About This Game"When you die, you normally have only one simple wish - to return and tell them - "Hey, guys - it's OK! No need to feel sad! Cause you know what? It's actually OK on both sides, really." But returning is not easy - the only way would be dreams - "half-dreams" - "ghost-dreams". The problematic part is if you get stuck - you turn into a demon. Hard to say what exactly it is, but we presume it's a painful and useless existence. Better to avoid doing this, really.My personal "problematic part" is that I am already stuck here. No idea how I'll get out this time..." On his journey to the "Other Side" Reader (and his "natural companion" Writer) meets various Ghosts and Demons, Holy Spirits and Gods. He also meets Singer, who is neither Ghost, nor Demon. At some point she becomes important to Reader. Realizing this won't stop him though. The world of Ghostdream should be scary, but it is not - it is just dark. The story should be sad since all the characters are more or less dead, but it is not, because they normally remember nothing, except some minor detail or two (for example the protagonist remembers himself reading a book - this is why they call him Reader. It is his only memory after all). Ghostdream is a retro-style Point and Click Adventure game with puzzles, exploration and story. - 55+ entirely animated locations (rooms) - 10+ characters - 8 Major Puzzles (no items required, exploration of the whole accessible area is a must) + standard adventure actions (like get here, talk there, press this, press that...) - 16 000+ words story (fully voiced) - about 10 hours to beat Ghostdream for the first time. - 20+ songs OST - 60 pages art book (with a puzzle guide) b4d347fde0
English
new ghost dream. ghost dream meaning hindu. ghost dream moods. ghost dream leafly. nick nicely ghost dream. ghost dream number. ghost dream meaning in hindi. ghost dream mini. ghost dream or daydream. ghost dream lookup. ghost dream meaning. ghost dream meaning auntyflo. nun ghost dream. ghost dream meaning in tamil. ghost dream meaning dream mood. ghost dream notes. ghost dream mini christmas bauble. ghost dream nightmare. ghost dream mod. ghost dream lyrics It's an odd game. I liked the visuals, the dialogues and the quirky characters, all this strange vision of after life. To progress you have to solve puzzles. Not inventory based puzzles (there is no inventory at all), but enigmas. An example: you have to understand obscure hints to know in which order you must click on symbols on a card, and the guard will let you pass to the next place. I found these puzzles often more tedious than fun. You slowly travel from screen to screen to see the hints, and you find the solution, or not. You don't interact much with the environment. So, I used a walkthrough a lot. I liked this game as a kind of visual novel, for the story, but not much for the gameplay. Overall, this is a unique, weird, small world, and for that I recommand this game (but maybe not at full price).. This game has a very beautful art work, voice and music choice for its theme which I really enjoyed and kept me playing. The story, while being fair, was enough to keep the theme interesting enough to be invested in the character, Reader, and his companion, Writer. While some acts had some satisfying puzzles like Act 1, 2 and 5, the remaining acts were very annoying as you had to find the right pixel to click on to progress further in the game (had to use a guide to find their exact locations). Dialogue in the game at first was alright but takes a noise dive as you progress, the conversation with Singer was, to be direct, cringey. Going Prone - Early Access Build 12:
If you want to check out this work-in-progress update before its official release, you can opt into the beta branch via steam without a password. Here's how to opt into the beta branch: https://twitter.com/SteelRaven7/status/869606992746250242 I will also be tweeting about the beta branch updates, so follow @SteelRaven7 to keep up with the latest news.. Coastline - Early Access Build 8: This update is mainly about the new map - Coastline! Coastline is probably the most ambitious Ravenfield map to date, and focuses on close quarters engagement and verticality with the battle raging from sea level all the way up to the mountain ruins. This update also introduces new features such as the Configure Flags option, allowing you to customize a map's flag layout before starting the game! Full EA8 Change Log: - Added Coastline Map - Added Configure Flags option - Significant AI changes: > AI will now acquire new targets much faster, giving them a quicker reaction time and challenge > AI now has a Close Quarters mode where they automatically take cover when under fire. > Improved AI's CPU load so it's more spread out, meaning less frame drops/stutters caused by AI. > Misc AI fixes - Added ladders (Press use key to enter them) - Added water volumes, allowing maps to have lakes/etc on other heights than just the ocean water level. - Added alternate path AI hints, letting map makers hint the AI on how to spread out in a level when attacking capture points. - Added damage zones - Added speed limit zones, letting map makers hit the AI on what speed to traverse special zones in a level. - Added configurable-per-flag AI defense strategies for map makers. - Added one way level neighbors - Player only takes balance damage from getting hit by AI (still needs some tweaks, but it's better than just insta dying!) - Added cloud - Strictly no ET activities allowed Hotfix 1: - Looks like the ET activities have been contained... for now... I hope you'll enjoy this update! /SteelRaven7. Custom weapon support is here! - Early Access build 5: Attention soldiers! You may already have noticed a surge of weapons on the Steam Workshop page, but now everyone can try them out! There are already around 100 custom weapons available to download and play, so what are you waiting for? Check them out now! Not only the community has been making weapons, I've also added an official M1 Garret (inspired by the classic Garand) rifle, complete with that PING sound when you empty the clip! Maybe you're interested in creating your own custom weapon for Ravenfield? I'm working on a guide on custom weapon creation which will be published in a few days. In the meantime, you can always ask for directions and help on the Ravenfield Discord server at https://discord.gg/xavGMJa. Here's the full change log of the EA5 update: - Added custom weapon support! - Added M1 Garret - Added AI weapons page in the instant action menu that lets you set exactly what weapons the AI should use - Overhauled loadout UI to work better with a larger number of weapons - Added weapon tagging, weapon makers can tag their weapons to group them together in the loadout UI and AI weapons page. - Made it so that resolution and fullscreen settings only can be changed in the main menu (You could change them ingame before, but they didn't have any effect, which caused some confusion) - Fixed a bug on mac where the game would try to load non-workshop mods from the wrong directory. - Added restart button to the ingame menu. - Added the launch option -nocontentmods that disables auto loading of content mods when the game starts. Hotfix 1: - Fixed some custom weapons intended to not be usable by AI could be manually enabled via the AI Weapons menu, producing buggy results. Hotfix 2: - Fixed the majority of pink texture issues on projectiles/explosions/smoke effects that was present on Mac and Linux. Enjoy this update! /SteelRaven7. The Big One - Early Access Build 11: Get ready for the biggest update so far: EA11 This update features 2 new maps, Mountain Range and Canyon: Mountain range is a large map focusing on air combat, so prepare to put your dogfighting skills to the test! All air vehicles, from attack planes to transport helicopters are available on this level which makes the airspace quite chaotic. You can also fight on the ground, battling for capture points along a range of mountains. Canyon is a very open, mid-range map with lots of room for tanks and infantry to get around. The battle takes place in a drained dam, and even features a stranded aircraft carrier! The center of the map is entirely open, so prepare for a massive battle. Alternatively, you can flank the open area using a cave system. With EA11, it's now possible to specify weapons and vehicles on a per-team basis, allowing you to recreate historical battles, zombie apocalypses or whatever you can imagine! Maybe Eagle with pistols vs Ravens with anti tank launchers? EA11 also improves how your AI buddies get around, making them move smoother around the battlefield. On top of that, several key areas of the game have been optimized, so you should get higher framerates than before! Full change log: Main features: - Added new map: Mountain Range - Added new map: Canyon - Added team-specific weapons and vehicles game configurations - You can now restrict player weapons too with a checkbox in the weapons switch. - You can also save and load your game configurations - Changed how vehicles/turrets spawn, they will only spawn on capture points owned by a team - Added priority based sound mixing. This should help make important sounds such as gunfire close to you stand out more, and generally make the game sound clearer. - You can kick dead bots to spawn a small ammo pickup. Perfect for when you're running dry! Other fixes: - Added zoom to spectator camera, hold ctrl and scroll to zoom. - Fixed spectator camera bugging out when attached to vehicles that die. - AI now avoids using weapons with splash damage if it can hurt teammates with it. In some circumstances (such as on a tank capturing a flag) they will still fire no matter what. - AI movement improvement, now way smoother than before - AI will sprint more than before, making it faster for them to reach capture points - AI defense improvements, they will now track down units who are capturing a flag. - AI now has a high chance of picking AT weapons when defending a flag that is under attack by a vehicle. - AI will now play climbing animations when climbing steep hills/obstacles - AI will no longer be able to automatically spot enemies if they are not in their viewcone. - Removed kill feed from skeletons in haunted mode. - Misc improvements and bugfixes to AI - Overall game optimization - Added draw distance option - Added v-sync option - Scalpel now only has 1 round, use it wisely! - Fixed an issue with helicopter miniguns sometimes not working correctly - A few minor tweaks to anti-tank weapon damage - M1 Garret now uses sniper sensitivity when aiming for more precise long range shots - Unlocked some previously secret weapons by default. - Sprinting while being crouched will now make you automatically stand up (only applies to toggle crouch mode) - Misc bugfixes Enjoy this update! /SteelRaven7. APC & Skirmish Mode - Early Access Build 14: EA14 adds a highly requested vehicle to the game - an amphibious APC! The APC is designed to safely transport infantry to the front lines, but don't underestimate its power against vehicles. The APC also introduces a more detailed vehicle style, both in its look and handling. Expect updates to the existing vehicles to bring them up to par! EA14 also introduces Skirmish mode, a brand new game mode with limited respawns. When you die, you take the place of a bot on the battlefield. This means that you will no longer have access to the weapons you picked at the start but will have to make do with whatever the bot was carrying. Improvisation is key here! As the battle rages on, reinforcements will be airdropped onto the battlefield. Here you have a chance to pick a new loadout to bring into battle. The number of airdrops are limited though, so make sure your team doesn't run out of soldiers or you'll lose the battle. Any team can also win by capturing and holding more flags than the other through a domination victory. Full change log: - Added APC - Added Skirmish game mode with limited respawns. - Several improvements to vehicles (mainly car improvements): - Added Forward/Reverse gear that takes a brief moment to switch between. - Added tipping force when turning sharply and accelerating/braking. - The engine will struggle a little bit when the suspension is under high load - Added support for new sound such as shifting gears, suspension stress, engine ignition. - New sound mix when sitting inside an enclosed seat. - Added support for amphibious (floating) cars. - Added stable turret that doesn't rotate with whatever it's attached to. - Some various minor tweaks to levels to help AI get into/from their vehicles a little easier. - AI can now get into vehicles just after leaping off a surface, especially useful for vehicles in water. Before they had to wait until they were swimming before they could get in. - Fixed a bug that would cause AI to perodically slow down when following a path. - Added modding support for weapon parameters such as custom sight modes and weapon alt fire modes. - Added secondary fire mode to Thumper where it fires smoke rounds. This is useful for both blocking view and ranging your grenades. - Fixed a bug that would cause vehicle gibs such as wing parts to jitter when on the ground. - In the weapon picking loadout UI, weapon tags are now hidden if they contain no weapons. - Moved the Player Has All Weapons checkbox to the instant action page. - Player Has All Weapons setting will now persist between games. - Player Has All Weapons setting is now saved with your game configuration saves. By default it's set to off. - All weapons are now always visible in the Weapon Switch menu. Any weapons that can only be used by the player is highlighted grey. - Improvements to how AI pick weapons, they will now prioritize long range weapons such as snipers and assault rifles on longer engagement ranges and vice versa. - AI will now pick up two equipment items (previously they only picked one). They also have a slightly increased chance of picking an anti-tank weapon in slot 4. - Smoke grenades particles will now be lit according to the level ambient lighting conditions. For example, they will no longer appear super bright during night time. - Vehicle HUD sounds such as missile lock on will now also be heard in third person mode. - Increased grenade launcher damage when hitting a vehicle directly. This makes them more effective as anti-armor weapons (But rocket launchers are still the better choice). - Smoke grenades now have a unique 3d model Enjoy this update! /SteelRaven7. Archipelago Progress and update plans: Archipelago is shaping up nicely! If you haven't checked it out yet, you can try it on the beta branch (instructions here)! This is a brand new screenshot from today's beta branch update: I'm happy with the layout of the new map, so my plan is to finish up the overall structure of Archipelago and release it on the main steam branch as Early Access Update 2 next week. Don't worry, I will continue improving the map at a later stage, but I think it's good enough for now! This is what Archipelago looks like at the moment: After releasing the Early Access Update 2, I will shift my focus to custom map support and workshop integration. This means that I will start rolling out the official modding tools which are used inside the Unity Editor. There are already some really cool map ideas drawn by community members, and some of you even started making levels inside the Unity Editor! This is a custom map idea from community member McDenny's09: If you want to get access to the Map Making tools as soon as possible, make sure you join the discord chat server over on https://discord.gg/xavGMJa! Thanks!. The Archipelago Update - Early Access Build 2 is out now!: Hi everyone! I just released the new update to Ravenfield which is centered around the new, completely reworked Archipelago level! The level is centered around naval combat, where the Eagles are attacking a group of small islands with their aircraft carrier. To increase the chaos of battle there are now attack boats armed with autocannons and mortars, time to lay down some supressive fire for your ground troops! You can also use the new wire-guided missile launcher to take out armor from afar. Keep in mind that the missile will loose tracking after a certain distance, so don't expect to snipe that helicopter on the other side of the map out of the sky! https://www.youtube.com/watch?v=ULuXYGRcTp8 Here's the full list of changes: Content
Balance
AI
Misc
Hotfix patch 1:
I'm happy with the current state of Archipelago for now (though it will receive improvements sometime in the future). My plan is now to shift focus to supporting custom, player made maps and workshop integration. I will try to roll out mapping tools via the beta branch sometime early July - be sure to join the Ravenfield discord chat server if you are interested in using these as soon as they become available https://discord.gg/xavGMJa! Thank you for your support, and I hope you'll enjoy this new update! /SteelRaven7
PlayClaw 5 - H.264 AVC Software Encoder Ativador download [addons]
0 Comments
Leave a Reply. |