- Workshop Is Going Away - 16 January 2024
To help simplify the process of development I've decided to suspend the use of Workshop for Quadrablaze. There were some things I foresee causing issues in the future if I kept it going, such as custom ship file size limits and moderation. I don't have anything in place to limit the size of ships being sent over the network and if the Workshop became popular I'd have no way of moderating it. I could put in a place a file size limit but it would just be a random number that I make up. I could also add an option to toggle off syncing custom ships. That would complicate the code quite a bit and it makes more sense at this point to simplify things instead. So, I'm removing the ability to see the Workshop. Custom ships should still work in the current version of the game but trying to upload them to the Workshop may give an error. When Update 7 rolls out, all of the in-game Workshop and Cust…
- Going free - 19 September 2023
First things first, I'm going to be making Quadrablaze free soon! What's the hold up? I'm still working on Update 7 when I have time. Between having a full-time job, another game project (or two), house/yard work, and other hobbies, my time is quite split. I still enjoy game development so I don't plan on giving it up any time soon! Update 7 For Update 7 I've been working on updating the health and weapon systems so that they're easier to modify and code for. That's mostly done, I just have to test to make sure the player, enemies, and multiplayer are still working properly with all the new changes. Then I can start adding in some different weapons! After that, I'll work on adding in a game mode with an end-goal and some progression outside of doing matches. That progression might include getting special weapons, cosmetics, and possibly ships if that ends up making sense when the time c…
- Alpha 6.1e - 2 September 2021
Changes Feedback menu should now send a copy of your Player.log instead of output_log.txt with each submission Switched Rewired's input method to use SDL2 instead of RawInput in Unity An experimental GameGoal script was enabled, which was set to show that you've "won" after defeating one boss, and is now disabled. Oops! It was only there for testing.
- Update Alpha 6 - 23 July 2021
Alpha 6 Changes Alpha 6.13-6.14 All ability upgrades now have 6 tiers each. Some abilities have been redone (ex. Respawn ability works on a timed cooldown instead of being a one-time use ability). Tier 4 Dasher enemies (the blue ones that teleport) have been made easier to deal with and should no longer damage you upon teleporting on top of you Camera shake strength slider in the Game options tab Bug fixes and internal enemy database storage change Alpha 6.10-6.12 Removed difficulty options New player/enemy movement physics Multiplayer host can now kick other players out while in the lobby menu Added prompt that shows when attempting to go back to the Main Menu during a round Added a note in the Feedback Menu that usernames will uploaded when submitting bug/suggestions (username is included to give credit to the person uploading it) Default controller Left Stick X axis was bound to the…
- Alpha 6.10-6.12 Updates - 5 December 2020
Changes All ability upgrades now have 6 tiers each. Some abilities have been redone (ex. Respawn ability works on a timed cooldown instead of being a one-time use ability). Tier 4 Dasher enemies (the blue ones that teleport) have been made easier to deal with and should no longer damage you upon teleporting on top of you Camera shake strength slider in the Game options tab Bug fixes and internal enemy database storage change
- Alpha 6.09 Update - 14 August 2020
Changes Alpha 6.09 Ability wheel and cooldown bar hotkey icons now properly reflect the correct hotkeys they are assigned to Alpha 6.08 Fixed the SharpBody ability insta-killing the TriClone boss. It now checks if you're touching a boss's hit spots to do damage instead of their whole body. Alpha 6.07 Fixed upgrades not being removed upon finishing the match Health now goes up by 1 every 5 levels. (ex. Level 5 = 6 Health. Level 10 = 7 Health...) Alpha 6.05 Main menu background Projectile damage is now set (big oopsies!) Title disappears immediately upon pressing a menu button
- Update Alpha 5.22 - 26 June 2019
It's finally ready. Can still use some bug fixes here and there, but the most important part is that you can play Quadrablaze with friends! Multiplayer Features Host a Peer2Peer lobby with privacy options Invite friends from within the game (opens up Steam overlay) Search for public lobbies (only shows lobbies with the same game version) Automatically syncs custom ships and colors Quick Match tries to find any available match or starts up a new lobby Known Issues Starting a second round may result in extra bugs. When one enemy bug starts, it generally snowballs and breaks other unrelated enemies. If you find that enemies don't act quite right, you may have to restart the game. Deformer (enemy that drains your shields) animations may not play on clientside but will look fine for host Higher tier Exploder (red enemy with blaze ability) can be instantly destroyed when running into them. Go…
- Keep up to date - 17 March 2019
If you want to find out more about what's going on with the game, head over to these places. They're where I usually end up posting what I'm working on! YounGen Tech - Discord Server Trello Twitter Facebook
- More multiplayer progress #3 - 17 March 2019
This may be the second-to-last update before I take it out of the multiplayer_test beta branch. Afterwards I'll start working on more abilities and weapons. Also more enemies will be added afterwards. Changes New internal ability/weapon code to make it easier to create new ones! The red explosive enemies now do damage to anything nearby instead of just who touched them Enemies spawn in random locations around the arena instead of in a clockwise loop Free Trinity boss spawns outside of the arena
- More multiplayer progress #2 - 1 January 2019
Another step further to completing the multiplayer side of the game. Of course, more game features will be added afterwards and bugs will still be present. Multiplayer features added to the multiplayer_testing beta branch Lobby searching Lobby privacy settings Spectate players after you die Game quits back to the lobby after everyone is dead (possible bugs added here) Nametags above players' ships Made adjustments to how custom ships are uploaded and imported. It now uses json to store data instead of xml.
- Multiplayer Progress and Steam Invites - 10 July 2018
Looking into getting Steam Invites working to replace having to connect with an IP and port. In my experience, connecting via IP and port has always been a hit-or-miss thing to use. Sometimes it works flawlessly and other times you have to fiddle with opening ports or using Hamachi. I'd rather not. So using Steam's lobby and invite systems will help players connect to each other without having to worry about all of that. I figured that, since the game is only available on Steam, that I might as well limit the connections to only work through Steam Invites! If this doesn't work, I don't know what will! I don't want to have to revert this game to being singleplayer only unless I absolutely have no other choice.
- More multiplayer progress - 13 February 2018
Slowly but surely making progress getting things working with online mutliplayer. There's still a long ways to go. So far there's... Player spawn sync Projectile sync Player level, upgrade, xp and skill point sync Some of those things still need to be fixed even more so that they properly handle what happens on a newly joining player's game when there's already a game in progress. I still need to think about whether or not players should even be able to join while the game is in progress.
- More multiplayer progress - 13 February 2018
Slowly but surely making progress getting things working with online mutliplayer. There's still a long ways to go. So far there's... Player spawn sync Projectile sync Player level, upgrade, xp and skill point sync Some of those things still need to be fixed even more so that they properly handle what happens on a newly joining player's game when there's already a game in progress. I still need to think about whether or not players should even be able to join while the game is in progress.
- Quadrablaze in an IndieGala Bundle - 15 January 2018
Get Quadrablaze in the IndieGala Monday Motivation Bundle. Get it before it ends in 14 days!
- Quadrablaze in an IndieGala Bundle - 15 January 2018
Get Quadrablaze in the IndieGala Monday Motivation Bundle. Get it before it ends in 14 days!
- Update Alpha 4.10 - 23 December 2017
Changes Added a hotkey to open the Feedback panel at almost any time If the SteamAPI isn't able to initialize, it'll retry a few times. If it still fails, the game will close. (If you have Steam open and are unable to play the game, I'm not entirely sure why it doesn't work)
- Update Alpha 4.10 - 23 December 2017
Changes Added a hotkey to open the Feedback panel at almost any time If the SteamAPI isn't able to initialize, it'll retry a few times. If it still fails, the game will close. (If you have Steam open and are unable to play the game, I'm not entirely sure why it doesn't work)
- Update Alpha 4.9 - 21 December 2017
Changes Fixed color picker accept and cancel buttons Increased the text limit for the feedback description Known Issues UI Elements being highlighted and unclickable after changing menus Music not starting on the game's first run Future Changes Open feedback panel using a hotkey
- Update Alpha 4.9 - 21 December 2017
Changes Fixed color picker accept and cancel buttons Increased the text limit for the feedback description Known Issues UI Elements being highlighted and unclickable after changing menus Music not starting on the game's first run Future Changes Open feedback panel using a hotkey
- Current Status Update - 1 December 2017
Right now the game is being tested in sort of a closed alpha/beta to work out as many bugs and errors as possible. The focus right now is on the custom ships and the Steam Workshop. So far everything works as intended. You can import and upload your own ships to the workshop. Subscribe to ships from the workshop. At the moment it just uploads whatever is in the folder that your ship is in, so that may need to be changed before releasing the game. After the game is released the new focus will be shifted to adding new abilities, weapons and/or enemies. The menu navigation will also have to be updated to work better with gamepads (ex. sometimes no UI elements will be selected which means that you'll no longer be able to use the gamepad to navigate through the menus!). As for multiplayer... It will be attempted to be added. Multiplayer coding can make game development wayyyy harder. Sure th…