### Changed - Updated badword list - Changed internal logic about Singleplayer/Multiplayer game creation - Updated parts of the UI for creation a game both for Single and Multiplayer
Ok needed to do a quickfix as there were some really annoying issues with Vivox(chat) and NGO. So reverted these, however, rest of the changes from last update is still the relevant and new feature stuff.
### Fixed - Fixed issue with Vivox not connecting by reverting back to 16.3.0 - Fixed FixedString bug in NGO 1.10.0 by reverting back to the "quickfix"
Yes I know, focus is on Single Player, but I got sidetracked a bit :P
I'll be back on Singleplayer in next update I promise - however - I felt the need to test out some new logic for SPAM NOTIFICATIONS to help spot spammers. Please test it out and let me know your feedback - you don't have to do anything special other than play with people on the internet really.
### Added - Added a first draft of some SPAM NOTIFICATION logic. The host will send out a message in the chat to all players informing about players that are either spawning things a little too fast or have a high amount of spawned items in the game. In this version the host cannot turn it on or off or change the various limits, as I wanted to logic out there so we can see what you guys thinks about it. If it's something we want I can make it more configurable
### Changed - Upgraded Unity Analytics to 5.1.1 - Upgraded Unity Authentication to 3.3.3 - Upgraded Unity Relay to 1.1.1 - Upgraded Unity NGO to 1.10.0 - Upgraded TextMeshPro to 3.0.9 - Upgraded Unity Transport to 2.3.0 - Upgraded Unity Vivox to 16.4.0 - Changed when the chat is hidden. Before the chat UI was hidden whenever some other UI were shown, however I found it kind of annoying often, so I have changed it now so the chat now stays shown in the background even if other UI is shown. The Chat UI still hides itself after a certain amount of inactivity
### Changed - Upgraded to NGO 1.9.1, however not the default one as there is a bug Fireworks Mania is hit by, which is why I haven not been able to update before. Now Unity have made a "quickfix" that I have updated to to test out and it seems to work - Changed the logic of what servers to show so now only server with same version as you are visible, meaning only servers you can actually join are visible - Change some of the UI to be more aligned and consistent
### Fixed - Fixed issue where JoinCode were shown in Singleplayer - Fixed issue with playername tags supporting "RichText", its not anymore, meaning playernames can't be custom colored etc - Fixed bug where serverlist sometimes started out without refreshing the server list
### Added - First draft of SINGLEPLAYER. Please test it out, I'm still working on some UI stuff, but you should be able to play singleplayer now with no spawn delay
### Changed - Changed the "author/playername" in Server list and chat, so not be able to have BBCodes/Richtext - Upgraded Unity to 2022.3.40 (Maybe helped on vSync/FPS issues?)
### Added - Added a visual "lightbeam" to other players flashlights. This is a test for now as I wanted to see how it worked and looked and get feedback from you guys
### Changed - Upgraded to Unity 2022.3.38 - as always this can mean fixes/improvements or bugs from Unity's side :) - Disable the 4th of July decorations
### Fixed - Fixed a null reference error in DestructionObjectPool
Its been another month and time for an update from the developer - aka me 🤓
In case you missed it, Public Multiplayer Beta is open! https://store.steampowered.com/news/app/1079260/view/6242613536165636826
July is vacation time
July has been and is a bit low on "game dev time" for me as its vacation time in Denmark. So I recharge my mental batteries by prioritizing family and "away from the PC"-stuff.
But enough about that - what's next?
Singleplayer and blueprints
As the name "multiplayer-beta" suggests, my main focus has been and really is on adding multiplayer features to the game. However, not all want to play multiplayer, so the game need to have a singleplayer mode too. Right now, you can kind of do singleplayer by creating a host and make it private. This however isn't intuitive and there are more to singleplayer than just playing in "private".
So next up I will focus on getting singleplayer to work, which will require some UI and code changes - hopefully it shouldn't be too hard.
Once that is working its also time to get blueprints to work again, as people playing singleplayer will expect that obviously. What we do with blueprints in multiplayer I don't know yet, but I have gotten some good suggestions on how it could maybe work without being the spammers best friend, but blueprints in multiplayer will be later.
So hopefully in one of the upcoming updates you should start to see singleplayer working in the new "multiplayer-beta" version.
New settings UI
In the last Developer News I mentioned I would be looking into the settings UI.
The reason was that the settings UI almost haven't changed since original release 3 years ago and it was starting to show. Both in term of the basic look and feel, but also in the limitations in how the UI was made - I couldn't really add more new stuff to it. Therefore I have been looking into that since last Developer News and a first version of the new settings UI is now part of the latest multiplayer-beta updates.
Here is how it's currently looking as of v2024.7.1.
Its no secret that UI isn't what I'm best at, so I'm really happy with the new look! As there are now sub-menus I have a way to group settings and the actual settings to the right is in a scrollview so as I add more you can just scroll. So basically there are no limit to how many settings I can add.
For now I haven't actually added that much new, other some Display settings, so we now have Fullscreen Window mode + most settings you don't need to hit apply anymore, you just change them and it takes effect immediately.
As the settings UI is both a part of the Mainmenu but also the Ingame-menu, the entire ingame-menu (not only the settings part) had to be updated too to match the new look and feel.
Change log
I have pushed the following updates since last Developer News. https://store.steampowered.com/news/app/1079260/view/4221643401498925331 https://store.steampowered.com/news/app/1079260/view/4221643401460186006
This is all for now - need to get back to work on the next update :)
IMPORTANT: Due to the underlaying changes to how the settings is stored, you will have to accept the mod.io Terms before mods will be loaded. Its basically because the game "forgot" you already did and because this is still a beta I didn't wanted to spend time making transition nicely.
### Changed - First draft of new settings UI (which also includes a new look of the ingame menu). This is both the actually UI but also how it works behind the scenes. Expecially the resolution/fullscreen mode implementation is different, meaning we now also have borderless mode! In this version its minimal what is new, but the UI and system behind is now much easier for me to add new settings to, as you will see in the future - Updated badwords list
### Fixed - Fixed Screaming Pal explosion effect as before it was pink by mistake - Fixed issue where the chat would show ontop of inventory and ingame menu - Fixed issue where version could sometimes briefly be seen when ingame menu was closed
However, for you to prepare your 4th of July firework shows, you need decorations right?
So for that exact reason, I have pushed, just now, an update to both "normal" and "multiplayer-beta" version that add some cozy 4th of July decorations.
"Multiplayer-beta?" you might ask, yes I'm working on multiplayer, check it out: https://store.steampowered.com/news/app/1079260/view/6242613536165636826
Anyway, the decorations are added to Town, Ranch and City in the "normal" version of the game and only to Town in "multiplayer-beta" as it's the only standard map that is added to that version for now.
That's really all I wanted to share this time.
For the once who celebrates, Happy 4th!!
... and to the rest of us - go shoot off a virtual firework anyway, will ya? (I know you don't need a reason anyway ;))