Chickens Madness cover
Chickens Madness screenshot
PC XONE Switch Steam
Genre: Racing, Indie, Arcade

Chickens Madness

Official Curator page (AKA Group)(AKA Publisher)!

As title says, Vikong now have its own page on steam, don't forget to follow, there will be always more to come!



[I]Note: the linking with the game page will take sometime to be official, you can use the link below for now![/I]

Click Me!


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“Better with Friends”!

It is that crazy time of the year, the season for Steam Awards, don't forget, Chickens Madness always “Better with Friends” !






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Update #8 -- Build[1.6.3a-AChickenInBalance]

This is another quick minor update/patch for the 1.6a version. While it contains some bug fixing and some of the on going optimizations, which usually not adding to the game size. Or evn better sometimes when it reduces the final game size on disk. But you'll notice that the update size is quite large for a bug fixing update.



The only thing I can mention right now, that those 35mb are for the new upcoming features. Yet you've no access directly to those future implementations, but it's worth it, and important to keep in the game from now on!

Be tuned!


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Update #7 -- Build[1.6.2a-AChickenInBalance]

Another lite update here!

While working on a brand new party that is based on some new mechanics (probably will be released within the next update) which makes it takes some more time to create, I decided to handle the request came from several players regarding adding a new game interface (menu) based on the BucketHeads party screenshot shared couple of weeks ago. And it was really worth it!



While working on this new menu, I decided to work a new small system to handle all those menus. So far the game can show you only one menu until I release a new one. So, the new system (which is still in progress) will be always shuffling between your menus gallery, so you gonna see all of them all the time!

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Update #6 -- Build[1.6.1a-AChickenInBalance]

Back again!!!

I wanted to give this update a unique name, as all other Chickens Madness updates. But it is not worth it. While the entire update contains one new feature only, but that single feature was enough to take all the time in the world in opening different systems and go deep deep into the core of the game to change some parts that never been touched in years!

Gameplay



As I kept getting some feedback regarding the blood in the game, and it might be harsh sometime for a family experience, specially if the kids are very young. And sadly seen that on some YT videos that the full-of-blood parties getting skipped. So, a new gameplay option been added, which is called Enable Kids Mode, and as the name implies, this mode will adapt the game more for kids experience if one of the players or even all of them are kids.



So far, what this feature manipulates is the blood effects across the entire game. Regardless if they are caused to a chicken or a chick, or even regardless the reason (bomb, butt-bash, landmine,...etc.).
In order to make this working, I decided to rework some parts of the spawning system, and bend it to work based on the new condition, and adding some new FX, Color handlers,...etc. to make sure any new conditions will be added later that can affects the spawning process can be handled easily in the future. Not to mention re-working most of the FX themselves to optimize them, as for example the group of FX used for a bomb, are different from the ones used for the mine, and different from the other ones used for butt-bash. Now all unified, and encapsulated into a single place, that can be called from any where in the game. So if in the future we got a different death cause, it will recycle and reuse the same functions and FX files. Technically Excited!!!!!


So, this:


Become that:


And something very agrissive like this:


Become colorful like that:


Still going to add more gameplay experience adaption based on that option being enabled or disabled. Also thinking about making the color different every time for every blood splatter, so not only green-yellow color, but more of rainbow colorful environment! Let me know what do you think. Leave your comments and feedback below, in the discussions or simply by the email.

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Update #5 -- Build[1.6a-AChickenInBalance]

Yup! another weekly update is here, while it's been only 7 days since the last update, one person, one PC and few people to test, but a lot of the updates below are an outcome of the previous months [not days] of working!

Parties


Its been a while since last time I've added a new party. But this doesn't mean there weren't any parties in the make! A TON of party design & prototyping been in the progress;during this silence time, and all will be translated into playable bits one by one. I wanted to make sure to put the most funny ideas for you!

  • Bucket Heads
    Yes!!!! a new party is here. Bucket Heads is a new party that is based on a new idea that not presented yet in any of the previous parties, which is the inverted controllers. With all the chickens having buckets on their heads, it is clearly not going to be easy challenge to race in that condition!
    The party experience is different, and been in the work for a long time in order to put it right. For a long time it used to support kicking and other times jumping, but the final decision came on just keep it navigation based, and put the challenge in the environment itself. While the challenge seems about controller only, but it is not! Everything in that party (even it looks nice) but it is against you! The way the camera move, the way the level been designed, the size and placement of the assets, the environment, the limitations of the chicken control system...!!!




Experience


There were several improvements been presented within this new build, thigs that won't break your experience, but will be better to have them while playing the game. Thigs such as:

  • All the night time based parties used to have improper visuals. There were some updates been made in 1.5.1a hat didn't reflect well on those parties, and was hard to notice them without longer tests. Parties such as the basketball or putting eggs in the tires, now have better visuals and light quality. Below is a comparison between 1.5.1a and 1.6a to get an idea about what I mean.

  • Your favorite pipes level, where you choose one of the four pipes to try your luck. In the past you used to get your chicken run to the chosen pipe. and every time you change your choice, the chicken will run away to the pipe to stay in the queue. Unfortunately due to the AI updates made within 1.5.1a this was not working anymore, and chickens would jump right away into the pipe after the count down, but they won't queue together near to the pipes entrance. This was fixed to work as it used to be, and that was a good chance to improve more on the AI!
  • The landmines in the "Watch Your Steps" party distribution used to be chaotic, and sometimes makes it super impossible to pass them! Not to mention the issue where some players getting lucky that their mines are not totally hidden under the ground!
    The behavior of the way the mines spawning and moving down been changes, and they should be working now in a proper way that 100% fits the design.


Workflow


There were a slight update been made in the game settings (this section still gonna get a ton on improvements!). The new update was about allowing you to enable or disable the display of the party description. So how this is useful?

Well..if you ask me about the best way to play a game, is to explore it. Yes after playing the entire game one time or more, you will have a clear idea. But for such a game where you always get new levels and new mechanics that are not a familiar face for you. You might would like to play in that way. Just exploring while being in challenge,. It's like putting all the toppings you like on your favorite food..!



Inputs


Starting from this version, there isn't any support for keyboard inputs. Previously only P1 used to be able to have a full control over the keyboard, which is not fair. And even worst that at some parties (such as the Pipes) when P1 used to input A,B,X or Y in the keyboard, they used to affect all other users. So in order to make things clear, consistent and friendly, I decided to clean up all the inputs, and re-define them I the game from scratch & cleaning up the entire game codebase from any keyboard inputs.

Music


A new soundtrack been added to the game!! you could recognize it from the latest "Release Your Madness" trailer.


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Update #4 -- Build[1.5.1a-SmallerChickenBox]

Back again! If you noticed, this update still holding the same name from the previous update "SmallerChickenBox", as it is not an entire new update, but it is an extension for the previous update. So what been changed since last time, to ask your launcher to download an update "roughly" 450MB?!!!

Performance



  • Updated the Engine to the latest stable version.
  • Updated the steam SDK and update the steam integration layer used with the game engine.
  • Update the navigation (for AI) integration. Now you shall not find chicks stuck anymore with no response.
  • Reworked some of the collisions in the maps, so you can get more accurate collision detection with the environment (this is an on going tweak, and will work on more of it in the coming versions).


Bugfixing



  • Fixed latency issue that occurs with some controllers that are not Xbox360/Xbox1
  • Fixed some of the causes for the issue where the chicken stuck in the kicking pose while doing the super kick.


New Content



  • Added new different main menu, now there are total of 4, they are not dynamically changing yet, but they will do at some point. The new menu was meant to give the game a different look, not to complete the menus system. The new menu is based on the party "Watch your Steps".




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Release Your Madness!

Check this out!!!!!
in the past few weeks, I've been working in putting together a new video for Chickens Madness using some of the great Let's play footages found on youtube. As you can watch the video right away here on steam, you can also watch it on the youtube channel (yes, made a youtube channel as well!)

https://youtu.be/kVW7yyuX5nk

This video is type of a thank you for everyone playing the game, and for those great channels for their contribution on showing the game to more and more awesome players!

















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Update #3 -- Build[1.5a-SmallerChickenBox]

With 1.5 all goes to the performance, while the game getting bigger, I wanted to set some standards for it, wanted to make sure that the game is not going to end up as 15 GB game, at the same time the performance have to keep as much stable as possible. With a lot been done behind the scenes, I'm glad to announce the major changes in that version:


Performance



  • The full game size now been downsized by 50%! Same game, same visuals (if not better and more vivid quality), but a lot smaller!
  • There are a ton of shaders/materials (aka what define the shapes you seeing) been recreated in a more GPU friendly way, which means you shall not see some surfaces with a checkerboard while playing (unless it was intended).
  • The game performance been optimized to be as stable as possible on 60 fps on the average (in the requirements section of the store page) computers.
  • Updated the engine to the most recent version, which includes more performance optimizations and visuals treats, which required some gameplay items to be updates. With the coming game releases there will be more graphics options implemented to give you more control over the new implemented rendering techniques





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Update #2 -- Build[1.4a Rice Stuffed Chickens]

This update of Chickens Madness not only called Rice Stuffed, but actually the game executable is really rice stuffed with a ton of things. It's been a while (approx. a month) since the last update, so with this update the focus was not to fix bugs, or bringing normal required/essential features. But also to bring you some new experience. I was about to name it the GDC update,...but naaaah,...Rice works a lot better.

Here are the notes for this update:

Parties


A set of 3 new parties came into 1.4a. The new parties not relying on any old idea, or agameplay. Those are the 3 new parties:

  • A Way Out
    It is better to be described as a "maze" party. Yet there isn't any maze party within Chickens Madness. This new party randomly pick an exit, so the exit won't be the same every time. The one reaches first, takes all the score..


  • Now You See it
    Only one way can lead to the end, every player stars in a different starting point. But all the four paths have only one valid end. Some ends are dead ends. But going faster into the right path is not only the challenge here, those paths are made of glass, which makes it hard to see and decide. The one reached first will press the "BIG BUTTON" that will eliminate everyone else.


  • Watch Your Steps
    You are in a mine field, have to reach the center. Every player starts in a random corner of the level, and the mines are always distributed randomly. So, no chance to have the same strategy working again. You have 10 seconds to recognize and remember the locations of the mines that are blocking your way, because after those 10 seconds, all the mines will go under the ground.
    In this party the controller vibration is a huge help for you, the controller vibrates in two levels, the low level means you are getting close to a mine, the higher level of vibration means you really getting super close to bomb that mine! So... watch your steps!



Experience



  • New game modes. Now you just not hit play, and play the same maps at the same or random order. This version features the intro to the modes system, you can find 3 main on-couch modes:

    • Party Warty
      You can go through the parties one by one in a random order (the default on-couch mode).
    • Playlist
      You can make your own playlist. There is anew playlist editor been added to the game, it allow you to build (1 playlist) that you can use. The playlist saved and you can play it anytime. Also synced with the cloud between all your clients. Soon will allow for creation of several playlists. But for now 1 shall be good.
    • Single Party
      Do you have a favorite party? Then you can choose it, and keep playing it time after another.


  • It was ridiculous seeing (+0) at the results screen in case a participant didn't score anything. so it got replaced with a sad face...no more none sense +0!
  • The controller buttons mapping in the description screen at the beginning of each party, got reworked again, as it was made in a rush, and you will notice that the text on the buttons not always the same, it is going to adapt and fit the skill/situation of the party. A good example the X button where in some parties it is for "Drop" while in other parties it is for "Handle". So it is still modular system, but got more flexibility.

  • A new handles been added to the game sequence, in order to allow for music fading in some parties. So music not starting or ending suddenly. You will notice it more in the new parties.
  • Vibrations in the past had a major issue, where triggering vibrations for one player would vibrate all other players, this been fixed from the fact that there is a whole new gameplay relying on the controller's vibration as a gameplay mechanic of the new party (Watch Your Steps).
  • Added new in game camera type, this new one seems to be stationary, but the way it works, it takes 4 point, and use them to make a frame for the camera. The points usually set to the corners of the map. This new type been added specifically to give solid experience for the new party (Watch Your Steps).
  • More variations on the blood generated by death or killing others.
  • Made some new assets for the UI, mostly could be seen in the options screen, for sliders, buttons and checkboxes.
  • The Football party now showing the teaming during the match, it is one step forward into making this party amazing, now it is easier and clearer to know the teams. More to be added into this party in the coming updates.

  • Night themed menu.


Workflow



  • Any updates in the graphics settings from the options menu, will be not only applied locally, but will be saved in a local file, synced with the cloud across all your steam clients. so make your favorite settings, and it goes with you anywhere.
  • New tutorials/description videos for the new parties.
  • New Audio Options screen within the game options, where you can control the Music and SFX. Those values will be loaded right away, saved to local file, and synced to the cloud. More to be added into this section soon.
  • New Gameplay Options screen where you can do update the players names, or even disable showing the names within the results screen. Those values will be loaded right away, saved to local file, and synced to the cloud. More to be added into this section soon.
  • An in progress playlist editor, you can use it, and you can build your own playlist, it allow adding, moving and deleting. And your new playlist will always be synced with the cloud. You can access it from the main menu.



Inputs



  • The chickens controller now have no Keyboard inputs at all. Previously you would have tried to move via keyboard, and you would have figured out that chickens can't move in all directions; but can jump. To avoid any miss understanding, and not to confuse people in thinking that 2 or 4 players can share the keyboard (which is insane) the decision came to remove the keyboard form the chicken movement system.
  • The results screen now have one new option, which is play again (Y) button. So, if you didn't get enough of that party yet, then you can play it again. This option is valid in all the game modes except the "Single Party" mode, where it is basically the same party keeps running in a loop.

  • Pressing "Back" mistakenly in the controller was a big issue for lots of you, as it used to directly go to the main menu. Now the back button pauses the game and triggers a menu that have some options for you, which give you the chance to really decide if you want to go to the main menu or just unpause and keep playing.

  • Inputs now should be disabled totally where it have to be disabled. For example in the intro notice screen, during tutorial, during party counter,...etch. If an input shall not work in those cases, it won't work.
  • There is always chance to go back while in the menus by pressing (B), and it is displayed on the screen lower right corner.



Performance



  • The code of the experimental VR been removed from the game (not really removed, moved to it's own branch of the project, so it become easier to bring it back in the future when needed). Which reduce some of the unnecessary logic execution. Not only that, but also the
  • .dll files for the VR platform won't be shipped anymore within the game, which save some MB (~50 mb).
  • Fix some issues with the graphics options screen, where the game was crashing sometimes on applying new settings. Also the values now start with 1 not 0.


Note


The menus and UI is more of mouse friendly thatn controller. Better to navigate through the menus using mouse.



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