What changed
0 fixes0 additions1 change0 removals
changedUPDATE: Version: MYSTICAL BOG #1.076 (EXPERIMENTAL BUILD)Steam post image It's been a fair bit of work for something that would seem so simple, but I've implemented a quick navigation menu into the main lobby. This will allow the host to quickly navigate to the various stages of the main menu quickly without navigating the hub world. This will also allow players to change settings at any time in the lobby. Depending on if the game is OFFLINE or ONLINE , different buttons will appear, and if it's ONLINE , the clients will only see RESUME , OPTIONS , DISCONNECT and QUIT . On top of that, during ONLINE play, both server and clients can bring up the "Pause" menu at any time. Previously it only worked for the host, which was a bit annoying if you were a client player and wanted to leave the game, or disconnect for whatever reason. Along with these changes, I have updated the multiplayer menu in the main menu to include quick buttons, for example, in the SERVER BROWSER , players using an Xbox controller can press the X button to quickly refresh the list, and in the CREATE SERVER window, the host can press the START button on their controller to start the server without manually navigating down to the CREATE SERVER button. It's only minor, but helps for players who like to get things set up quickly. The board game mode menu user interface should behave better on clients now. Previously clients were able to interact with the board game menu, which was causing a mismatch between information saved on the client's version of the game mode, and the servers version. This should be resolved now. There's also some other quality of life fixes for the lobby, in particular in regards to not being able to navigate certain screens, or press LB/RB or click on buttons. For example, the OPTIONS menu was very buggy, as was the MULTIPLAYER MENU. Aside from User Interface stuff, I have also made improvements to the mini-game tutorial screen, it should now show the correct number of players, and players ready for those who have joined in late or rejoined the game. Previously, if there was for example 3 of 6 players ready, the client would rejoin the server, and the tutorial screen would show 0 of 0 players ready. There are still some other issues to iron out on the tutorial screen, but nothing game breaking. The board game also should now show the correct round number. It was adding 2 rounds after a round would finish, this has been fixed now. When bringing up the pause menu in the board game, it should also behave a lot better. There are still some minor bugs however, mostly to do with multiple local players on a PC while also playing online (couch vs couch). There are still issues when players disconnect mid-turn, but I am meticulously noting every single bug I come across during testing and crushing them one by one. It's feeling much less janky now, which is a damn good feeling. I hate that this update still doesn't have anything that gives you the "WOW THATS AWESOME" factor, it's just boring menu stuff, but rest assured that this is important in the lead up to working on the super cool pretty things, like new items, new customization settings, new maps, new mini-games etc. These things shape the foundation on which the rest of the game is built on. These things are what give players a good or bad first impression, and we all know how much a gameplay experience can be dampened when simple things, bare minimum features are an exercise in frustration or disappointment, I hate it, and I know you all do too, so I aim to continue to make it feel smooth, polished and as trouble free as possible before making it "pretty". Metal Heads is under the radar for now, I'm happy to keep it that way until such a day that it feels smooth, it feels polished, and I can watch content creators play the game without face palming every 2 seconds from silly nuasance bugs, but it's getting closer my fellow metal heads, the day draws nearer and nearer to when you get the really juicy exciting stuff in the Metal Heads news feed. Thank you all once again for your incredible patience. Also, check out Lego Party if you haven't! Fellow Australian game developers SMG Studios (Moving Out) are behind it, and it looks absolutely amazing! As much as it makes my stomach do a bit of a twist due to the monumental competition (Lego...), I love party games as much as you do, and I want to see more of them on PC. It's fantastic that LEGO are the ones to bring it, and with such a fantastic development team behind it too! ROCK ON!
Metal Heads changes
changedSteam post image It's been a fair bit of work for something that would seem so simple, but I've implemented a quick navigation menu into the main lobby. This will allow the host to quickly navigate to the various stages of the main menu quickly without navigating the hub world. This will also allow players to change settings at any time in the lobby. Depending on if the game is OFFLINE or ONLINE , different buttons will appear, and if it's ONLINE , the clients will only see RESUME , OPTIONS , DISCONNECT and QUIT . On top of that, during ONLINE play, both server and clients can bring up the "Pause" menu at any time. Previously it only worked for the host, which was a bit annoying if you were a client player and wanted to leave the game, or disconnect for whatever reason. Along with these changes, I have updated the multiplayer menu in the main menu to include quick buttons, for example, in the SERVER BROWSER , players using an Xbox controller can press the X button to quickly refresh the list, and in the CREATE SERVER window, the host can press the START button on their controller to start the server without manually navigating down to the CREATE SERVER button. It's only minor, but helps for players who like to get things set up quickly. The board game mode menu user interface should behave better on clients now. Previously clients were able to interact with the board game menu, which was causing a mismatch between information saved on the client's version of the game mode, and the servers version. This should be resolved now. There's also some other quality of life fixes for the lobby, in particular in regards to not being able to navigate certain screens, or press LB/RB or click on buttons. For example, the OPTIONS menu was very buggy, as was the MULTIPLAYER MENU. Aside from User Interface stuff, I have also made improvements to the mini-game tutorial screen, it should now show the correct number of players, and players ready for those who have joined in late or rejoined the game. Previously, if there was for example 3 of 6 players ready, the client would rejoin the server, and the tutorial screen would show 0 of 0 players ready. There are still some other issues to iron out on the tutorial screen, but nothing game breaking. The board game also should now show the correct round number. It was adding 2 rounds after a round would finish, this has been fixed now. When bringing up the pause menu in the board game, it should also behave a lot better. There are still some minor bugs however, mostly to do with multiple local players on a PC while also playing online (couch vs couch). There are still issues when players disconnect mid-turn, but I am meticulously noting every single bug I come across during testing and crushing them one by one. It's feeling much less janky now, which is a damn good feeling. I hate that this update still doesn't have anything that gives you the "WOW THATS AWESOME" factor, it's just boring menu stuff, but rest assured that this is important in the lead up to working on the super cool pretty things, like new items, new customization settings, new maps, new mini-games etc. These things shape the foundation on which the rest of the game is built on. These things are what give players a good or bad first impression, and we all know how much a gameplay experience can be dampened when simple things, bare minimum features are an exercise in frustration or disappointment, I hate it, and I know you all do too, so I aim to continue to make it feel smooth, polished and as trouble free as possible before making it "pretty". Metal Heads is under the radar for now, I'm happy to keep it that way until such a day that it feels smooth, it feels polished, and I can watch content creators play the game without face palming every 2 seconds from silly nuasance bugs, but it's getting closer my fellow metal heads, the day draws nearer and nearer to when you get the really juicy exciting stuff in the Metal Heads news feed. Thank you all once again for your incredible patience. Also, check out Lego Party if you haven't! Fellow Australian game developers SMG Studios (Moving Out) are behind it, and it looks absolutely amazing! As much as it makes my stomach do a bit of a twist due to the monumental competition (Lego...), I love party games as much as you do, and I want to see more of them on PC. It's fantastic that LEGO are the ones to bring it, and with such a fantastic development team behind it too! ROCK ON!
UPDATE: Version: MYSTICAL BOG #1.076 (EXPERIMENTAL BUILD)
Steam post image It's been a fair bit of work for something that would seem so simple, but I've implemented a quick navigation menu into the main lobby. This will allow the host to quickly navigate to the various stages of the main menu quickly without navigating the hub world. This will also allow players to change settings at any time in the lobby. Depending on if the game is OFFLINE or ONLINE, different buttons will appear, and if it's ONLINE, the clients will only see RESUME, OPTIONS, DISCONNECT and QUIT. On top of that, during ONLINE play, both server and clients can bring up the "Pause" menu at any time. Previously it only worked for the host, which was a bit annoying if you were a client player and wanted to leave the game, or disconnect for whatever reason. Along with these changes, I have updated the multiplayer menu in the main menu to include quick buttons, for example, in the SERVER BROWSER, players using an Xbox controller can press the X button to quickly refresh the list, and in the CREATE SERVER window, the host can press the START button on their controller to start the server without manually navigating down to the CREATE SERVER button. It's only minor, but helps for players who like to get things set up quickly. The board game mode menu user interface should behave better on clients now. Previously clients were able to interact with the board game menu, which was causing a mismatch between information saved on the client's version of the game mode, and the servers version. This should be resolved now. There's also some other quality of life fixes for the lobby, in particular in regards to not being able to navigate certain screens, or press LB/RB or click on buttons. For example, the OPTIONS menu was very buggy, as was the MULTIPLAYER MENU. Aside from User Interface stuff, I have also made improvements to the mini-game tutorial screen, it should now show the correct number of players, and players ready for those who have joined in late or rejoined the game. Previously, if there was for example 3 of 6 players ready, the client would rejoin the server, and the tutorial screen would show 0 of 0 players ready. There are still some other issues to iron out on the tutorial screen, but nothing game breaking. The board game also should now show the correct round number. It was adding 2 rounds after a round would finish, this has been fixed now. When bringing up the pause menu in the board game, it should also behave a lot better. There are still some minor bugs however, mostly to do with multiple local players on a PC while also playing online (couch vs couch). There are still issues when players disconnect mid-turn, but I am meticulously noting every single bug I come across during testing and crushing them one by one. It's feeling much less janky now, which is a damn good feeling. I hate that this update still doesn't have anything that gives you the "WOW THATS AWESOME" factor, it's just boring menu stuff, but rest assured that this is important in the lead up to working on the super cool pretty things, like new items, new customization settings, new maps, new mini-games etc. These things shape the foundation on which the rest of the game is built on. These things are what give players a good or bad first impression, and we all know how much a gameplay experience can be dampened when simple things, bare minimum features are an exercise in frustration or disappointment, I hate it, and I know you all do too, so I aim to continue to make it feel smooth, polished and as trouble free as possible before making it "pretty". Metal Heads is under the radar for now, I'm happy to keep it that way until such a day that it feels smooth, it feels polished, and I can watch content creators play the game without face palming every 2 seconds from silly nuasance bugs, but it's getting closer my fellow metal heads, the day draws nearer and nearer to when you get the really juicy exciting stuff in the Metal Heads news feed. Thank you all once again for your incredible patience. Also, check out Lego Party if you haven't! Fellow Australian game developers SMG Studios (Moving Out) are behind it, and it looks absolutely amazing! As much as it makes my stomach do a bit of a twist due to the monumental competition (Lego...), I love party games as much as you do, and I want to see more of them on PC. It's fantastic that LEGO are the ones to bring it, and with such a fantastic development team behind it too! ROCK ON!