středa 5. října 2016

News & Changelog #1

Reposted from Steam:

Hello everyone,

As you know, there were no posts about the development progress during the last few weeks. And if you’re observant enough, you noticed there was actually a new update of the beta version available on Steam. Yes, we are still working on the new update, but we changed our plan a little bit. The update is much bigger than we originally planned it to be. This is happening for one simple reason, the domino effect. When we finished the first iteration of madness mode, we found out that we need to rework the whole mission system from the scratch. We needed to keep the replayability in the game. On top of that, we had to rework the EXP system and the algorithm of how slow/fast will the players gain the experience points. This system is not fully debugged yet, but we think it is ready to be released in the update.

So the game has underwent major changes in the last few weeks. The madness mode was added, the missions and exp systems were reworked. There is now 22 missions totally and a lot of them are scalable, so you can gain some more rewards from higher levels of certain missions. As regards the leveling, the player should gain experience faster in the initial phase and then the progress will be slowing down. However, unlike the normal progress, the “rising differences” will decrease at the end. This means that the progress will be slower and slower but the process of slowing will not decrease. Apart from this, we added more stable rewards for reaching new levels, so the player has enough madness points to try out new events in Madness Mode.

The next big change is the fourth one, the Tutorial (we haven't been mentioning it until now). When you start the game for the first time, the tutorial will be automatically launched. This lets player come through the basic mechanics of the game and limits the confusion after connecting to a server for the first time. The tutorial will show you most of the mechanics, that are needed for understanding the basics of the whole game. We hope this will not disturb the players that already had done this. (Shall we add the Skip tutorial button?). The tutorial is in some sort of raw form for now but for total newbies it’s enough for understanding the game. We are now thinking of creating a “Madnesspedia" but we will not give you any date since we are still focused on the development itself.

The last thing is the change regarding to Achievements. Those changes apply together with the missions so you will see this in Steam already.

Okay, there are lot of new things but let’s get back to work :) You can try the latest version in the beta version, but the build can be unstable and most probably it will freeze sometimes. Better said, we put the dev version into the beta. If you would like to help us to debug the glitches, let us know on the game forums.

pondělí 15. srpna 2016

Weekly News #8

Reposted from Steam:

Hello everyone, another week is over and this time we are posting a week a head than ussually, because Jouki(me) has moved his ass and started doing some design reworks!(huraaay!) Besides some new features I had a chance to test the game with real players so I'm starting to see the shortcomings from the players perspective and we have now a few things to be done that are really important for the multiplayer experience.

Those are for example the player nicknames above the characters (yeah we know about this for a long time, but this was not a priority yet), a lobby interface for creating games with your friends - yes, it's not very good experience to start the game and then wait until all your friends connect.

#8

Rework of EXP points & madness points system

This topic is a little bit more sofisticated so it's not easy to entitle this. Just after I joined the developer team full-time I started to dig into one problem after another. Let's be honest, it's not a good idea to design a game when you don't have much gaming experience, which is what was happening here before I joined. In such case you basically have no idea what exactly makes the best games so much fun... Surely you heard those stories about corporations making games just to make a profit, and wich are not likely made by gamers for gamers.

Yes, I personally sometimes think who the hell designed such a thing while playing such games. But sometimes, however, I am amazed by a genius concept or a very little detail, which is very original and functions perfectly.

Probably the simpliest (but not very effective) process to design a game is to ask yourself what exactly you enjoy/hate while playing and what would make the game even more fun or what you are missing. Let's be straight, a lot trouble of game design has been solved already in many different titles so it's just about using the right solution, which fits your concept too.

An important suppostition to answer such questions is that I sometimes have to analyze games from different perspectives, and not just trying to complete it. I try to watch what is the important thing that I am enjoying. There's a lot more, but I think it's enough to be able to understand my thought processes.

EXP: the experience system had to be rebuilt from the scratch to make it fit the current players needs, but now, with madness mode, we really need this. So we needed to create some kind of an equation, that would be rather experimental, but I’m quite convinced, that it’s going to work as I imagine. What I want is a player motivated to play the game over and over again. One of the aspects why a player likes a certain game is that he sees the progress. The curve of EXP points needed for each individual level is an S function, this means that at the beginning the differences will be much smaller but they will raise exponentially until they reach a linear phase. Moreover, at the end of the second half of the curve, the increasing differences will decrease.




In other words, if you need 80 000, then 90 000 and then 105 000 around level 80 the actual increase is 10 000 points and then 15 000, but anyway you need more experience to get to the next level. At higher levels these values are 80 000, 90 000, 95 000; increase by 10 000 and then 5 000. Of course you’re going to need more and more experience to make a progress but those differences won’t be that big. This should faster the leveling up progress as player gets to higher levels. Also we increased the maximum level from 100 to 200. Right now you need half a million EXP less than before (ca. 2 700 000) to reach level 100, but on the other side you need 10 000 000 for level 200 so you can see a manifold increase of the whole range.




Of course one might argue, "Well, that means gaining EXP will get boring soon", but, it is not so simple. First and foremost, we doubled the number of EXP you get for killing an enemy, which will double the time needed to progress.

Madness Points + Missions
Before we continue, I would like to end the previous topic with my own experience. As I mentioned, we doubled the maximum level and the range of the EXP needed to get there. Before I joined the team, I was testing the game from time to time and once I came up with an idea for a system, that we need for the game, and it’s a motivation system. One thing is to see the progress as a player, but another thing is why should I even do this. In that time, if I’m not wrong, there was not even a thought about Madness Mode. The missions were just some kind of rewarding concept and guide the player and maybe something more in a time. After a while, when I was doing feedback more often I came up with the first concept of the Madness Mode. Something that I would enjoy customizing by myself without limitations. Maybe some of you find this system familiar. Yes, it’s not a 100% original idea (there are not many features in any games which is, however).

You can find some similarity with the adjustments of the Worms series game lobby (especially the old Armageddon or World Party). What I like about these games is the ability to customize the weapons and what crazy things will happen during the game round. This freedom and an "unlimited opportunity" to set your own madness is what the game needed to obtain its own identity.

Let’s get back to the missions. Let’s be honest, the fact that i was not a part of the team during that time, made it what it is - the missions are more or less a feature that does not work as it should be, but never mind! What is important is the basic idea and we are now going to make it work. Right now there is 122 missions totally with 22 unique ones, the other ones just differ by numbers. I plan to add new missions but right now we need a solid basis, that would let us build something different than just implementation of missions. What I took to task is the rewards. They should be the thing that motivates you enough to complete it (A lot of EXP + Madness Points)

Madness Points
There’s going to be some more changes in this, after we test the game properly we will have to balance the amount of given Madness Points because right now the price is quite big. We just don’t want new players to have the ability to create too big combos of madness that would only make the game round one crazy explosion after another. After all the changes, we count with the ability to gain up to 1050 Madness Points. This number is likely to change, but along that we will change the events price too. On top of that if we notice this limit is too small for the players, I have another system in my mind to make the players be able to share points in the lobby together (for 2100 points, you can make a madness you won’t forget). All these features are still experimental and they can change a lot or they won’t even be implemented in the final build of the game.

Wow

hehe, I have expanded so much today that I didn’t even manage to write down everything I wanted. So next week we are going to look at how I imagine the game graphically (ie. it's lightnings atmosphere). I missed a couple of small things to mention, but don’t worry, the next time I will. If you've read this whole thing, hat down, comment "Definitely Would read again GNI 10/10" and we will know who are our faithful readers (or who has nothing better to do). Anyway thank you for your attention and see you next time - Good luck in the arena.

Jouki // posted by Dzetro

pondělí 8. srpna 2016

Weekly news #7

Reposted from Steam:

Hello everyone,
2 weeks past pretty quickly and now it's time for some Weekly News. Yeah we know it's monday already #laziness so let's take a really briefly what's new.
#7
Patch 0.7
Alright it's really coming. We have implemented about 90% of madness mode so next what to do is some testing bugfixing and balancing. The Madness Update 0.7 should be initiated in 2 weeks if everything goes well.
By the way these 10% are pretty hard to complete because they need pretty much work to do. Some of mutiplayer synchronizing and some of map editing so as you can imagine these needs more time for finishing them them.
Balance of Madness
As I said One of the most difficult parts are coming up - testing, balancing & bug fixing. We (even I) have no idea how much time it gonna takes but let's hope it won't be too much. #summerTime ( ͡° ͜ʖ ͡°)
Actually we would like to rework missions before update release because now as it is the only way how to get points for Madness events is from gaining level. The Missions should be another way how to get some madness points and try some crazy combinations in Madness Mode.
Small Changes & Beta
Also we did some smaller changes in options (options are still little bit ragged but everything gets some changes once in time - just be patient)
Added SW Antialiasing instead of HW which doesn't support HDR.
We added a changelog window when the Update comes. Hopefully it let some players know there's a update so they will read what has been changed in it.
If you are horny enough ( ͡° ͜ʖ ͡°)... okay okay if you are tuned in and want to help us with some feedback you can try out the Beta of game. there's a build with madness mode. Hovewer, we already found a bug with counting of madness point cost so it's little more expensive than it supposed to be. Not much but still.
OK I think it's enough for now. We're going to test some new features right after lunch. If you have anything in your mind please let us know in the comments and as always good luck in the arena and see you next time.
Jouki

neděle 24. července 2016

Weekly news #6

Aloha everyone, the summer holiday is in full swing, another week is over and we’ve, again, pushed a little bit forward. As I mentioned the last time, we are getting sooo lazy in the hot weather! Let’s make this straight, I’ll tell you what we’ve managed to get done.

#6

Madness Mode,

Ok, we talk about this every time, but no wonder we do, we are still working this feature. Let’s say it’s not a one day job because there are lot of mechanisms to be implemented from scratch.

So to make this a little bit more than a chit chat about everything taking so long, the current progress is that we have more than half of the madness events implemented. Unfortunately, there are a lot of complex events we have left. One of the biggest problems is that except the basic implementation, we are facing a complicated synchronization with server. Some of the events are more though to sync that the other ones. We also had to solve the situation where a new player connects to a server while lots of events of madness mode are already activated. Whether we should let the player connect (the harder variant) or to hide such servers while madness mode events are active (easier to implement but not so user friendly).



Madness Mode #2

Except the in-game progress itself, we have a provisional GUI for the Madness Mode. As for the graphic, a lot of things are WIP. Although the menu doesn’t look like a piece of Michelangelo’s art, it has a lot of functions. We would like to replace the text values with pictures (and leave the names in the background so the players know the events names), but it takes a lot of creativity and we have no time to lose.



Glow

Ok, so the last thing relates to the new glow system. We have fixed the glitch with a weird power-up glow that was shining thorough walls. But primarily we added the glow to more effects in the game. Those effects are still in its infancy but we are trying to get more beautiful into the game so it has some sex appeal. Perhaps the most visible changes are grenade launchers, glowing robots and boxes, explosions and box destroying effect.



Indeed, this is the end, again. We hope that you like the latest changes and if you have anything to say, leave your idea in the comments below so we have some feedback. And as always, enjoy the summer and good luck at the arena.

Jouki // posted by Dzetro

neděle 10. července 2016

Weekly news #5

Hello everyone,

As you probably noticed, the progress and the buzz about Grenade Madness faded away somehow in the past few weeks. The main reason is that we switched to what we call a holiday development regime. That’s why there was no news posted last week. On the other side, this doesn’t mean we are stopping the development for the next two months, we are just going to slow down a little.

#5

Before we dig into the changes in the game, I’d like to mention something about the activity and the player counts in the game. We know about it and we are now doing our best to have the game in a notional level where we all will be satisfied. Of course we welcome your willingness in sharing the game and letting more people know it’s still in development and changing a lot ( for the better, we hope :) ). As regards the “notional level” - this includes having Madness Mode completed, as well as the Traits, a lots of balancing with some other smaller changes, rework of the achievements and missions, graphic update (we have not yet scheduled the graphical update due to the problems with Unity update ) and other changes.

Madness mode

The first thing of the things listed above is now in progress and is the main subject of the next update. For those who have no idea what Madness mode is, here’s a brief info: Madness mode is a system, that is launching the events during the game round, and therefore influencing the whole game from other perspective. These events can be combined together and they can have an adjustable intensity. For example that all players will be suddenly faster by 30%. But it could by 100 as well… But it’s not that simple. To be able to control such crazy behavior with other things, such as bigger magazines or other events, you will need Madness Points. You get Madness Points for every level reached and also for completing the missions. We will later add Weekly Events as another way to get Madness Points. But this is not a matter of the upcoming weeks so I won't dig into this topic right now. You can then use these Madness Points as a “currency”, but do don’t worry. Madness Point is not a single use currency, your points are re-usable for next rounds. So in other words - the more you play and the more missions you complete the crazier combination of events you can create to make the game more fun and escalating until the end.

The current progress of Madness Events is that we have roughly six events implemented out of all 17. Events are different and they are divided to three categories: Passive events, Active events and time events. Most of the events are in the passive category which means that the event lasts until the end of the round (for example faster running or magazine size). Active events are in other words the ones that are fired single time, such as despawning of all crates in the arena or transformation of all crates to explosive barrels. Currently we have only one such event and it’s the debuff silence, which disables grenades shooting for 15 seconds (but knifes and rocket launchers are working perfectly… ) This event is stackable - the duration is stacking altogether.

GUI

We would also like to give our game user interface more colors to make it more exciting to click through. We will try to use colors that fit the game theme more. This is only a plan for now so I have nothing to show you right now. Anyway, as regards of the GUI redesign, we hope it will make the game look more cool and easy for beginners to understand.

So that’s everything for this week, we hope that you like the Madness Mode. If you have any questions or suggestions, use the comments below. We would like to read your opinions. And as i mentioned, please be patient, we are in the holiday regime. We need to get some fresh motivation by resting and enjoying the beautiful weather outside :) For all the hardcore gamers playing in the summer heat, and to all of you as well - Good luck at the arena!

Jouki // posted by Dzetro

neděle 26. června 2016

Weekly News #4

The week is gone, the update is behind us and i have a short summary for you. Today it's going to be a little tungled, because we have run into some troubles.

Graphics

Ok, i won't beat about the bush. The Unity update won't be happening. Yeah I know, unfortunately we tried to move to the new version, but the Unity developers have not yet fixed the bug, that is strongly influencing the light rendering, which is making the game look bad.

But do not panic (like someone is panicing...), we surely have a lot to try out. Not updating to the new Unity is not the end and we have a lot of graphic stuff to implement and stylize the game.

Update 0.6

We hope that you like the new patch 0.6, it's an update that is mainly focused on balancing the gameplay and tiding up the features to make more sense while combining with each other. We will continue to make such changes and we will add two new features in the next one or two patches; a bigger one - the Madness mode, and the other one - Traits, that will replace the melee weapon slot. If we manage to be effective, the Traits are likely to be a part of the 0.7 update.

Madness Mode

As I mentioned before, the main purpose of this update will be the Madness mode. This feature is still in it's infancy but the basic principle is very clear already. I don't have a plan for the specific events, however. In this phase the technical implementation will also be important. But it should not be problem because, as I mentioned the Madness Mode is the main purpose of the update.


Visualisation how Madness Mode might look like in game (not final)

Today, as I noted at the beggining, the report is a shorter one, because not many things actually happened while realising the update 0.6. If you have any questions, feel free to ask me below this post (your ideas, visions or any questions for us about the development). I will reply to you as soon as possible. It's all for now and as always - good luck at the arena!

Jouki // posted by Dzetro

neděle 12. června 2016

Weekly news #3

Reposted from Steam:

Hey everyone, the week is behind us (and another busy week ahead) and it’s time for the next summary. This time I will give you less information than normally, because we are finishing with the 0.6.0 update. Let’s see what we’ve managed to get done.

Holy Grenade

Let’s talk about the holy grenade that we mentioned last time. It will be a part of the 0.6.0 update, but its functionality is not 100% finished as we plan it to be. Right now it’s difficult to describe the differences of how HG is implemented. Simply put, the Holy Grenade will have it’s own separated magazine, but it will be limited by the primary magazine limit. This feature will be available in the next update, because we (Dzetro) have to reorganize a huge part of the code working with the magazine system etc.


The indicator of whether you are in range of the Holy grenade

1st power-up balance

I will be honest with this one, we have found an elementary bug in the power-up probability algorithm. (Dzetro was never friends with math ( ͡° ͜ʖ ͡°) ). After we fixed this, the power-ups started to appear as often as we designed it originally. We will surely continue to fix the probabilities to tune it as best as we can. We want at least 50% of all power-ups to be the basic ones as Grenade++, Quick explosions, Speed up… I’m gonna tell you why right now.

The desire of domination (loosing of power-ups):

One of the main factors influencing the gameplay are the power-ups. The problem was that after 7 minutes of gameplay, you had enough of everything and the gameplay started to repeat itself because you actually lost the hunger for power-ups, because you had all of them already. This is now over - after you die, you loose all of them. Ok it won’t be that hardcore, because this would demotivate you too much. When you die you loose one stack of passive power-ups. This means that if you have +5 grenades, you will have only +4 when you respawn. Gun Upgrade can only be aquired once so you will loose it too. The exception is the holy grenade. (Right now they function as they will be after the magazine rework). You will be able to stack holy grenades, but you will loose all of them when you die. So be careful, and protect them!

We are working on a lot of other bug fixes and changes. For example the fix of gun upgrade bug. It won’t be showing some random point in the middle of the map any longer. We are testing bigger grenades, so you can see them better, or for example, we have fixed the bug that made you have infinite ammo. We are also balancing other weapons that are not used that often.

And the last two things I want to inform you about our plans of implementing the Dash and the option of testing beta versions.

Dash: Maybe some of you have noticed that SHIFT is now used for a walk. It’s a relic of the old concept, before I started to stir in to the development. All of you will probably agree that walk in Grenade Madness is as useless as walking in Fallout - It just doesn’t fit in to the concept of crazy action game and that’s why we are removing the walk and we will implement the Dash. You will be able to move yourself ahead very fast in intervals. But after you run out of energy, you will have to wait until it's charged again. I will give you more details after the basic implementation.

Beta versions: On Steam, you have the ability to play the experimental versions of the game. Once in a while we are updating the game mechanics or power-up probabilities for example. This is, besides our needs, a possibility for you to try new things in the game that are not yet part of the stable version and maybe to give us some feedback.

So this is it. I should now go write down the v 0.6.0 patchnotes. Maybe next time I will mention other things, not exactly connected with the game. I give you no promises, because if we will have enough of news about the game, I will rather talk about them. In the next update we plan to move to the new Unity version and with this (I'm too optimistic) some graphics changes will come. To be honest I have no idea if something will go wrong during the development and maybe something will take us much longer than we expect right now.

Thank you for reading this to the end. If someone find this more boring than the last time, I’m sorry, finalizing the update is not as fun as some visible changes. Good luck at the arena and see you next time with the 0.6.0 update

Jouki // posted by Dzetro

neděle 5. června 2016

Weekly news #2

Reposted from Steam:

Hi everyone,

#1

the week has gone by in a split second so it’s time to inform you what was going on with our game and what was not. In a nutshell - as for the graphics improvements, there’s no progress yet, we are finishing the reworks of grenades behavior and the overall environment. And a few other smaller changes, such as the new teaser model, bigger power-up radius or the adjustment of explode time.

#2

Grenades: Okay, let’s analyze the grenades first. In the last post I mentioned that we changed the grenade launchers magazines, this week we did some other changes related also to power-ups. We have removed the global time speed-up completely (as a power-up) and it will only remain as an event for the Madness mod (the mod we plan to release in two months approx., no promises). This power-up was originally meant to maintain the tempo of the gameplay, but it was too hectic in the last minutes of the round. It was just too much confusing.

So we decided to put this power-up on ice and we will replace it with a new one, that would hold on the original purpose of “maintaining the tempo”, but at the same time won’t be ruining the whole game. The "Quick Explosions" power-up will shorten the sticky grenade detonation time by 0.2 seconds of explosions after it sticks to surface. The default time before explosion is 1.8 seconds. This power-up is passive, not global, and it will not reset after you die. (we can change this eventually).

Furthermore, we are nearly finished with the Holy grenade. This is a weapon of massive destruction. But keep in mind that it’s not easy to get and it’s very easy to lose. The holy grenade has an infinite blast radius, as long as you are not in the cover. If you cover yourself behind a wall or a crate, the holy grenade won’t even tickle you. So the crate gun is becoming very useful in this case ;) If you die you loose all holy grenades so be careful!

Gun Upgrade: Let’s talk about the grenades a little bit more (onixpexted). The Gun Upgrade was a part of the original concept and was meant to add a special feature to grenade launchers. It would suck in grenades to itself and then fire them again from your own weapon (similar to gravity gun in Half-Life). However, because of the complicated implementation and risk of bugs, we came up with a substitute feature that would be a bit more helpful; the Predictor. A laser sight for grenades.



The gun upgrade that allows you to place barrels will have effect on grenade launchers too. There will be a special vision attached to the weapon that would show you the track of the grenade before you shot it. This laser vision won’t be 100% exact but it will surely help you.

Traits: This topic is just in its infancy, but I can tell you something about it. I would like to modify the functionality of the third weapon slot, which is now only for utilities / melee weapons. I would like to prioritize players preferences in this. They will get benefits based on their decisions. Basically i want to replace the third weapon slot with a trait. This will include for example faster explosions, bigger magazines (from the start of the round), more speed or some melee weapons. However this feature is not the priority now and will be included after we finish the madness mode.

Besides traits I would like to modify one detail that may influence the gameplay a lot. Right now you are able to change weapons whenever you want, but this doesn’t fit to the game design. The idea is that you would be able to change weapons after you die (before spawning). This sketch is showing how the feature could look like (technical preview)



There’s a lot of other things to tell you, but I don’t want these posts to get too long or boring. To sum the latest information: Besides the regular tuning of the power-up drops probability, we plan other changes, that would not be part of the 0.6 update. Such as the half-block (allowing you to protect yourself and attack at the same time) or a variable probability of power-up drops during the game round.

Ok, I really need to end this right now or nobody will ever read this to the end. As I promised you the last time I gave you more detailed information today to make myself as clear as I can and let you stay updated. If you have any questions, post them below this post and I will try to give you the exact answer. Thank you for reading this to the end and have a good luck at the arena!

Jouki // posted by Dzetro

úterý 31. května 2016

Weekly news #1

Reposted from Steam:

Hey guys,

We have just told ourselves that we would like to communicate and interact with you more than before using the Steam announcements, so you know what’s going on right now, what we are working on and how are we (developers) doing overall…
Sometimes we would like to share what problems we are facing, what we are thinking about and to share some newbie developers experience with you, right?
We will try hard to make these announcments a weekly routine (new post every friday - sunday). In this first one, we would like to tell you more about the upcoming goals we want to finish ASAP before the release of update number 0.6 (it’s coming in June!)

#1
Okay so, maybe you noticed that we haven’t posted any news for a while. Don't worry, we are still wokring as hard as we can (we still have our daily jobs). Right now we are adding some new features and we are balancing the gameplay. Also we are reworking the power-ups. Some of them had already been changed and they are now divided by color to categories to make this more intuitive for you.

blue - active ability
purple - passive ability
orange - rare/special ability
red - negative ability (magnet)
green - Heal
grey - others (experience points)

We already made some little changes, for example the Fast Run power-up is now a passive ability and Detonation radius is twice more bigger than before.

Except power-ups we have reworked the magazine system of grenade launchers. We have to balance this a little bit to make the game playable even with 8 players online. Madness is real! Yeah we know... the game is called grenade madness but sometimes it’s a little bit too much mad and you know what we are talking about if you tried it.

Grenades are now renewed after they explode - in other words, a fired grenade is back in the magazine just after it explodes so you can just fire all grenades almost at once. However we will nerf the time before explosion because this change is great catalyst of crazy gameplay. We love all the booms and beams but still we have to keep the game playable and fun at the same time :)

We also updated the collision system of explosions. Now it won’t happen again that you will get hit through a crate or a wall.

As for the graphics, we have some plans but it’s not the priority right now since the game doesn't look ugly anymore. We will give you more details in the next post.
Well that's all for now. I will be more specific the next time (I will try), but you can comment your own suggestions and questions below and I will try to answer them in the next post. Thank you for reading this to the end.. Wish you a good luck when playing the game!

čtvrtek 21. dubna 2016

What are we up to after the release?

Hello there!

It's been a week since we released the game and we are starting to get some feedback from real players finally! We cleaned out our trello board and we now focus on making the game more enjoyable by editing some of the basic elements of the gameplay. We are adding/removing some power-ups and weapons, tuning up the weapons damage and speed and other stuff.

A lot of you are concerned about the player counts on the servers. Yeah, that's a big problem and that's why we asked steam to let us sell bundles for a better price per copy (so you can play with your friends) but we got no response yet. We will also try to improve the AI of the robots on the empty servers.



A video by asher13ish, the first let's play video of Grenade Madness steam version.

We plan to release an update in the next 10-14 days which will hopefully include:

  • Major gameplay improvements (e.g. player speed, weapons damage etc..)
  • Trading cards
  • Shorter round time
  • Some map updates (better lightning and some new assets for example)

See you soon!

pátek 15. dubna 2016

Grenade Madness released on Steam

Hello everyone,


Guess what? We have one very big thing to announce! Grenade Madness is now finally available on Steam Store as Early Access. There are plenty of new features, content and maps in the game since the last alpha version.




Because the game is still in the development, everything is a subject to change. We have set up the community forum for you so we can answer your questions and suggestions on the game.


Right now we are 100% focused on listening to you, and we can’t wait for your feedback.  




pátek 8. dubna 2016

Early Access Comming soon released

Hello everyone,


It’s been a while since we gave you the last news about Grenade Madness. But guess what? We have one very big thing to announce!

We finally have a fully playable version of the game for you to play. Grenade Madness will be released on Steam Store as Early Access on April 15h. There are plenty of new features, content and maps in the game.




Because the game is still in the development, everything is a subject to change. We have set up the community forum for you so we can answer your questions and suggestions on the game.


Right now we are 100% focused on listening to you, and we can’t wait for your feedback.  




středa 10. února 2016

New blood and new arenas

New blood

The last three months of development were very important and we made some huge progress. About 5 months ago Petr Maxa joined our team and beside his massive models/textures/graphics contribution in the game he brought some very good ideas into the game.




Not a lot of content is left since the first demo release. We got rid of all the ugly arenas - The only ones left are The factory and The desert.

We added AI

A lot of players were not able to fully enjoy game because of the empty servers and lack of opponents. We added a very basic AI robots into the game, who do the job. They are not very intelligent yet but it will be one of our next goals to improve this :)

New universal gun

We added a new weapon to the game - the universal builder. Besides the boxes/crates that protect you in the arena, you will now be able to place explosive barrels wherever you want with the new gun.

We are also open to some new ideas - The new building system lets us add pretty much anything as an "ammo" to this gun.

Steam

We plan to release the game this April as an Early Access as it is starting to be fully playable. We are now putting the Steam store page together and we are also thinking about the price. We will go for something between 10 and 15$ probably.

If you want a steam beta key, just ping us at info@touchorchestra.com

Some screenshots of the new maps in the game



The Mayan temple




Server room


 Asteroid



Swamp


Sci-fi ship


Have an idea or question?

Feel free to contact us at info@touchorchestra.com