Hey Guys,
We've been working day and night in some of the core features of the game and some take a bit of time before we can show them to you.
So here some of the stuff we've been working on:
New Interface
You can finally try out the new interface.
There's drag and drop in and grid inventory.
There's more information about what is going on with the character.
From the Cooldowns to the level of mutation you have in each part of the body, now you'll be better informed about whats going on.
Item storage
We added the chest so you can store your valuables and keep a nice stash of food and tools in your house.
New Animations
We have been adding new animations to the main character giving her a more distinct outlandish feel.
You can try our new basic movement animations (move, jump, swim, etc) and a couple of attacks.
New Attack System and Executions!
The new attack system lets you combo attacks together. In this version you'll be able to test simple boxing combo and a new alternative attack.
This being a permadeath game, you lose every thing on your body when you die. So it is really important that dying or killing are unique moments.
When you drop to 0 hp you will fall down and crawl for a few seconds. If you get out of harm's way you'll get back up with a portion of your hp. If not.. you might die and lose everything..
And of course if you really want to murder someone you can go over a crawling player and execute them!
Paired with the new animations we are really hoping, that you guys like the direction where we are taking the combat in Shrooms.
Larger Map and Environment hazards
We made the map bigger, now there are a lot more places were you can build cool houses.We rebuilt the "swamp" area making it more swampy.. and it looks good!
Most of the mushrooms will not be picked up without a sickle instead, they will burst in your face and usually that's not very nice.
There are Environment Hazards that will make your life a bit more difficult in the swamp and the desert. Quick tip, play with them to protect your self from other players =D
What are we working on:
Finish up the Attack System We are still working in the movement and attack system making it work with mutations, weapons, special movements, special items, etc
Implement Co-op mechanics We are starting to create more interesting co-op mechanics for crafting and combat, more on that later.
Rework Mutations in Visual and Gameplay and..... Male Character We are making a visual update to the mutations and making all of the mutations more meaningful.
Yes, we are making a Male Character!
You asked for it you got it, here is a sneak peak:
* Warning * Remember this is still in alpha and we are implementing and testing new gameplay and visuals!
If you are looking for a finished, polished product this not it, yet!
As you know your feedback is extremely important for us to drive the game in the right direction, so keep it coming we will get back at you asap.
News Update, new inventory and interface
Hey there guys!
Let me give you a quick update on what we've been working on.
We want to give you more information on what's going on with your character in the game, so we are starting a complete rework of the interface.
Some of the updates you can see right in the next patch are:
New info bars that will give you more information instant information on the stats of the character.
New and improved equipment bar with cooldowns, now you'll know when you can use your mutations again.
Paired with a new inventory system that will make you think twice before just picking every thing up.
We are also working on new information windows like a character screen were you know more about what mutations your character currently has and an knowledge window were you'll level up your crafting etc. but more on that soon..
You wont need to wait much more before you'll get to try some of these new features in game, there's an update coming really soon.
And as always, if you have any doubts or ideas you want to discuss leave a comment bellow and we'll get back at you in no time.
Building and Harvest Wood! - Patch 14/09/2015
Hello Guys!
We are proud to show you some of the stuff we've been working on:
Buildings
You can now build your first houses in Shrooms.
You'll need to equip the Building Hammer in order to unlock the constructions.
Then you need to choose a foundation type, (House or Outer-wall) and then build your house or village!
Right now every piece costs 1 branch, at this phase we want you to test it without restrictions. We will soon change the cost of the building to something more substantial.
Wood Cutting
Now when you are trying to interact with a tree having an axe equipped you can chose to either Press and Hold to enter the mini game or just Press Once to harvest one low quality branch.
If you chose to do the mini-game just need to aim at the green bar and press the left mouse button the closer you are to the center of the green bar the better quality material you will harvest.
How do you Like this mini game?
Do you like this small and fast mini-games to help determine the quality of your materials?
If you got any suggestions leave a comment and we'll get back to you immediately.
Immersive Douro is doing some restructuring in the shrooms team, as we told you in the last post, we are making our team more agile and starting to include members that have lots of experience and made some of the games we love. With this in mind we just want to tell you how excited we are for this next phase in Shrooms development. Working with these new teams and members will be lots of fun and we hope you notice that in-game too!
Thank you for your continuous support and feedback.
Keep it coming!
News Update, new patchs are incoming.
Hey Guys!
We've been at half speed this August with all the vacations and project managing.
We are happy to announce that we've made a few changes to Shrooms and some organizational work that will now keep the development at a more steady pace.
As for what really matters the Game and more Game-play updates, you'll see the new building and gathering systems in play really soon and we're still in schedule to launch the new interface and controls.
Thanks for your support,
Keep mutating!
News Update 14/08/2015 - Sneak Peak behind the curtain.
This week we will not be launching a new patch and this are actually good news.
We didn't found any game breaking bugs that we needed to correct ASAP, so we are starting to have more stable, smooth builds.
There are still loads of stuff that we want to change in the game but they aren't bugs, they simple systems we did not had the time to focus on.
So this week were gonna show you a few glimpses of what we have been working on and what you can expect to see in game in a very short term.
Hopefully some of these will be up next week!
Buildings:
Buildings have been in the beta branch in steam for a few weeks, we've been fixing some small stuff and adding in some more models and textures. They are almost done to be in the main version of the game!
Let me just reassure you this are just the first, simple, buildings you'll be able to build. It's, the bare to the bone, simplest building you can craft. Buildings with other materials, like stone houses; Protection mechanics to safeguard from trolls; and even combat mechanics to help you defend from raiders are in plan and will exist in the future but for now here some concepts of the first Tiles.
For now you can only build simple wood houses:
Concept of some wood tiles.
Concept of some Rampar wall tiles.
A Proper Mini game and Knowledge
We are finally start utilizing what we call the Knowledge system. This represents how good you are at a certain task. This will affect both how easy your crafting gets and how good the object crafted is.
We create the first “real” “crafting mini-game that will be used when your cutting wood from trees.
Hope you like it:
(The character still doesn't have the final animations.)
New Inventory and GUI:
We've been working in removing our GUI system. The GUI controls all menus, Bars, mini games, inventory etc. And its riddle with old code and heavy functions that have no reason to still exist. So we've building a new GUI and inventory that will actually cause big performance improvements as well as making the game more intuitive.
Remember that this is only our tests with "Programmer Art", our artists haven't start working on it.
New Control System, New Combat System
We are implementing an all new Movement and Combat system that focus on giving a smooth movement both when your running up hill or down hill and can even keep the same smooth movement while going up or down stairs or rough terrain. The controls are a lot more responsive, and easier to match to character animation.
The attacks are built under some simple rules that make them more consistent and interesting.
Every attack has a Preparation, where the character ready its attack, an Attack phase when it delivers the blow and a Recovery were the it recovers composure.
This means that every attack will have a time frame when it gives damage and a time frame were you are open to receive damage. Making the game a lot more about reading your opponent moves and counteracting instead of just jumping around trying to see who hits more times.
This system will also feature a combo system were you can do chain of attacks for different effects, and throwing weapons.
Here's some images of our Tests:
That's is all for this week.
Hope you liked the sneak peak of what's coming up in the horizon.
And as usual, Have an awesome weekend!
No More Rolling Items! - Patch 07/08/2015
Hey Guys!
This week we are creating some assets for the Buildings like Ramparts, and Gates to protect your property! We're also working on some improvements to the Crafting mini-games that you'll get to experience in a very near future.
This week Bugs and Fixes:
[List]
<*>Rebalanced the quality of crafted and harvested items.
<*>Changed the collision of the items you drop in the floor, so they wont roll indefinitely.
<*>Corrected a few bugs when changing mutations. The bug caused the mutations not to appear correctly if you changed mutations really fast.
[/List]
For now that's all, don't forget to try the Buildings Beta to test the first draft of our building system.
You can expect more news about crafting and buildings in the next couple of weeks.
Thank you for your continuous support and feedback.
Keep it coming!
Have an awesome weekend!
Buildings, Devlogs and a very important rant! - Patch 31/07/2015
Hey everyone!
We've got good news and bad news for you guys, so let's start with the bad news. WARNING: TLDR INCOMING.
Last week it was announced that today the first build with the buildings would go live on the Main branch and in all honesty, we've made the deadline and it's all ready and done BUT we're not going to put it live on the main branch for a couple reasons, and we've been clean with our community since the beginning and that ain't gonna change now so here are the reasons:
Firstly, we feel that even though it already possible to make a lot of cool stuff with the system in it's current state, we feel that the user experience is still not there, not because of the bugs (although there's still a couple that survived), but because some of the steps that make up the "journey" to make a home in Shrooms are still missing and we feel that you guys deserve to start with at least a sense of what that means!
Next, even if you could play without it, we wish to include not only normal homes to survive the night, but also defensive walls that you can erect around your house or even make a village! And that will include a couple more assets that yet need to be done, which takes us to the last but not least reason.
Shrooms is made by a team of Devs that unfortunately are still humans (some of us at least) and it just so happens that the person responsible for managing the community here on Steam and relaying the bugs you guys find to the rest of the team and producing the remaining 3D assets for the building system is going on vacation and to add insult to injury he's taking the guy doing the Building system with him.
So you guys ask "Why do we care?".
Because when we launch such an important update, bugs, problems and suggestions are inevitably going to appear and since the people responsible for taking care of those things won't be available for two weeks. We can't have that. We take your input very seriously so we need to make sure we can always respond to any problem you guys find.
So here's what we're going to do: (GOOD NEWS HERE!)
Another person will be tasked to hover the Steam forums and whatnot to make sure everything is going well with you guys.
A new build with a couple small fixes is going live on the Main build. (We're sure you guys are going to love one of the new things we added)
The build with the building system that should have gone live will be place on the BETA branch, WITH MULTIPLAYER enabled, so you can finally test buildings with your friends. Just remember that in the BETA branch theres no balance whatsoever.
A Devlog for this past two months was put together to sum up the stuff we've been working on for the most distracted people.
So enough with the damage control and onward with the news!
New stuff and Fixes
Bug squashing before the Buildings! - Patch 24/07/2015
This week we had to focus most of our efforts on getting things ready for the Buildings so instead of implementing new stuff, we decided to correct existing bugs and use the rest of the time on content for next week!
So without further ado, check the list below for the full notes and news:
Bugs and Fixes:
The Torch can now be picked up after it's dropped.
The cavern hidden in the desert should now correctly shield you from the searing heat.
Dying should now longer break the server momentarily
The chat should now autofocus on the last message
If someone died or disconnected while being targeted by a Pantu or a Panther, the server would start breaking A LOT. This has been corrected.
A Client exiting the game trough the Exit to Menu button should no longer disconnect other Clients.
Oh and we got a new InfoBox in the main menu that shows you the latest patch notes!
Hope these bug fixes make the life easier for everyone! Also don't forget that the first installment of the Building system is coming to the Main Branch next week so start planning you dream house.
Have an awesome weekend!
Huge update on the BETA branch! And fixes on the main...those too. - Patch 17/07/2015
Hello everyone!
We're starting to get things ready for the introduction of building in the game so we've added a good chunk of new stuff to the BETA branch for the brave souls that dare enter it, try out.
Don't like playing on the BETA branch? No fear! The Bugquisition continues and this week we managed to slay some pretty ugly monsters!
Check the list below for the full patch notes:
New Stuff:
Building BETA Branch - The building system is starting to get into place! Has we get close to its addition to the Main branch we added a couple more things:
You can now build battlements on defensive walls
The ghost that appears when you place a building, should now correctly show you the space that building is going to cover.
A new type of staircase that can be built on walls.
All building parts can now be rotated.
You can now destroy buildings! NOTE: Buildings have a Soak stat that makes them only take damage if you hit above a certain number. Ex: A normal punch only hss for 5.Won't damage a wall. A berserker punch deals 15 damage so it will damage a wall.
Texture-less models for the wall and door are now in place.
Artsy Stuff
The models for the first tier of buildings are starting to get finished!
Changes and Fixes:
The Panther now only attacks at melee range. No more instant damage before she even arrives at your position.
The items now last 100x more time to disappear from the world (That's around 10 minutes)
When you die your offhand item should now drop on the ground.(Please tell us if it keep happening to you!)
After dying, you should again be able to punch people to death.
Charge now correctly throws people into outer-space.
Arrow collision is now much more accurate.
When your item breaks, a server wide message will now play, to let everyone know of your embarrassment. Seriously now, this is just a temporary solution until we complete our GUI revamp.
The campfire has been fixed and should now average your body temperature correctly. Range of effect and Light radius were also increased.
A major bug that was causing mutations to appear incorrectly or not at all on characters was fixed and all mutations should now appear and work properly.
A problem with the save system preventing a client to save if the server exited is now fixed and all characters should now save upon quiting a game.
This was quite a week but more stuff coming soon! Like always, don't hesitate to give us your feedback!
Have an awesome weekend!
Fear the Berserker! And the stones...the stones too. - Patch 10/07/2015
Ever wondered what does the Berserker head does? No? Well we're going to tell you anyway!
Since launch the berserker head mutation did little more than looking awesome, but from now on it will allow you to fear surrounding players and animals, Also we adjusted the weights of some objects to better fit their...appearance. But that is not all so check the list below for the complete patch notes:
New stuff:
Berserker Head Mutation - The Berserker Head Mutation now allows you to instill fear in the heart of surrounding players and enemies. However please note that it's still a prototype but we decided to release it in the main branch already because it can do some REALLY funny things. To get an idea of what we're talking about check the video below that we recorded during tests this week.
Please feel free to send us your crazy experiments with this new mutation! PRO TIP: Try fearing a player that's taunting you.
Swimmer Torso Mutation - The Swimmer Torso was lacking a bit so we've reworked it to further emphasize it's use. Using a Swimmer Torso should now allow you better resist the cold temperatures but make you more susceptible to hot ones.
Bow and Arrow Icons - We've replaced the old icons with new ones to reflect their new looks.
Buoyant items - We've redone the buoyancy system and all items should now stay afloat. Expect a couple ones that will sink, because they're heavy...
Changes and Fixes:
The night should now feel shorter. Around 50% shorter to be exact.
It should now be way easier to hit a Pantu with weapons. Although it's still supposed to be hard, it IS possible.
The Stone and Sharp Stone have had their size cut to half.
The Stone is now lighter and should be easier to throw. Throwing and Melee damage was also tuned and it should now be viable as a crude defense measure.
The Branch is now lighter and should be easier to throw. Throwing damage was also tuned and it should now be viable as a crude defense measure.
Axe, Pickaxe and Sickle had their weight re-tunned and should be easier to throw.
The temperature in the Forest was adjusted and should now normalize your body temp.
Falling no longer deals damage more then once
Harvesting something should now take much less time.
The Help Menu was renamed to Tutorial.
Swimming speed was raised to roughly 30%
Dying while Shock Stunned should now longer turn you into a glowing blue mutant upon respawning.
This is it for this week guys! We strongly suggest you try out the new berserker mutation, you can really do some cool stuff with it. It even inspired us for a couple more things *evil laugh*...
Once again, keep the feedback flowing and thank you for your continued support.