In this update11
Full notes
Full Crazy Islands update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- Server
- Performance
- Fixes
- UI and audio
Crazy Islands changes
New Events
Stop Dance
The Stop Dance event was kind of boring so we made it more fun. Whenever this event spawns in some dance vibe music starts playing but be carefull! Once it stops you can't move your character anymore. When it starts playing again you can move again.
Kick Me!
You might know this prank or iconic scene where someone writes "Kick me!" on a sticky note and puts it on someone back. That's what this event is doing...just pranking some innocent player. But i mean it's a clear message isn't it? xD
Captcha
Who of doesnt like those nice traffic light captchas or the ones where you have to tick some stupid pictures just to download a single image or something.. xD. Ye that's added too now! When you are prompted with that captcha you ar unable to controll your character until it's solved. But see for your self.
Player Quartet
This events multiplies a random player who then has the ability to kick other players with his clones too. The movement of the player is mirrored to each of the clones. Clones can die - just like the player.
I like Trains
Be carefull to not get run over by it!
New Game Animation
The game round start animation is now more polished
VS Animation:
Coop Animation:
This animation where the player perspectives slide in and scales dynmaicly...well a picture explains it much better..
This is how it could look like for 5 players: Steam post image
New Player List
Some kind of player list existed before already which could be toggled by pressing TAB but only showed verry limited informations about a player..actualy it was only the Player Name and Ping. Since you as host should know who is in your lobby aswell as being able to kick players that only cause trouble we added a new Player List as shown below: Steam post image
If you ban a player, he is permanently banned from your lobby by its hardware-id. So no matter how hard he tries to rejoin, he is banned, gone and won't cause any trouble. Steam post image
Networking and Multiplayer
Info/Error Messages
Are you annoyed of the game just not allowing you something or showing weird error codes and you have no clue what might be going on? Well we do asweel and it's a shame we did not implement it sooner... anways here are error/info messages in case of something breaking:
Other improvements:
Private Hosting now uses a dedicated relay servers owned by us! In case one server failes another one automaticly jumps in and handles the job.
Private hosting now uses dedicated servers
improved Steam Server connectivity
fixed player join crash due to invalid input (null pointer crash in Noray Plugin)
Fixed issues caused by Steam API not being initialized correctly
General Improvements to the multiplayer systems and multiplayer stability
General
As always a lot has happened in the background to adress stability issues, performance and (game breaking) bugs. As the game grows more and more it's getting harder and harder to make all events work properly but we tried our best to permanently fix all the bugs that where found during testing.
Here are the most important changes, improvements and bug fixes
Game Engine
moved to Godot 4.7, updated plugins to newer versions
made some Engine Code parts run much faster -> performance improvement
added special Safe-Call function to allow certain might-fail-functions to execute anyways on error -> makes events safer, future proof, provides additional interface for future mod support
General Improvements
renewed damage sounds and added damage indicator to player model
renewed/adjusted some sounds
added time stamp to messages (logging, debug mode)
reworked stop dance event to be more exiting
fixed some issues related to background music suddendly stopping/starting
added some new shaders/vfx
fixed visual Battle Royal only Option bug in Game Configs Menu
removed useless seed sets and made a random number generator for each event to provide server-wide pseudo randomness -> makes event appearances better
reworked some network logic
reworked island event syncing (especially for MultiplayerSynchronizer initialization -> uses a static method now to sync, much safer)
improvements to player
fixed player collision mask set to wrong value which caused buggy physics sometimes
fixed issues related to water splash effect not showing up when someone falls into the water
improved clean up functions that run on teleports
fixed buggy controller tip on ignore controller
fixed some buggy particle effects
added player id info to console output in debugging mode
add play info sound effects
reworked info popup
fixed transition effect fades to early into main game scene
made player spawning safer
reworked spawned scene spawning in Scene Manager for safer and better client syncing
fixed round results showing up wrong sometimes
fixed wrong time survived shown on Leaderboards in Coop Mode
fixed Linux specific bugs
fixed Linux launcher
fixed bugs related to notification popup breaking sometimes
fixed issues with tutorial
added noray fallback server logic to Multiplayer (Private Hosting)
Event Improvements
a player can't be choosen twice as giant or antman now
fixed issue with tsunami pacours not being cleaned up properly
fixed bug related to vortex portal rpc call issues (bugged out player on teleport)
islands_center was calculated wrong for several events -> calculating dynamicly at runtime depending on current island grid
reworked EventManager; now more robust, same event can appear twice in a row
fixed issue with bye land event (tweeners not correctly initialized, null pointers, crashes)
Game Breaking Bug Fixes
fixed game crash related to null reference in main menu
fixed infinite recursion problem/ crash in EventManager
fixed issues related to global random seed being not initialized on host/client
fixed random seed always the same sometimes -> added randomize() before initial global seed creation
fixed wrong enum assignment error in Multiplayer which was able to causes crashes in some scenarios -> added fail save and error info
fixed issues related to MultiplayerSynchronizer nullpointer calls
fixed broken particle effects due to broken side loading of event scenes -> moved event scene loading to main thread entirely (performance improvement in current Engine version)
fixed player join crash due to invalid input
fixed faulty (edge case scenario) Multiplayer connection clean up
reworked some janky Game Master logic to enhance RPC Processing and minimize errors
fixed Game freeze on Steam Check (SteamAPI Edge Case scenario)
fixed Multiplayer bugs (null pointer issues etc.)
Source
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