### Added - Added "fm-player-speed" console command for mod creators to quicker get around on maps - Added craters after house explosions
### Changed - Removed "Global Illumination" from various models in Town where it was not needed - Removed "MainCamera" tag on camera in "Loading" scene to avoid modders getting access to that by mistake
### Fixed - Fixed issue where ocllusion culling messed with graphics if you was standing inside a bush - Fixed christmas magic floating walls in City - now less magical - Fixed "negative scale" error when spawning objects - Fixed/improved spawning performance of "Cake 2022"
I'm currently working "Custom Map" support as the main thing, check out my previous post for more details: https://store.steampowered.com/news/app/1079260/view/3481874439746079155
Follow the development of the game on my live stream on YouTube: https://www.youtube.com/@laumania
I did a live stream yesterday where I put up the Christmas Decorations in City: https://youtu.be/ADkzzNo6JNI?t=200
- Enjoy!
[EXPERIMENTAL] v2022.12.4
### Changes - Various changes to improve performance a bit - Updated localizations
I'm currently working "Custom Map" support as the main thing, check out my previous post for more details: https://store.steampowered.com/news/app/1079260/view/3481874439746079155
Follow the development of the game on my live stream on YouTube: https://www.youtube.com/@laumania
I did a live stream yesterday where I put up the Christmas Decorations in City: https://youtu.be/ADkzzNo6JNI?t=200
- Enjoy!
[EXPERIMENTAL] v2022.12.3
### Added - Don't play with fireworks or propane inside the big house in Town!
### Changed - Yet another attempt at fixing "black smoke". It seem to happen only if you which quality setting and have stopped the time (the watch). Just moving time a bit fix the black smoke if it happens - Changed starting time on the Ranch so its a bit later and darker, simply looks better
### Bug - Fixed bug where a single firework from a mod could make the spawning of fireworks stop working. Thanks Superdreuzel for making a faulty mod, so I saw this ;)
I'm currently working "Custom Map" support as the main thing, check out my previous post for more details: https://store.steampowered.com/news/app/1079260/view/3481874439746079155
Follow the development of the game on my live stream on YouTube: https://www.youtube.com/@laumania
I did a live stream yesterday where I put up the Christmas Decorations in City: https://youtu.be/ADkzzNo6JNI?t=200
- Enjoy!
[EXPERIMENTAL] v2022.12.2
### Added - Added (temporarily) Christmas decorations to Town, Ranch and City + set default weather on these maps to Snow (only for the holidays) - Added a new console command to see and set current weather: fm-weather. I plan to add a tool ingame to change the weather easier
### Changed - Decreased wind speed in general for all weather types, as it was a bit too much. I might have decreased it too much in like Foggy and Snow, so I might tweak it a bit in the future again, but at least is less now than previously - Spend quite some time trying to avoid the Snow particles to go through the roof of houses, so they wasn't falling inside houses. However, it turned out I had to increase the collision effort so much that the game started to lag to make it work and thats not worth it. So I did the opposite and turn collision on Snow off completely, it's not a weather simulator game after all, which should leave more performance for the fireworks instead - When you set the Quality level in Settings, the "Enviroment" quality is also changed to match, so you will see a difference in clouds, fog etc. dependend on your Quality settings
### Fixed - Fixed issue where Volumetric Clouds was never shown in game, no matter what weather was activated - Fixed bug where "DayNightCycleBehavior" was not triggering events map load, but a day/night cycle had to pass first. This behavior is used ex. to turn on/off lights for day and night - (Might) fixed the issue where some smoke, sometimes, was "black". I say "might" as I changed something that I think could cause it and haven't seen it since, however, I'm not 100% sure, as I wasn't able to reproduce it in the first place either, so hard to validate the fix
I'm currently working "Custom Map" support as the main thing, check out my previous post for more details: https://store.steampowered.com/news/app/1079260/view/3481874439746079155
Follow the development of the game on my live stream on YouTube: https://www.youtube.com/@laumania
I did a live stream yesterday where I put up the Christmas Decorations in City: https://youtu.be/ADkzzNo6JNI?t=200
- Enjoy!
[EXPERIMENTAL] v2022.12.1
### Added - Added back some settings to mod creators have a bit more control over lighting settings in the their maps
I'm currently working "Custom Map" support as the main thing, check out my previous post for more details: https://store.steampowered.com/news/app/1079260/view/3481874439746079155
Follow the development of the game on my live stream on YouTube: https://www.youtube.com/@laumania
- Enjoy!
[EXPERIMENTAL] v2022.11.4
### Added - Added some new Unity Events for mod creators to hook up to
### Changed - Updated MainMenu background so there are no missing buildings :) - Changed the time of day for Town, City and Ranch so they are no longer starting at 00:00 - just to vary stuff a bit
### Removed - Had to remove some Environment settings for custom maps that mod creators was meant to use to vary their maps a bit. Sadly due to some technical challenges, I have to remove that for now to focus on some other things to get ready for this December release
I'm currently working "Custom Map" support as the main thing, check out my previous post for more details: https://store.steampowered.com/news/app/1079260/view/3481874439746079155
Follow the development of the game on my live stream on YouTube: https://www.youtube.com/@laumania
- Enjoy!
[EXPERIMENTAL] v2022.11.3
### Added - (For the nerds) Added a time to the console so after a map is loaded you can see how long it took
### Changed - Moved camera position in MainMenu, just to give it a new look - Handling mods with custom maps a bit different. In short it means mods with maps will not ONLY load maps and not fireworks if included in same mod - be aware mod creators (however I don't think anybody have both maps and fireworks in same mod, but for the future)
### Fixed - Fixed bug where the Tool Menu could sometimes bug and be kind of reversed
I'm currently working "Custom Map" support as the main thing, check out my previous post for more details: https://store.steampowered.com/news/app/1079260/view/3481874439746079155
[EXPERIMENTAL] v2022.11.2
Hey everyone!
It has been a while since I pushed any updated to the game. The reason - it is hard making games :)
Anyways, I'm getting closer and closer to be ready with the next big thing for Fireworks Mania, which is custom map support. The update really contains a lot more stuff, as I wrote about in my Developer News Nov. 2022, but the main thing is really the custom map support.
Custom map support basically means that mod creators can create new maps for the game, which you can get from the workshop in the game.
As of this experimental release of this update however, it's only a selected few that can create maps, but when it comes out to all, all mod creators can get started making maps.
Experimental disclaimers
There is a few things to be aware of.
If you have some feedback, issues, etc. the place to go is the "🎮-experimental" channel on my Discord server.
Remember to give constructive feedback to the map creators on the Discord in the "😘-feedback" channel. You find current map creators: Keltusar, Panini, Amnestey, Guanaco0403 etc. on the Discord too.
As you will see in the bottom of the workshop, it is a special experimental version of the workshop. This means that you cannot login and all the normal mods are not in there. This also means that mods you have installed from the normal version of the game won't be included while you are on Experimental.
There are still a lot of known bugs that I'm trying to fix together with the map creating modders, so you will hopefully see some updates on this Experimental branch/beta over the coming weeks.
Developing a game is both a technical and creative challenge. Both takes time and multiple iterations to get "just right".
Because of that it is often a good idea to get feedback and help for testing from players. This is what the EXPERIMENTAL branch is for. It is a way for me to put up an new version of the game to a specific EXPERIMENTAL branch on Steam, so only the players who active select to get this version gets it.
Smart, right?
So, if EXPERIMENTAL stuff is not for you, just stop reading and wait for an official update of the game.
If you want to help test out new stuff by providing feedback like bugs, ideas etc, (with the disclaimer of it being more buggy), you are welcome to switch.
I have been working on that exact feature for the last couple of months and are (as of writing) running a closed beta test with a handful mod creators.
There are still some bugs to fix and features to add, but it's coming a long nicely and should be ready for all of you before New Years.
Smarter mod handling
Due to the Custom map support I had to refactor a lot of the code and completely change how the game loads maps and thereby also loads mods. It wasn't easy and it took a while, but the result is awesome.
The handling of mods are now made in a smarter way, so only mods that have been changed are reloaded on map load. As a player this means the first time you load a map it takes more or less the same time as before, however on reload of the same or another map (as long as the game is running) it loads A LOT fast. Like a lot!
Me and the mod creators have used this for a while now and it seems pretty solid and stabile. As always, there are still a few ways I would like to improve it - but they are mainly technical and not something you as a player feel or see directly.
The faster reloading of maps is the big news here for you guys.
Minor fixes and changes
One of these minor, but important things, have been to update the "Map Selection UI" to now handle a dynamic amount of maps. Before it was fixed to hold the total of 4 maps in the game. Now the list of map is dynamic, which I have had some fun with. Still needs a little work, however, I see this as the v1 of the dynamic Map Selection, I plan to completely redo all this UI in the future, but for now, this is how it looks and works.
I also faced some issues with custom maps that ended up with me figuring out that there was a new version of "Enviro Sky" which is what I use for the Day/Night cycle in the game. I did a live stream about upgrading to it.