1. Ylands
  2. News

Ylands News

Dev Diary #119 - New Editor Features

tl;dr
- Not just Exploration, but Editor too gets a few updates
- UI overhaul
- Terrain tools upgrades
- New Key Bindings

Hey there Ylanders!

So while in the last few weeks we talked a lot about new features coming into Exploration, we haven’t forgotten about the Editor either. We made a total UI overhaul of the Editor to make it more approachable to new Creators, but also to make life easier for seasoned Creators.

We reorganized the Editor Header. We have grouped all tools into categories to help new creators to better navigate them. However, for more experienced users we added "Advanced mode" which still provides quick access to all the tools at once. Tools that were hidden in the Editor Menu (i.e Custom controls) were moved to the header itself, to be always at hand. Also, object properties were moved from a standalone window to a designated panel on the left and are now always visible.





Another aspect we worked on is the terrain tools. Add mode now behaves more consistently and does not create terrain glitches. All terrain brushes can also be 7x bigger now and you can play around with the intensity, so you can make detailed changes or huge terraforming sweeps. Stamp mode will also give you the option to instantly add/remove terrain. Also terrain tools are much faster now. so you can really start making those mountains without performance issues.

Testing Mobile games will also become possible on PC, so you don’t have to run to your phone or tablet any time you want to try out a new script you made. You will be able to see, what your game will look like on high-end and low-end mobile devices and also Universal scenarios will be run now with optimized terrain to make the performance better.



The Editor look was reworked to look more "editorish", mainly the fonts were decreased to convey more information and panel colours are now unified.

Editor key bindings were reworked to mirror the new Editor header layout and to make them thus more intuitive so check out Ylands settings to get acquainted or to rebind them to ones you were used to.



And that’s it for now, so until next time, stay classy Yslanders.

[previewyoutube][/previewyoutube]

Dev Diary #118 - New Audio in 1.2.

Hey there Ylanders! 

We have some great music in Ylands and some great sound effects as well, but our audio guys are always hard at work to come up with cool new tunes and ways of getting players even more immersed in the game. A Warrior fights more ferociously when blood-curdling music begins, Explorers delve deeper and farther, when emboldened by an adventurous tune and trying to avoid enemies is even more nerve-racking, when accompanied by a tense soundtrack. 



This is why two new songs are coming into the game in 1.2. One is an epic orchestral battle tune, perfect for the thick of battle. The other a tense stealthy song that will make any close encounter with dangerous animals or mutated monsters an adrenaline-filled experience. Creators will be able to implement them into their games and let them play at specific instances when they want to build tension or give gravitas to a scene.  



In the future we’ll be adding even more songs of different moods and genres and we’ll give even more control to the Creator to change the default tracks played, when the player for instance goes into a cave or enters combat, but that is down the line. 

In 1.2 the audio team has also tweaked all the atmospheric sounds and made them more specific to certain biomes to make them even more distinct from each other. And in the future Creators will be able to do the same for their own games, to give certain areas a different feel from others, so, for instance, putting in sci-fi sounds and ambiance in, when players enter the big sprawling city of the future. 

Of course, there will be other improvements of the sounds in the game and there has been a lot of optimizing and balancing of sound effects throughout.  

So a lot to...hear forward to in 1.2.

And until next time, stay classy Ylanders. 

[previewyoutube][/previewyoutube]

Dev Diary #117 - New Creatures

tl;dr
- New Fantasy Creatures: Golems, Goatmen, Wendigos
- New NPC's: ELVES!!!
- New Random Encounters in Exploration including all new creatures
- Crystal Golem to appear randomly in Exploration caves

Hey there Ylander!

Today’s Dev Diary is going to be pretty ‘Fantastic‘ (PLEEAASEE excuse the pun). We’ll have quite a lot of new creatures joining us in 1.2 and they truly come from a different realm. We already hinted, that the upcoming update will be the ‘RPG update’ (official name WiP) and here is part of what we meant.

So in 1.2 Golems will make their rumbling entrance being a real challenge for any Adventurer. These larger than life creatures are great for protecting valuable treasures, being part of elaborate puzzles or a great way to just scare the bejesus out of any player.



But these won’t be the only enemies entering the fray: The Wendigo and the Goatman. Both will be a superb addition to any dungeon or creepy ritual ring in the wild. These monsters behave uniquely in that they prepare and then charge ferociously towards their prey. They usually hunt in packs, but even a single Wendigo can ruin a player’s day.





From the misty shores of far off lands the Elves have made their grand entrance. They are a new type of NPC, which will make any fantasy setting come alive with these graceful inhabitants. Sure, you can make them aggressive towards the player, but they are a great new addition for colourful quest givers, traders or just inhabitants to meet on your travels. Also with a bit of innovative colouring you can make Dar Elves or Vampires and other creatures.





Of course, you’ll also be able to find the Golem, Goatman, Wendigo and the Elves in countless new Random Encounters, which will spawn in newly created Exploration maps. You’ll get to meet the new Elves, battle the fearsome Wendigo and complete puzzles to satisfy the watchful Golems. Also the crystal Golem will appear in caves to give even the most experienced explorer a run for his money (and his life).



And that’s it for now, but keep a close lookout here and on our Social Media (Facebook, Twitter and Instagram) for more information regarding our plans and updates.

And until next time, stay classy Ylanders.

[previewyoutube][/previewyoutube]

Dev Diary #116 - Particle Effects

tl;dr

- New particle effect options for Creator
- Make fire faster, effects a different colours and different sprites
- New effects for weapons
- Cool video at end

Hey there Ylanders! 

We are preparing 1.2 in full speed and while last time we discussed some cool new assets, that you’ll be able to use or find in Exploration, today we’ll be looking at some new exciting possibilities with particle effects.  



The main aim behind these changes is to give the Creator more control over her particle effects and how they appear in-game. One great change is the complete customization of colour of every particle effect giving you endless options of reinventing the look of each effect. Couple that with the ability to add any sprite to the effects and you have so many ways to mix and match, that you’ll be able to add an effect to absolutely everything (I sure have).  



You’ll also be able to control the speed of the effects, being able to slow things down or speed them up to hilarious levels. You’ll also be able to set custom transparency levels and switch off different parts of the effect even through script, which is pretty neat.  

And finally, you’ll also be able to manipulate with the effects that weapons leave behind when you swing them and slash them and anything else that grabs your fancy. Weapons will also get new particles and you’ll be able to set custom particles to these. There will also be a new template, the “particle effect template” so you can reference your particles to different places without having to set it up manually there.

So there you have it Ylanders, exciting new options concerning special effects in Ylands. I’m really excited to see, what you’ll create with these 😊

And so until next time, stay classy Ylanders 😁



[previewyoutube][/previewyoutube]

1.1.1: Heartfelt Hotfix

1.1.1 Heartfelt Fixes 💝 - 14.02

FIXES

[YLD-21167] Fixed: Ships colliders were not combined properly causing performance issues near shore
[YLD-21540] Fixed: Blueprints: cannot create blueprint when there are plants in the capture area
[YLD-21822] Fixed: Blueprint ghost is not visible while placing
[YLD-20856] Fixed: Camera should no longer stutter during rotation when faced with high framerate.
[YLD-21780] Fixed: Hermit did not speak.
[YLD-21763] Fixed: VS: spawned entities with script could be immune to player's melee hits. (if map was set NON PVP)

Tweak


[YLD-21846] Tweaked: Editor monetized actions are now only included in workshop export manifest if: 1/ Are referenced from visual scripts. 2/ Were previously included in workshop export manifest. 3/ were created before this change.
Tweaked: Game Variables are now delete-able by default; once a variable is referenced in any export to workshop, it can no longer be deleted. Game Set Variables are not affected by this change and can still never be deleted.
Tweaked: Exporting scenario from editor now always saves it. Previously this only happened when certain requirements were met.