with the editor :( I love this game especially for the editor,graphics and physics, is so beautiful and original. The only thing i disagree is my level until now is not published,but all other about the game is good,because i buy it for support the dev and publisher i will put negative review until they not publish my level because i really disagree this.. Wish the game had a bit more content, but they added quite a bit recently. I'd recommend picking it up if the price drops below $15.. Great little physics based game with lots of potential!. Boo I cant open the game plz help. Pros = You are clay in a clay world; Gives an ASMR feeling as you 'absorb' other clay or leave a trail; Physics feel great to look at; Map editor for the creative types. = Cons = An always baked kid will look at you 24/7, looking at his joystick while you move only indicates *your* that scary kid; Not many features other than objective runs; Going at high velocity is a pain in the = Conclusion = Other than the satisfying ASMR feeling that I got from this game, similar to Oasis flower foam, the game is far from finished. Technically speaking, the game runs fine without any loss of frames, the graphics are fitting the kind of theme that one could expect from 'playing with clay' and the controls are working as expected. Gameplay-wise, you do a few objectives and finish a series of levels by doing so, but that's about it. There's a map editor that allows you to create custom community maps for all to play, heck you can even build an entire scenario for people to tackle. If you're the creative type or a parent, give this game a go or gift it to your kid(s)! The game itself shows quite some potential, but I wouldn't recommend to buy it at its current stage for the current price.
Alpha 0.2.1.13 - Pathfinding update : Version Alpha 0.2.1.13 is now available.. [PT] Alpha 0.2.0.36 : We've just released a new version on the public test (PT) branch: Added smooth ambient lighting (needs to be activated in the settings if you've previously started the game, lighting may not work correctly at chunk borders yet). The options "smooth", "smoother", and "smoothest" determine the resolution at which the ambient lighting is rendered, but the result does not differ in most cases. Added sprinting with double-pressing forward (if you don't want to hold shift all the time) Added flashing yellow screen border on low hunger Added/fixed local (planet) and say chat Added sliders for field of view, music volume, and environment volume Optimized shadows (not sure if it's actually faster, but it's definitely not slower) The universe seed is now saved in a separate file to make it possible to fix savegames in case something goes horribly wrong (e.g. PC crash due to overheating).. Alpha 0.2.1.9 : Version Alpha 0.2.1.9 is now available, including the changes from the last update on the public test version plus the following: Gameplay. Devlog #7: Landing on the planets : Developer's log, stardate 18072.3: We may have discovered a new way to land on the planets. Our chief programmer is currently working on getting this done. If you've watched Star Trek , you probably know they invented the teleporter because landings were too expensive to shoot back in the 1960's. I face a similar problem with Cube Universe : Teleporting to the planet and back to the ship is quite easy, but landing on the planet is challenging. I had some time late at night while trying to fall asleep and thought about that idea. Was it possible at all? Landing on spherical planets, but with a block terrain? No Man's Sky had this feature, but they didn't use cubes. I recently discovered Seeds of Andromeda , but they used a different approach to deal with the distortions when mapping a rectangular grid onto a spherical planet. From what I understood, they used six faces of a cube and mapped them onto a sphere. But no matter how you do this, you will end up with problems at the edges, where three faces meet. And you will also end up with the problem that voxels need to get bigger the further they are away from the center of the planet. Those problems were the reason to simply use a rectangular world, then mapped to the sphere that represents the planet when you look at it from the universe. Because of this though, you cannot simply fly to the planet and land without any kind of transition, i.e. a loading screen. Additionally, landing a big spaceship on a planet is quite a challenge, too. Anyway, back to what came to my mind when I was awake, listening to the sounds of the night, staring into the sky and watching the stars as I thought about what would have happened if I just had said yes when I met. wait, that's not the story I want to tell here. Computer, delete the last paragraph. So landing a big spaceship was not an option, but what about a small shuttlecraft? You could just hop into it, leave your spaceship and fly down to the planet. And all the way back. It is almost impossible to do this without any loading screen, but at least you will be able to fly down to the planet and land on a spot based on where you entered the atmosphere. There are a few major things that have to be implemented in order for this to work: Transitioning from the spaceship to the universe (and the other way around), probably the easiest part although the universe and the spaceship use different coordinate systems. Level of detail system: When entering the atmosphere, you will spawn above the terrain's building height after the loading screen, meaning you will have to fly about 2 km down to the actual surface. In this time, you should see the surface, so there has to be some kind of LoD system in place since rendering the normal blocks is not feasible. A shuttle is pretty fast and the voxel world doesn't load fast enough for collision detection while flying at high speeds. In most of the cases, this should not be a problem because you are slower when near to the ground, but if you fly at a height of 1 km, you may glitch through flying islands and tall buildings. Those are not implemented yet, but when they are, this may be a problem. There is probably a solution for this, maybe limiting horizontal speeds to something about 50 m/s (180 km/h, 112 mph), while vertical speeds can exceed 150 m/s (540 km/h, 336 mph). Additionally, there have to be markers so you know where to go to. And other small things may also take a lot of time to implement in total. All of this combined is a big challenge, but I feel ready for it and I see no other way, because being able to teleport kind of ruins the game. Why build a base when you have your ship that you can teleport to quite easily? And how do you make dying feel like a bad thing when you can just teleport to your last location, even if you respawn at your base or on the ship? So clearly, teleporting has to be removed and replaced by landing on the planet.. Alpha 0.2.0.23 : New in this version: Improved physics: You now slide on ice and are slower on sand and snow.. [PT] Alpha 0.2.1.4 : Patch 0.2.1.4 is now available for testing on the public test version.. Free demo now available & Patchnotes : A free demo is now available! It includes the whole game, but is limited to 3 hours per character. We may add more restrictions for multiplayer servers in the future, for example not being able to use certain chat features to reduce spamming. Additionally, the game has been updated to version Alpha 0.2.0.32. Patchnotes for Update Alpha 0.2.0.32. Devlog #8: Pricing : Hello everyone! Today I'd like to talk about some decisions we had to make concerning pricing of the game. We had to find a way to increase sales to speed up the development because the current sales (and wishlist additions) were not high enough to meet our goal of a December 2019 release that we promised. We therefore considered some options: First of all, we could lower the price to increase the number of sold units. However, there are a lot of other cheap games on Steam and given that I alone invested something north of $250,000 (*1) worth of work into making this game already, I simply could not give it away for less than the current price of $8.99 (with the exception of discounts of course). So the second option was to increase the price. We requested Valve to set it to $24.99, hoping this will make the game stand out a little bit more from all the other voxel games since we use a custom-made engine with very sophisticated optimizations to support orders of magnitude more blocks visible at the same time compared to other games. To be exact, it is something between 32x and 128x as many, depending on how exactly you compare it (*2) . This is one thing that you will most likely not find in any other game because there are not that many people who could do these optimizations (mainly people who write graphics engines) and of those, probably no one will invest thousands of hours to make a game like this because they got a job that likely comes with a six-figure salary. We know that the price increase is quite high, and as much as we would love to sell it to you for less than that, our top priority is developing the game so you enjoy it for many, many hours and we hope that this step helps us achieving that goal. We also got feedback from friends who told us that they ignore games under $10, simply because there are a lot of bad or small games in that price range. We want people to know that this is not a small game and we will not rest until all the features mentioned in the description are implemented. In fact, we want to develop this game to a point where we can raise the price to $45 or more because you will spend hundreds of hours filled with fun and excitement in the game. Footnotes: Based upon the number of hours it took to develop the game and a reasonable salary in Germany. 512m render distance with 250m sea level compared to Minecraft with 256m render distance and 64m sea level gives 4x the number of blocks in X- and Z-direction and about 8x the number of blocks in Y-direction, for a total of 4*4*8 = 128x the number of blocks.. Alpha 0.2.0.27 : New in this version: Gameplay. [PT] Alpha 0.2.1.1 : Patch 0.2.1.1 is now available for testing on the public test version.
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