Before all I whant to let you know that Xbox version has done quite good, tx to MS for this opportunity, their staff also is very proffesional, something I can´t say from Steam. The Xbox launch will allow the tame to keep alive. Steam version release was certainly weak and I was considering if it was even worth continuing. Steam staff behaved in a very unprofessional way during the launch and I really got deceived, only thing that keeps me on this platform is you. I'll keep updating the game by porting from Xbox to PC but I won´t be developing any PC specific feature.
I doubt I'll realease anything new on Steam.
This update is the second after Xbox release and is meant to be the last covering upgrades and fixes of the Xbox release. It aims to be a long-term upgrade in order for new features and content be developed meantime. Major launch issues have been addressed, improvements to present features have been made, here the ones applying to PC version:
Scene loading Loading process has been modified, aside of additional feedback to the user with motion loading icon the loading has been split in 2 parts. Map loading, and tank loading. The loading screen will remain visible while map assets are being loaded and generated. The small spike generated at the end of the map loading is due to Shader.Parse. This is an unity issue and I can´t do more.
Once map is loaded, the tanks keep loading and caching into memory, but level camera is shown and info text informs the users of the current task, like “tank model” cached in memory or “tank model” spawned. The resource loading and caching process is async. Overall the load experience is much smoother. Further, if game is replayed, the caching is non existing so game will start soon after map is loaded.
edit: Aparently I deleted a line of code that launches DLC maps, this is fixed will be uploaded in an hour max. Just in case this happens to you let you know this is being taken care off.
Options menu navigation Options menu navigation gives better feedback on what items is currently selected and is visually more appealing.
Too hardcore first-time experience This issue was more of console user issue, so the tutorial only covers gamepad for now, if you enter "school" with gamepad mode tutorial will show.
Some users complain of the lack of knowledge on how to command the tank. First match a tutorial is shown while in match. It will stop showing once tutorial is completed. Once “Baptism of fire” match Is no longer available in main menu, this match, always showing tutorial is available on the “School” icon, bottom right. For older users having played, tutorial will be shown on “deathmatch” or “team deathmatch”. Until they complete it.
Survival hiccup between waves An error in the caching loop was overwriting the cache of waves only caching the last wave, this would cause a hiccup between waves, now the hiccup is minimal.
Parts damage would not reset If tank was destroyed with wheel damage, wheel damage would persist on next spawn.
Some tanks get stuck on nature maps Some WW2 tanks would get stuck on nature maps, terrain has been smoothed to prevent these situations. Mainly this was due to Xbox having lower physics quality.
Camera clip More aggressive camera antic lip to avoid graphical issues on city map.
MISC On spawn shield City map layout extended and added decoration props Desert map textures enhanced and slightly lowered brightness for less bloom Wheeled modern autocannons have been balanced with more armor. Anime visual mode slightly modified for sharper image “ENEMY” “TEAM” labels on anime would flicker if occluded. Max AI has been lowered by 2 in S and X. 2 tracks from Akiba fm removed 2 new tracks added to Akiba fm radio Small other fixes and tweaks.
Xbox One Release
Hey!!
As of yesterday Tokyo Warfare Turbois available on Xbox platform !!
If you've the X, you'll be enjoying an upgraded experience, very close one to a powefull pc, even with an adaptation of the Raytracing present for the PC version.
As you know, I'm developing this solo, so as much as I tried, the game made trough with a couple of rough edges, while you may even not notice if one of the small yet annoying bugs triggers, specially if you're new to the game may cause an small rant :D.
I'm about to finish a launch patch for the console so be asured same good experience is whaiting on Xbox platform.
AND, due to the demand I'll be soon restarting tests with MP, with crossplay in mind ... you win, I guess...
Cheers!!
After Launch patch
This update comes with some small fixes, changes and some neat additions.
New content
--Swedish Localization--> thanks to Fylgja
--3 Music tracks -->2 Akiba fm -->1 Fly fm
--Super Fast Paced Mode (new default)
--Deathmatch game over condition is changed so kills are considered individually rather than globally.
--Welcome "Baptism of fire" match
Fixes -- Returning from pause while in thermal view would trigger weird visuals -- Survival would trigger time limit audios where theese have no effect. -- Game over conditions removed from menu in Survival mode
Edit: --Survival not ending fix added
RELEASE IS COMING !!
It´s my pleasure to announce that the game production has finished.
Its been a hard process (as usual) on top of the not to usual events on the personal side, but hey looks like we're by the finish line.
[previewyoutube="TPnAIZTVm6s;full"]
I've done my best to implement as many as possible requests made during Early Access, I've rewritten the tank handling from the ground up, full gamepad support, remapeable keyboard and controller inputs, improved performance, extra urban map, enhanced gameplay, fully localized text for JP DE ES EN FR RU (massive thanks to TWT community for this) and many tweaks and fixes that make the game feel polished.
As allways there is room for improvement so here I'll be ready to hear your voice.
I'm planning the release for the end of the month, yet I'm trying to match it with the XboxOne release which atm is on QA by MS.
There will be changes in the monetization model, F2P is not working and it won´t unless I paywall everything which would lead to the game to suck, and I won´t allow that.
I'm in touch with Steam to make this change as smooth as possible for the ones that have supported the game with getting a DLC and also to bring aboard the ones that have been there since the begining with the original TW.
Cheers.
TWT dev.
Skin Editor available now!!
Finally!!
This editor will allow you to customize your tank with complete creative freedom, place AS MANY decals you whant on the tank, wether theese are from the already available or any custom one you whant to import.
The tool will handle everything so your creations are automagically added to the available skins per tank.
I'll now focus on polishing many aspects of the game.
Out in the wild.
Hey>>
So, the game finally was released out in the wild, huh.
TWT is the foundation of my vision for this project, I whant to take T.W to the next level and for so I have moved the whole thing to an state of the art game engine version, rewriten/created a crapton of new code for in return, the game run smoother with better visuals and much better scalability.
chit-chat Overall, I've to say I'm happy with the release on the technicall side, there has been no major issues but the -Earape- issue on some regions [ fixed ], you can find a description of all the quickpatches here:
https://steamcommunity.com/app/977390/discussions/0/1798529872641016586/
In its 11 days of life it has almost doubled the player base of what to the original T.W took 2.5+ years, its cool to see so many simultaneous players, looks like this time PvP could be a thing but there is still plenty of room for expanding the community.
Thanks for all the feedback that you forwarded me, I've been taking notes of it and fitting the requests/issue fixes in the roadmap if not already added.
F2P As you've seen, this ttime the game has changed the business model to f2p. As clogged Steam is nowadays with absolutelly no quality filter, a 5 year work project has same exposure window as a quickbuck asset filp, so I've switched towards f2p so at least there are absolutelly no entry barriers to the game.
I will be adding free and paid DLCs along the development, if you enjoy the game please extend the experience with one of theese as this greatly helps me focussing on the development rather than having to halt it because I've to do stuff like sand/restore handrails cause I can´t pay a carpenter....like just happened last week...
That said a new DLC is around the corner and will add a feature I've been looking for ages, can´t say more now but I think ppl is gonna love it.
What can assure you written in my own blood is that I will not milk player base with gold, lootboxes and all that kind of crap designed by the very worst of this industry, I won´t make this game into an slot machine.
Multiplayer Widely requested... It wil come, but first things first, there are plenty of things that need to be enhanced first like tune up the survival, glitched missiles, an so on.
Roadmap [-ballpark estimate-]
-Fixes and enhancements
-Secret DLC and menu customization
-Improve spawning system
-Nature maps -Add new map
-Free map DLC
-Improve handling at higher speeds
-Improve AI
-Multiplayer beta stage
-Akihabara map
-Final enhancements
-XboxOne release || Abandon Early Access
-Shinjuku DLC
-Tank DLC's
-Stuff
Be assured unnexpected content will appear withing this public roadmap ;)
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If you whant to get in touch you can do so easily on this Discord Server.
https://discord.gg/fNnaDqM
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