Added Settings to main menu: Settings persist between game sessions and include turning XInput On/Off, Graphics (6 levels of quality), Screen Resolution, Shadows, Fog, Cloth, Screen Shake, and Convention Mode
Added Convention mode. When enabled, the following apply:
Players are automatically cleared and game trailer is shown on loop if in the lobby with no control input for 30 seconds
Low health
Options are locked
XInput off
"C" clears all players in the couch lobby
Allow players to join or leave while game is active (double pressing A will allow a player to join, double pressing Share/Select will allow a player to leave)
Loading screen is locked for 5 seconds to make sure everyone has a chance to see the controller diagram
Main menu is forced through to couch lobby
B will not get you back on the main menu
Pressing "Enter" in the couch lobby will deactivate Convention Mode
Random stage selection is now pseudo-random (you won't get the same level twice in a row) and stages that haven't been played yet are more likely to be selected
More performance improvements, some of which involved revisiting physics layers. Many of the spells will not collide with each other now for performance reasons (and also for future networking reasons).
Bug Fixes:
Fixed rare bug where team coffin beacons throw an exception and prevent someone from being killed.
Change Bubble Breaker back to triggering instantly on first instance of damage and FINALLY fixed the bug where the shield would save you from a Sports goal.
Adjustments:
Game starts on a 3-second countdown timer instead of having to press start (when all players are ready)
Widened up the crystals in the tower
Switched all videos over to Video Player instead of Movie Textures. Basically, the videos are rendered using the video card instead of cpu, making for smoother videos.
Made a nicer transition for first spell draft screen from the player selection screen
MageQuit won "Best in Show" at GDEX 2017!!
New Early Access Trailer!
Head on over to the store page to check it out and let us know what you think!
http://store.steampowered.com/app/572220/MageQuit/
Early Access v1.3 Changelog
New Features:
Added a battle intro to show where players start at the beginning of each round.
New Stage "The Classic" is a basic round island surrounded by rising lava. Essentially the "Final Destination" of MageQuit.
Added a long-overdue start screen. Unfortunately, most of its options are "coming soon".
Added support for Switch Joy-Cons (currently no way to curve) and Switch Pro Controller.
Made control stick work for game options instead of just dpad.
Bug Fixes:
Slowed down the movement speed of Earth Tomb to prevent wizards from glitching through it.
Fixed double screenshake bug (camera would freak out when multiple screenshakes were triggered at once).
Wizard death splats no longer flicker at the end of their brightness animation.
Fixed the cloth/beard vanishing bug on the spell drafting screen (was caused by screenshake).
Moved health bar positioning into the update loop instead of fixed update (what was I thinking??) to remove jitter.
Adjustments:
Decreased ground friction so knockback is more effective and added some air friction so aerial knockback is less effective.
Ultimate water spell "Tsunami" can now travel through stage obstacles, making it more effective.
Increased lava rise rate and made it dependent on remaining wizards count.
Capped max health increase after the 7th round since no more spells are drafted
Updated all wizard starting points to uncluster teams.
Added sound and screenshake to the bridge animations in The Tower.
Updated the wizard death smoke to be a smoke ring instead of bouncing white smoke that made no sense.
Early Access v1.2 Changelog
Performance Improvements:
Updated the wizard models to be roughly 1/10th of the poly count and they actually look better. This made the cloth simulation much more performant.
Marked all game objects that don't move as Static. This allowed them to be batched together for rendering purposes and improves the frame rate.
You should experience roughly double the frames per second now compared to the previous patch.
Graphical Improvements:
Added the Amplify Color asset to make the colors pop more (same asset used in Firewatch and many other games).
Added Tilt Shift to the in-game camera to make it more cinematic (blurs the top and bottom of the screen a bit). I'm not sold on the result yet so I might take it out or reduce it.
New wizard models are not only lower poly, but look better than the previous models.
Turned Chromatic Abberration back on for death explosions to make the screen shake more epic.
Bug Fixes:
Made a tool to find terrain that's too steep to walk up and smoothed it all out so wizards don't get stuck in the lava needlessly.
Fixed the Somer Assault high jump bug. If Somer Assault was spammed, it used to result in a lot of air time.
Fixed bug where camera would be rotated wrong when multiple shakeshakes overlap (most common in the volcano map).
Bubble Breaker no longer saves you from a goal being scored in The Sports.
Fixed a bug where if you Geysered the puck over the top wall in The Sports in 2-team mode, the region where the 3rd goal would be would trigger the death of one of the teams and bounce the puck off the wall repeatedly with explosions.
Adjustments:
Nerfed Pet Rock: lasts 9 seconds now instead of 12.
Buffed Petrify Melee Spell: stun lasts 2.5 seconds now instead of 2.
Updated the goal colors in The Sports to match the corresponding team color.
Additional Notes:
I apologize for the long lapse in patches. I've been spending most of my time developing the online multiplayer for MageQuit, but I felt like the above items needed to be released now so enjoy!
MageQuit is at JAFAX!!
MageQuit is at JAFAX in Grand Rapids, Michigan this weekend! There will be tournaments Saturday at 3pm and 6pm with steam keys and gift cards as prizes!
Early Access v1.1 Changelog
New Features:
2 new stages: The Islands and The Tower.
Added a controller graphic to the loading screen to show new spell button for that round; this is very important for new players.
Added button icon support for WiiU Pro Controller.
Show what spells were learned that round on the player card during spell selection -- especially helpful for random spell mode.
Added stage-specific hints to help new players figure out what to do on the Coffin and Sports stages with teams.
Added a warning to turn off XInput if there are already 4 XInput devices attached already. This will help players trying to connect more than 4 xbox controllers to know what to do.
Casting a spell now causes the controller to vibrate.
Sliding across the ground now causes controllers to vibrate.
Your controller now vibrates when your D20s condense in the recap screen as well as when it's your turn to draft.
Adjustments:
Wizard starting locations are shuffled now in Free-For-All.
Reduced the knockback of water cannon on the caster.
Increased the starting duration of the beacons for 3-team Coffin to give the center team more of an advantage.
Lowered the cooldowns on all the movement spells to make the second round more fun.
Early Access v1.0a Changelog
New Features:
Steam Controller support.
Added cooldown indicator for primary spell.
Added a message to the main screen that tells you to plug in controllers if there aren't any plugged in.
Adjustments:
Reworked options menu to have a cursor instead of pressing different button to toggle different items.
Added Controllers: XInput On or Off as a menu item. XInput On is what allows the Steam Controller to work, but it limits certain controllers to a maximum of 4. If you aren't using a Steam Controller, you'll probably want this Off.
Allowed options menu to be accessed without first joining the game.
Removed walking in the same direction while holding a spell button. It was a feature that was doing more harm than good.
Made Right Stick Up only trigger the movement spell on gamecube controllers. It was causing people to accidentally suicide on other controllers.
Changed the melee button icon to be Right Stick Down instead of just Right Stick.
Bug Fixes:
Players that only took damage from the puck were dying without anyone getting credit for the kill. Players now get credit for damage and kills caused by the flaming puck if they hit it last.