Leadwerks is the easiest way to build 3D games. With a rapid development pipeline, support for Lua and C++ programming, and plenty of learning materials, Leadwerks is the perfect way to learn to make games.
Join the community at www.leadwerks.com to learn more.
Since we are getting close to announcing our new project and will be very busy with its development, we wanted to take a step back and "elevate" the quality of our previous project.
The update ended up taking us two weeks of work instead of the planned one, but in it, we were able to implement so many exciting features and even bring back some previously unrealized content that we realized it wasn't just another update, but a re-release. Version 2.0.
We are proud to present to you the director's cut of SALVATIONLAND. It includes new cutscenes, significantly improved pacing in the first half of the game, numerous stability, detail, and optimization improvements.
- Added an alternative ending that is optional and unlocked by successfully completing additional quests
- Added new cutscenes
- Added new graphical effects (Depth of Field, Bloom)
- Additional optimization work: performance increase on levels ranged from 25% to 50%
- "Beginning" level: reworked initial scenes, added a new first-person cutscene, fixed errors, improved level detail
- "Old District" level: removed guard, now the clinic area is accessible and leads to the "Clinic" location. Some posters from Leonid's subquest have also been moved to this area.
- "School's basement" level: reduced size of one of the internal corridors
- "Shopping District" level: increased tree density
- "Shopping Center" level: reduced playable area size, decreased likelihood of crashes on low-end hardware
- Added sound of shell casings falling when shooting firearms
- Fixed an issue where dialogue text could overflow the window and be cut off at certain resolutions
- Headshot damage multiplier for firearms increased to x2
- Grenades now dismember enemies' limbs
- Improved quality of certain voiced lines, added voiceovers for some previously missing lines
- Increased sprint duration and speed
- Decreased rain volume
- Added engine muffling sound for motorcycles
- Added more collectible items on certain levels
- Various level tweaks and detail improvements
As before, you can buy the game in Steam using this link: Store.steampowered.com
We are also excited to say that the game soundtrack is now available for listening on YouTube. Just like the original virtual disc from Steam, it's divided into two "sides" - in one video, you can listen to music from the game by various composers who contributed to game creation, and in the second one you can enjoy ambient tracks written by the creative director of ERK Games:
Thanks for attention! Enjoy the game and don't forget to leave your review. If you need a feedback, you can write here or in Steam Community: Steamcommunity.com
We've decided to switch to the Godot game engine, back in October. We announced this on Steam and there's been several updates since. In this article...
A very big update of the game will be released very soon. There is a new plot, new puzzles, new scenes, as well as an improved visual style.
Outstanding Update Completed, AI and custom p-Shaders are here!
We've decided to postpone the Early Access release, putting the official release date on 'May 2022'.
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can i build/export game to Windows on Linux ? Or i need to boot to Windows (which i don't have :P)
When you export a Lua game it includes the Linux executable, so that will work automatically. If you are using C++ you need to compile your game on Linux to get the executable.
hello can i juste know id it easy to learn or hard ?
We're going for easy. Try the demo on Steam and let me know what you think.
The thing is catch me, map editor similar to hammer!
Great job, and oh yes, real-time shadows in viewport!
It now exports to VMF format, too. I've only tried it with the Left 4 Dead SDK but the texture mapping planes are perfectly retained in Hammer. Also added texture lock mode.
It looks similar but it functions far worse. But the WYSIWYG viewport is quite nice!
Its not crysis. But its good aswell :3 really cool
Have you spent any time with this engine at all? The graphics aren't the only thing to look at in an engine, and this one is just not fun and awkward to use, I sincerely wish there was a demo before I bought it.
Specifically what are you having trouble with? We've worked very hard to make the development experience smooth and enjoyable. Was there any problems you ran into?
The review I've submitted covers some of the larger points in a bit more detail, but to summarize, everything from navigation, to menus is finicky, hard to work with and slow.
Thanks for the feedback. I've been able to address a number of these issues recently. I didn't notice the viewport speed issue until you pointed it out, but once I did it was obvious. I fixed the bug and also added some mouse smoothing to make the navigation more fluid.
A new section for tutorials has also been created on the site here:
Leadwerks.com
And of course there are over 200 pages of documentation here:
Leadwerks.com
You might not be used to the constructive solid geometry approach to level design, but most people find it a lot simpler than trying to scale models precisely or build maps out of raw polygons.