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.


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,


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.


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