- Patch notes 0.7.0 - 28 October 2016
Main Features: - Added tutorial. This tutorial is supposed to show you the basics of the game. It will start on the first launch of game after it's updated. - Added Madness Mode (MM). The MM is feature that makes your game graduating to the end. There are 17 events such as "Time Speed Up" or "Electrovision". These events will be unlocked after you reach the required level. Combinating more events at once becomes more expensive (Madness Points). - Madness Points (MP) are a currency for Madness Mode. Basically it's your capacity how big Madness you can create. These points are reusable so they are not for only for one use. You can gain MP by leveling up or as a reward for completing Missions. You can save your own combination/settings of Madness mode to file so you can easily save/load the option for your future games. (file manager is pretty shitty but we must wait when we iterate it >>…
- Patch notes 0.7.0 - 28 October 2016
Main Features: - Added tutorial. This tutorial is supposed to show you the basics of the game. It will start on the first launch of game after it's updated. - Added Madness Mode (MM). The MM is feature that makes your game graduating to the end. There are 17 events such as "Time Speed Up" or "Electrovision". These events will be unlocked after you reach the required level. Combinating more events at once becomes more expensive (Madness Points). - Madness Points (MP) are a currency for Madness Mode. Basically it's your capacity how big Madness you can create. These points are reusable so they are not for only for one use. You can gain MP by leveling up or as a reward for completing Missions. You can save your own combination/settings of Madness mode to file so you can easily save/load the option for your future games. (file manager is pretty shitty but we must wait when we iterate it >>…
- What's new? #2 - 16 October 2016
https://trello-attachments.s3.amazonaws.com/55812726788ecd9c48db03a6/57fcc5e4ac34b3cac383dc99/875bdd67dde28b5b06ee867baf8961cf/screenshot_2_2.png Hello everyone, another week is over so we have some fresh information to share with you. In the first place we want to inform you about something, some of you may have came through already. We would like to advise you not to buy keys from any third party! It’s a very important issue because you may become a victim of a fraud. Those keys are obtained by abusing the rules of free giveaways we believed to be fair and square. Then those keys are sold by third party websites, therefore all the profit goes to the deciever. That’s why we decided to block all those keys. But don’t worry, if you already own the game and you used such key, the game will stay in your library. In other words: Do not buy game keys from any third party if you don’t want to…
- What's new? #2 - 16 October 2016
https://trello-attachments.s3.amazonaws.com/55812726788ecd9c48db03a6/57fcc5e4ac34b3cac383dc99/875bdd67dde28b5b06ee867baf8961cf/screenshot_2_2.png Hello everyone, another week is over so we have some fresh information to share with you. In the first place we want to inform you about something, some of you may have came through already. We would like to advise you not to buy keys from any third party! It’s a very important issue because you may become a victim of a fraud. Those keys are obtained by abusing the rules of free giveaways we believed to be fair and square. Then those keys are sold by third party websites, therefore all the profit goes to the deciever. That’s why we decided to block all those keys. But don’t worry, if you already own the game and you used such key, the game will stay in your library. In other words: Do not buy game keys from any third party if you don’t want to…
- What's new? #1 - 5 October 2016
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…
- What's new? #1 - 5 October 2016
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…
- Weekly News #8 - 15 August 2016
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 st…
- Weekly News #8 - 15 August 2016
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 st…
- Weekly news #7 - 8 August 2016
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. 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 be…
- Weekly news #7 - 8 August 2016
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. 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 be…
- Weekly news #6 - 24 July 2016
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…
- Weekly news #6 - 24 July 2016
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…
- Weekly news #5 - 10 July 2016
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…
- Weekly news #5 - 10 July 2016
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…
- Weekly News #4 - 26 June 2016
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 featur…
- Weekly News #4 - 26 June 2016
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 featur…
- Patch notes 0.6.0 - 17 June 2016
https://trello-attachments.s3.amazonaws.com/5719ebc6437eeaa9086506e3/1920x1080/a431c2d0ee2c1520eafd1ec8cc98d07b/GM_PN_0.6.png Graphics - Added various colors of power-ups They are now divided to categories: Blue - Active power-up Purple - Passive power-up Orange - Rare power-up Green - Health Box Red - Debuff (negative power-up) Grey - Others (Experience Box) - New model for barrel - New model for taser - New model for knife - Model of granades is now 2,5x bigger and should glow more - When your power-up slots are full, they shake a little when you try to pick up another one (passive stack power-up as well) - Added stack of passive power-ups (on the left of screen) - Achievement notification is now displayed in chat Gameplay - Rate of Fire of grenades reworked * You can fire all your grenades at (almost) once * Cooldown between shots is 0,1s * Grenade launcher stack refills right after…
- Patch notes 0.6.0 - 17 June 2016
https://trello-attachments.s3.amazonaws.com/5719ebc6437eeaa9086506e3/1920x1080/a431c2d0ee2c1520eafd1ec8cc98d07b/GM_PN_0.6.png Graphics - Added various colors of power-ups They are now divided to categories: Blue - Active power-up Purple - Passive power-up Orange - Rare power-up Green - Health Box Red - Debuff (negative power-up) Grey - Others (Experience Box) - New model for barrel - New model for taser - New model for knife - Model of granades is now 2,5x bigger and should glow more - When your power-up slots are full, they shake a little when you try to pick up another one (passive stack power-up as well) - Added stack of passive power-ups (on the left of screen) - Achievement notification is now displayed in chat Gameplay - Rate of Fire of grenades reworked * You can fire all your grenades at (almost) once * Cooldown between shots is 0,1s * Grenade launcher stack refills right after…
- Weekly news #3 - 12 June 2016
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. https://3.bp.blogspot.com/-rVnDh-2PsYU/V125AtKk5uI/AAAAAAAABQY/S7iAvFNtypcCZVW1fDdZYpfCOI6jN7cqgCLcB/s640/13396559_12…
- Weekly news #3 - 12 June 2016
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. https://3.bp.blogspot.com/-rVnDh-2PsYU/V125AtKk5uI/AAAAAAAABQY/S7iAvFNtypcCZVW1fDdZYpfCOI6jN7cqgCLcB/s640/13396559_12…