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Title: Dark Forester
Genre: Indie, Massively Multiplayer, RPG, Strategy
Developer:
Morozov Sergey
Publisher:
Morozov Sergey
Release Date: 27 Jul, 2018
Minimum:
English,Russian
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I predict the game a huge success, and i explain why! Dark Forester is still only in alpha version and developed by one man! I'm level 10 and know what to say. - beautiful graphic - physic based game - Nice PvP idea, many Clash of Clans elements in 3d. - I see (final release) as 'Mighty Quest For Epic Loot' alternative - 'Never die' - better restart the game if your hero gone down. -:) - Forest decoration, you can create your own unique forest. - UI/UX is much better now, as after release - One man develops Dark Forester! Great respect! - corpses, falling trees, traps - simply brilliant. - Non stop action, summon everything, no build time. Minus: - Price is too high, discount news for alpha is good idea.. everything feels unfinished and of poor quality. nice idea, badly executed.. I bought it for .89 cents it seems worth it.. Worth the .89 for sure.. I played the game once because I got it for like a cent. I think I planted some trees and then I never played it again. It was probably good.. At first, I thought this game was deserving of a thumbs down, but in that time I found out that, while some of my problem were legitimate, a lot of it had to do with messing around with the game a lot. you have to TRY ERY HARD to like this game so don't give up, but after that it's a decent experience for 99 cents. What's more, the developer himself chimed in on my original review and that's really cool to see a developer care so much about game they stand right up to critics in a helpful nonconfrontational way. This is my original review, read it or not, like I said, there complaints will happen a lot until you get the hang of the game. After that no worries. I want so much for this game to be good. I think the premise is very original and the fantasy setting is great, but the gameplay and display needs serious work. With TLC, this game can be great so I urge the developer to improve it. First off, your units aren't smart, in fact they don't even seem to care about their own survival. They'll just kind of stand there and wait to die, rarely if ever engaging enemies. You have your own unit who walks around and fights, but he's full of glitches. He doesn't fight so much as run by an enemy and hope they attack him so he can attack back (for some reason he won't start the fight) and he seems to just run around on his own a lot. You can really need him but suddenly find him on the other side of the map walking into a wall. He really should not move unless you tell him too. People consider this a Tower Defense like game but personally I think that's one of the biggest flaws. You don't get to control your units or even help them during a fight, and so they die without even scratching the enemy. Unlike a tower defense game most units aren't ranged so they don't do a lot of damage and they're only programmed to attack what's in front of them if you are lucky. I think this feature is the one that needs the most revamping of all of them. It should not strive to be a tower defense. Rather, you should be able to control your units like you control your character and deploy as you see fit so it becomes a real-time strategy game instead. For a good example see Age of Empires. The least pressing but preferable if enhanced issues are the graphics and display. I can give a pass for the battlefield graphics, but it's so pixelized even at optimal levels that when you need to read something it's hard to decipher (yes I have 20/20 vision.) The display is more of a problem however in that you can't set it to full screen and your cursor disappears when you play the game, so in the middle of something important you often find your mouse pop out of the screen and that's kind of annoying. There should be an in-game cursor so you know where the mouse is and it should be put at full screen. Once again I really like the idea of this game and I hope it improves and even becomes more popular, but until those much much needed enhancments come in I feel this was money poorly-spent. Good luck designers.
Patch 19 - v0.5.4.5 Changelog : Here's a new patch, bringing some fixes! Changelog Fixed the issue related to people now being seated properly when loading a game. Tables status is now loaded properly. Fixed an issue with doubled tools in the Furnishing Panel after moving to another restaurant. Fixed an issue allowing to unlock Templates without actually spending skill points on them. Carbs skills now work properly. Fixed the "Nut" Tag icon.. Work in progress: the Attractiveness System : Buongiorno fellow chefs! We keep working on the first major update and it is now time to show you some of the contents we will soon release for Chef! As you may know, we are working on the City Map, a new system that will allow you to extend your influence across the city and slowly gather loyal customers. But to do that, we needed to rework how customers work in the game. We felt like that the current system wasnt clear enough, we wanted players to have a precise idea of how many people could come to the restaurant with a certain setup. Thats why we reworked the existing customers bars that appear in the Menu Panel and in the Policies Panel. Whats new? Well, lets start with the fact that there will finally be a clear number representing how many people may currently be interested in coming to your restaurant. All those numbers represent the actual pool of customers of the restaurant and the bars have now a different role: they indicate the Attractiveness of the restaurants offer. While previously the Menu composition directly affected the number of people in the pool, with imprecise effects, now the pool can only be affected by your Popularity and your efforts to reach new districts expanding the influence you have in the city. It will now be possible to know how many customers will pay a visit during the day, and you will be able to carefully assemble the menu and develop tactics to maximize profits.. Patch 21 - v0.5.4.7 Changelog : A new, small patch have been uploaded! Changelog Water is now an aroma neutral ingredient. Added more than 40 reviews to ChefAdvisor, to improve overall variety by 50% and silly puns by 200%. Fixed a minor bug affecting the speed of both customers and waiters. Fixed some events not triggering properly.. Patch 03 - Changelog : Here's another patch for Chef! Changelog Added an extensive guided tutorial helping new players to learn all the basics of Chef. Fixed a bug on the menu which prevented recipes to be placed in the correct Menu Section Fixed a bug on the menu which misplaced recipes in wrong Menu Sections. Menu Section in the left part of the Menu have the same order as the buttons on the right part. Slightly improved performances. Set a maximum amount of customer info shown in the Stat panel, to prevent performance issues while opening it. Fixed the wrong Seats number on restaurant load. Fixed Stats panel not opening properly on first start Fixed tooltips drawing outside the screen. Fixed a minor issue with beverages stats. The game can now be pause pressing the SPACE key Fixed a minor issue which allowed character to finish their current animation while the game was paused.. Patch 23 - v0.5.4.9 Changelog : A new patch for Chef is ready, bringing several improvements asked by the community! Changelog Customer recipes can now be edited, using proper buttons available in the Menu Panel! Fixed the event conditions chain to allow the tutorial to progress smoothly. Added an informative string when the player tries to sell an item that's being used. Added a tooltip area for Recipes added to the menu, to easily see their stats. Made the Recipe Rating visible on Recipes added to the menu. Baloons appearing overcharacters have now colored icons, to be easily distinguishable. Starting a new game no longer prevents the activation of the tutorial chain of events. Made some minor fixes on tables' navigation obstacles to prevent some minor issues.. The Recipe Editor : Hello fellow Chefs and Foodies! Today we will provide some details about one feature we are quite proud of, the Recipe Editor. Creating the Recipe Editor has been a monumental challenge. We wanted it to be realistic and still fun at the same time, not a simple task considering how complex cooking is. We therefore had to find the best compromise. Despite the difficulty, we didnt quit. There are more than two hundred pre-made recipes in the game and many more will be added in the future. More importantly, we wanted our players to be able to re-create their own favorite dishes, or experiment with ingredients and taste, and create new delights. The Recipe Editor itself is not that different compared to crafting features popular in many game genres. There are some ingredients at the players disposal that must be assembled together into something with good stats. New or better ingredients can be unlocked during the game, and it will be very important to have the best ingredients at available, to offer to your target audience the best recipes possible. Available ingredients can be dragged into three possible slots, used to define Main Ingredients, Important Ingredients, and Secondary Ingredients. Main Ingredients will be the foundation of the recipe, and they will drastically affect a recipe Taste, they will also come in a higher quantity. And yes, this will affect the final price. Important Ingredients are the ones used to give a recipe its identity, their quantity wont be as high as the Main Ingredients, but you will still want to be careful with them. Main and Important ingredients can be used to unlock proper Tags for a Recipe. Secondary Ingredients are meant to be used to do small tweaks to a recipe, but they wont add any Tag to the Recipe. Having three clams in your pasta is not going to turn it into a Seafood based Recipe! How do Tags work? Lets say you put some Meat in your recipe, it will gain a Meat Tag. The game will interpret the Tags of all Recipes you will put in your menu, and this will affect possible customers. Specializing in Seafood may lure many high-paying people interested in refined cooking, but it will drive all Vegans and Vegetarians away. But a recipe, before being targeted for a certain customer group, must be tasty, doesnt it? Every recipe is characterized by a single Quality Score, which is generated taking several elements into consideration. The final Taste must be balanced, the Aroma of various ingredients must be compatible, and your Avatars skills should fit the recipe you are creating. We tried to make sure that a good dish in game is also good in real life, but sometimes we had to make some exceptions to the rule. Our model is 100% sure that Carbonara Pasta tastes better with some onions chopped finely in the sauce. The concept itself can spontaneously set on fire a thousand Roman innkeepers on the spot.. What is this game about? : This is the first of a series of posts in which I will explain all the background and the core mechanics of Chef - A Restaurant Tycoon Game . Lets start with what Chef is meant to be: a deep tycoon game about managing restaurants and providing food to a variety of customers, always ready to destroy your reputation with bad reviews. (sounds a little like doing videogames, doesnt it?) We focused on creating a sandbox experience allowing anyone to create their own unique style of cooking without constraints, and we built several mechanics capable of interpreting the players choices and to create realistic outcomes related to them. The first step in the game will be the Character Creation. We felt that creating a proper Avatar could be way better than just hiring random cooks. During Character Creation it will be possible to customize the Avatars appearance and choose several initial skills. Fear not, nothing will prevent you to radically change your specialization, or to try becoming a master in any field. But you will have to earn it! When starting a new game, you will be unable to buy a restaurant, so you will need to rent one and you will be able to choose among several options. Is it better to have a bigger place in the countryside or a small one in the city? Location will matter and affect the number and type of customers you will attract. Once you choose where to start, you need to properly set up the place before opening it. We created hundreds of different customizations for the restaurant and you will be able to change all walls and floors, and also place several furnishing items across the restaurant increasing its aesthetical appeal and ambience rating. Dont forget about cooking equipment! More equipment means that more dishes can be prepared at the same time. But remember the more equipment the higher the maintenance costs, we cant have free electricity. Not even in videogames! Hiring the staff will be very important. We wanted a realistic approach to the matter, so most people available for hire will be unprofessional, lazy, and unqualified. Finding good people for your staff will be hard, you better keep them happy once you find them! The last step is preparing a proper menu. You will be able to fill it with both pre-made and player-made recipes, but price and cooking time are not the only things that matter! Put some vegan recipes in your menu and your restaurant will suddenly unlock the Perk Vegan Friendly, meaning that Vegan customers will stop ignoring the place! This system works using special Tags that characterize both Recipes and Ingredients. So, adding random Dishes to your Menu wont really work. You must be strategic in selecting the items for your menu. Menus will have to be carefully assembled and consider the cost of the ingredients, the lowest possible cooking times, recipes compatible with your skill set, but yet have the proper product to attract your targeted category of customers! Finding the most lucrative balance wont be easy! At last, the Recipe Editor! We wanted to create something realistic and fun to play at the same time. After some failed attempts, we finally made it! Creating recipes will be a delicate work of balancing the taste of the various ingredients and placing as many aromatic matches as possible, while keeping the costs as low as possible and managing to get the classification you want for the Recipe. Thats all for now! In the next weeks I will share more info about all different gameplay mechanics.. Patch 08 - v0.5.3.4 Changelog : We just released a new patch for Chef, bringing some new features we've been asked and several fixes! Changelog Fixed several bugs related to save and load issues. Added Autosave feature: the game now saves at the beginning of the day and right after the lunch service is over. Fixed a bug related to rotation of already placed items. Custom recipes can now be deleted permanently from the Menu Panel. Fixed missing icons for Roasted Veggies. Added Margarine to create vegan desserts Savegames are not sorted by the most recent ones. Fixed an issue with customers leaving the place because unable to be served. It won't appear with future savegames.. Wheres my next big update, signore? : Buongiorno, cuochi! A quick update for those who are wondering what we were working on last month, a surprisingly low profile January for our bombastic and loud standards. Our initial idea was to work on the next big, fat update, but then we noticed this on our store page: We obviously reacted like professional, adult and responsible people. Apart from a couple of panic attacks and a desperate, naked escape through the historic center of Rome. Browsing the most recent reviews, we realized that we had given a low priority to some glaring issues that actually needed to be fixed as soon as possible (i.e. tutorial consistency and UI usability), simply because Chef's veterans are true Catholic Saints with an infinite reserve of patience. Some of the new players were not as ready for such a turbulent start and they rightly complained. We could have done better and were sorry for that. January has therefore gone from "wow, let's start working on these fantastic new features" to "OMMIODDIO WHAT IS THIS? OUR TUTORIAL SUCKS LET'S PURGE IT WITH FIRE", forcing us to postpone the first really juicy update for at least a couple of weeks. Do not fret, friends, because our January work wasn't all for naught: We have managed, among various Quality of Life improvements, to finally add the much requested recipe editing in the menu panel! WOOOOOH! Your new menu will look like this: We know you all expected a huge update in these first weeks of February, but at least we had to try to transform some of those negative feedbacks in a positive and enjoyable experience for everybody. Want to know about the next update? Well heres a second hint: No, zero Pokmon Go Mechanics.. Stronghold Legends: Steam Edition Chef: A Restaurant Tycoon Game Patch 28 - Quests and Fixes - v0.6.5 : We uploaded a new patch, with new contents to enjoy and several fixes requested by the community! We finally added a Quest System to the game, and added a first storyline allowing players to earn the Chef Stars in a more organic, interesting way! We are eager to know what you think about the new Quest System, and we are already working on several quests and storylines that will be included in future updates! Changelog A Quest System has been implemented! Players may now get Tasks of any sort and the leveling is now managed through repeatable Tasks. We plan to release dozens of events and storylines in the next months, using this Quest System as foundation. Completely reworked the Tutorial using the new Quest System. The process of gaining the three Stars is now part of a storyline consisting in multiple Tasks with increasing challenge. Waiters performances have been optimized: many actions have been modified to allow them to spend much less time walking around the restaurant. Data in the Stats Panel can now be sorted. The balance screen is now showing correct numbers. The Recipes summary no longer breaks when recipes with more than 5 tags are displayed. Fixed a missing string when clicking on customers. Added a new ambient track. Buttons used to find more people to hire are now more reliable. The Policies panel will no longer take a few minutes, after loading a game, to activate the various sections. Fixed an exploit allowing to gain infinite skill points when closing the skill panel. The ingredient tooltip in the Ingredients Panel now shows taste values for ingredients. Fixed some missing icons. Fixed an issue with Influence Points not being assigned when making a new game without restarting the application. Recipes on the right area of the menu can be now sorted correctly. Menu Perk are now updated in real time in all cases, without any delay due to some orders still being processed. Added a button to go back to the main menu after opening the map to select a first restaurant. Fixed Missing hair on a waitress. Fixed conditions for decisions not properly showing and moved them near the description to increase clarity.
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