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About This Game

Claybook is a unique world made entirely of clay. Every inch of the environment can be shaped and molded. Everything has matter inside it, not just an outer shell. Clay can be liquid or solid, and it can be deformed and destroyed.

In the game, you step into the shoes of brave kids who bring the Claybook to life. Each chapter of the book challenges you with unique obstacles and puzzles. You possess clay blobs and morph them into different shapes to overcome tricky situations. Each shape has its strengths and weaknesses, and some even have special powers.

  • Play through a wide range of challenging books and chapters.
  • Invite friends to play (split-screen up to 4 players).
  • Compete in the leaderboards.
  • Achievements challenges you to use the clay blobs and environment creatively.
  • Sandbox mode where you can mess around freely with all of the clay blobs.
  • A unique clay simulation and visualization technology, designed for user-generated content and making it easy for players to unleash their creativity.
  • An amazing in-game tool that lets you build books and chapters. No technical skills required and share directly inside the game with the Claybook community.
  • Discover and play cross-platform (PC, Xbox One & PS4) community creations directly inside the game.



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Title: Claybook
Genre: Action, Casual, Indie
Developer:
Second Order
Publisher:
Second Order
Release Date: 31 Aug, 2018


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 7/8/10 64-bit or newer
  • Processor: Dual-core Intel or AMD, 2.0 GHz or faster
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 750 or AMD R7 260 or equivalent
  • DirectX: Version 11
  • Storage: 3 GB available space
  • Additional Notes: DX11 compatible graphics card with 2GB VRAM or more

English,French,Italian,German,Portuguese



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cuteness overload 10/10 would CLAY again. A very good game! But you will need a decent computer to play it, if you are not a fan of this kind of thing you will get bored fast, also the controls take a long time to get used to but currently it's on sale so right now it is 100% worth it.. Claybook is probably one of the most satisfying games I know so far.
Ever watched one of these "most satisfying videos" on Youtube? It's like that, but better and in game form.
The game is currently in Early Access, but has already a lot of unlockable levels with different goals and workshop support. Some of them are easy and others are more challenging.
So far I spent most time in the game with destroying things. (RIP chocolate rabbits. Never forget.)
Will definitely come back to it again, alone to unlock all the candy themed levels.. Great little physics based game with lots of potential!

http://www.youtube.com/watch?v=uMHcx914YQQ. 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.


Devlog #1: Coming soon...:
In this first Devlog, I'd like to talk about what are the short-term (1-2 months) plans for Cube Universe.

A new planet type: Luminous. [PT] Alpha 0.2.1:
Patch 0.2.1 is now available for testing on the public test version.

Main features. Alpha 0.2.1.5:
After a lot of testing and development, we are happy to announce that patch Alpha 0.2.1.5 is finally ready to be set live. The following patch notes include all changes made since the last live version.

Main features. 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 #3: Demo coming soon!:
Hi everyone! I'm currently working on a demo that includes all features of the game, with only one limitation: You can play each character only for a limited amount of time. This way, you can play the game, test if it works on your PC and see if you like it before purchasing. If you decide to purchase it, you will keep your savegame from the demo.

How will the demo differ from the full version?. Alpha 0.2.0.25:
New in this version:
  • You can now directly choose a savegame instead of creating a server. Currently, only one savegame (with multiple characters) is supported. The option to create multiple savegames will be available as soon as mods are supported, to allow you to create different savegames with different mods.
  • Server problems should be fixed now. In some rare cases, you may have to add the server IP if you want to play with friends on the local network.
. Alpha 0.2.0.27:
New in this version:

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.


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