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Скачать игру CHKN v0.2.3 - игра на стадии разработки

Рейтинг: 10.0 (1)
Игру добавил Elektra [2683|24] | 2017-02-17 (обновлено) | Стратегии (735) | Просмотров: 1031

CHKN v0.2.3

• Название игры / Game name: CHKN v0.2.3
• Год выхода / Release date: 2016
• Разработчик / Developer: Kandu studios (1)
• Жанр / Genre: Стратегии (735)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 1.64 Гб.
• Оценка игроков / Game Score: 10.0 из 10
(всего голосов: 1)

CHKN - креативная конструктор-песочница, в которой Вы будете создавать самых странных существ, без ограничения на формы и размеры!

Игра ОБНОВЛЕНА с v0.2.2a до v0.2.3. Список изменений внутри новости.

Вы можете скрыть всю рекламу на сайте. Как?

Язык: Английский.

• Added Steam Workshop support for saving and loading creatures.
• Show off your best creature creations by sharing them in the Workshop
• Browse the Workshop to see what your fellow creators have made and get ideas for your own creations
• Bring shared creations into your own games - edit them, add them to your zoo, or see whose creature is stronger in battle!
• Save your favorite creatures to the Workshop in case you need to reincarnate them later *cough*
• Menu is accessible through the ‘Creative’ tab (sack icon) in the toolbox in Creative Mode, or by pressing the U key in any mode
• Creatures can be saved via the interaction menu (E key) on the creature
• Added control mapping support in-game for better control over key bindings. Menu is in ‘Controls’ tab of the options menu.
• Removed launcher. Quality settings and resolution will be prompted on first game launch, and can also be set in options menu.
• Added Ansel support
• Fixed bug with water quality dropping in some cases
• Fixed colliders around desert ruins
• Fix to issues removing blocks from creatures without a life block in hand
• Fixed hovering and clipping issues for creatures without legs
• Fixed issues with torch and lantern properly connecting to walls
• Reduced food recipe requirements
• Additional minor optimizations
• Additional minor bug fixes
• Optimized game logic to run less often where possible: should see FPS improvement in areas with many creatures
• Made FPS more consistent by assembling/disassembling objects over many frames
• Optimizations to terrain streamer loading
• Reduced frequency of call to garbage collection which causes game to stagger
• Improved performance in heavy wooded areas by consolidation of tree colliders
• Added level of detail to terrain to decrease terrain detail for far off areas
• Changed default quality to beautiful
• Creature stats are now revealed for wild and tamed creatures when under the crosshair
• Added player stats to the inventory screen
• Tamed creatures now have popover UI indicators if they are hungry, injured badly, or sad
• Aggressive dogs near starting temple replaced with friendlier bouncing giraffes
• Damage reduced for player by 25% for all difficulties
• Drowning damage halved
• Added a bonus to melee range when riding with a saddle
• “Difficulty setting” message displayed after consecutive deaths
• “Too low to break” message displayed when trying to break something without the necessary tools
• Increased Poacher tent cooldown to 60 min
• Changed poacher armor and damage to be based off amount of relics player has obtained
• Fixed issue with poacher tent spawning that would spawn a tent every time a saved game was opened
• Changed mind control hat to be able to be knocked off without a direct hit if creature's health is 30% or lower
• Adjusted mouth animation chewing speeds for llama, cow, sheep
• Reanimated venus fly trap mouth
• Reworked animations for pig, spider, elephant, giraffe, horse, and lizard legs
• Improved creature neck animations
• Removed unused audio files to decrease game size
• Changed mill placement to work off of grid
• Changed mills to add foundations if placed on uneven ground
• Changed stairs to use a new mesh to improve walkability
• Reworked fences to fragment better when segments overlap
• Improved creature root motion to connect with ground better
• Fixed bugs and added safety checks to structures to avoid breaking save games
• Changed cooking to only accept logs and trunks as fuel
• Added messages to crafting when attempting to drag items to the slots
• Added ability to separate stacks of items in inventory: while holding a stack, RIGHT-CLICK to place one of the items in a slot (LEFT-CLICKing still places the whole stack)
• Added stucco bricks, stone bricks, glass panes, iron ingots, and smelting
• Turned down recipe resource requirements for structures
• Reduced armor crafting requirements
• Increased logs per trunk from 3 to 4
• Increased drop rates for vines and sap from trees
• Changed night sky to be brighter in biomes where it was pitch black
• Changed creature saddle riding to only lose control when a creature is sad or scared
• Allow petting and feeding a creature when riding it
• Added AI routines to run to and pick up a player for saddle riding by using the whistle or interaction menu
• Reduced creature rotation based off of speed and removed rotation of saddle to reduce nausea when riding
• Added creature edit to the interaction menu for cases when player does not have a lifeblock
• Halved energy burn rates of abilities for tamed creatures
• Fix to pig and horse mouth animations that were not playing
• Fix to canceling treadmill related crafting queues
• Cactus can now be placed on tilled ground
• Fix to frozen creature error occurring when placing saddle and other objects on creatures
• Fix to allow damage to tamed creatures in Creative Mode
• Fix to root rotations in creature animation to improve visual fidelity
• Fix to allow legs to attach to the top of blocks
• Fix to gap with certain arm blocks
• Fix to rotations on eyes and mouth when root is a head
• Fix to errors in creature ink shooting code
• Fix to tamed creatures attacking new unfinished creature in build sphere
• Fix to failing to identify mills in areas with many colliders
• Fix to bad terrain rocks
• Fix to snake rapture creature's eye
• Creatures no longer pick up bombs with their mouth
• Fixed material on metal gate
• Fixed bug that allowed unlocking achievements when correct action was not performed
• Fixed issue where drag & drop with inventory would cause a click 2x
• Fixed a bug that caused plants to not spawn fruits
• Fixed a race condition that would occasionally clear a player's inventory on save
• Fix to carnivores being able to eat fruits off of plants
• Fixed issue with creature saddle riding that caused movement to go erratic
• Fixed issue where creature would look at player when riding
• Fixed minor bugs with death messages
• Fix to bug in Creative Mode where picking up a relic would add a limit to edit orb
• Fixed bugs in creature AI which caused creatures to turn aggressive when they should have been scared
• Fixed issue where legs did not respond to collisions with entities
• Fixed issue with creature AI that prevented creatures from forgetting a threat long after it was gone
• Added terrain streaming to lower memory usage and increase frames per second
• The Render Distance setting is now automatically selected based off of system memory. (You can set it higher manually if it’s not to your liking once you load the game. Just be sure you’re over minimum specs, otherwise you risk crashing!)
• Launcher settings (Graphics Quality and Resolution) will now take priority over in-game settings
• Improved “Stay” command to make a creature stays put in an area until commanded to do something else
• Improved AI so creature will not move away as the player approaches to feed or pet it
• Added a “Cancel” command to the whistle, which will stop creatures from performing the current action
• Creatures that become untamed will no longer become aggressive immediately
• Buckets now display interaction text based off of crosshair's target
• Creature legs now animate backwards when walking backwards (no more moonwalking)
• Death messages added
• Default creature names added
• Optimizations to item network syncing
• Water and terrain culling added to increase performance
• The tutorial starter creature can no longer be untamed or damaged while in the tutorial temple
• Hoe tool degrades less quickly
• Time spent on black screen during initial load significantly reduced
• Fix to creature necks not animating correctly
• Fix to creatures climbing trees
• Fix to creatures walking through fences
• Fix to invisible water trigger in temple
• Fix to allow riding even if a creature is commanded to use a treadmill
• Fix to bugs with multiple creatures using a treadmill that causes it to glitch out
• Allow beams to be seen on all LOD levels
• Fix to missing onboarding with the campfire
• Fixed negative colliders on mirrored lifeblocks
• Orb limit in creative mode is now unlimited as intended
• Disallowed save game names with invalid characters
• Fixes to save game corrupting bug with structures
• Fixes to structures not displaying the right visuals on load
• Fixes to structures not orientating correctly on load
• Fixes to the stucco roof collider fracturing neighboring blocks
• Fixes to not being able to pick up items with auto-pickup setting off
• Changes to release unused memory when a chunk unloads
• Fixes creature movement to slow down when approaching their target and slide less
• Fix to workshops returning too many logs when canceling queue
• Mill and treadmill animation/sounds now stop correctly when unloading
• Sap no longer gives maple seeds
• Cactus no longer edible
• Temporarily removed the ability to open games to multiplayer since it’s incomplete (Coming back in the next version when it’s finished and working!)

Системные требования
ОС: Windows XP SP2+
Процессор: 2 GHz Equivalent CPU
Оперативная память: 4 GB ОЗУ
Видеокарта: DirectX9 Compatible GPU
Сеть: Широкополосное подключение к интернету
Место на диске: 1 GB

CHKN is an open-world sandbox game where you create life block by block. You are the creator, explorer, and caretaker. Your creatures will have unique personalities and emotions that shape how you play the game. Learn to bond with them in order to explore new lands, find resources and survive. Will you play fetch with your cuddly dog or feed it to your uni-dog-ram-giraffe? Wonder what that looks like? Bring one to life! The combinations are endless. It’s survival of the strangest.

What makes it unique?
• Emotions play a pivotal role in the game: In order to progress you must form bonds with creatures who will in turn help you discover new items and traverse newly discovered lands.
• Everyones experience is different. No two creatures are the same. You can use endless combinations of life blocks to create anything from a conventional creature to some crazy combination.
• Different combos mean different emotions. Combining chicken blocks with giraffe blocks creates different emotions than, say, combining dog and snake blocks.
• You build a reactive creature, not just an object. Understanding how your creature will react to you and your environment changes the entire concept of a sandbox game.

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