Okay, first off we feel obligated to apologize for the long spell without providing any word. Even with everything on our plate, we should have been more consistent with our progress reports. It isn't fair to the few people who have eyes on this game, and it was our mistake.
Alright, so that pill’s down. Let's get to the meat:
In this Version:
- Implemented screen shake.
- Implemented Grenade Pickups.
Bug Fixes:
There have been a lot of them, but here's a couple of the main ones that we've nailed down:
- Fixed a game breaker involving body parts crashing the game.
- Fixed a problem with the general accuracy system firing bullets from above and below the barrel by recalculating the angles used to determine a gun's accuracy upon firing.
- Fixed a grip of bugs with the trap grenade.
- Tons of other quality of life bugs, specifically with the movement system. Feels like a dream!
In the Works:
Arcade Mode:
Things to Kill:
- Glith Turret - Opens up to fire three bullets toward the enemy, revealing crit points.
- Flying Dagger - Hovers above the ground. After detecting the player, chases them down using a spin attack. In close range, attacks with a slash. The blade part blocks bullets, shoot the central node.
- Claw Ent - Walks around, jumps up and down mid-sized ledges, and slashes at the player.
- Thwart Root - Large, walks around and slams downward.
- Stone Bull - Charges player, shell takes little damage.
- Assault Rover - Fires side mounted gun at players, drives around.
- Rogue Beamer - Flies around and fires a large laser beam straight downward.
- Cuspate - Small and weak, jumps and dives into player, dealing damage with a spike on its head.
- Needle Crawler - Walks along walls/ceilings/floors a la Metroid. Withdraws into shell and extends spikes when a player is in range. Impervious to damage while withdrawn.
- Alternate Character Palettes
- Region-based Map Generation
- Tilesets and multiple variations for each region
Multiplayer Mode:
- Smoothing out the camera movement
Bonus!
- Foot Traffic Maps (Just for us, sorry ;3)
We're working on even more cool stuff, but these are all of the major milestones that we thought worth mentioning. We're also constantly trying to assess our workflow and improve as far as productivity is concerned. As always, please don't hesitate to voice any comments or complaints through our
Contact Page, or through the Mayhem ZX Steam Community.
Once again, apologies for the long silence, and thanks for keeping an eye on Mayhem ZX!
Just popping in to let you know that the Mayhem ZX dev team is still going hard till death to put together a solid arcade experience! We're currently gathering development screenshots for a full description of where we're at, so stay tuned!
Arcade Update #2
Hey, everybody! I just thought it would be a good idea to sort of lay out Mayhem ZX's current state of development and give an idea of where we're at, and what you have to look forward to. Let us know if you have any thoughts or questions!
General
- Movement system reworked.
- New platforms implemented that allow the player to drop through.
Bullets can not pass through the platform. Grenades can, however.
Arcade
- Framework
- All zones are in place with placeholder (PH) collision maps.
- All zones have PH title cards.
- Random zone order generator is functional.
- Last zone completed successfully transitions to Cutscene Z.
- Final Zone successfully transitions to Cutscene X.
- Cutscene X successfully transitions to Game Loop 2, and so on
(GL).
- Player death via enemy and Game Over screen are functional.
- Scoring is functional. Higher score is tied to lower health, to
encourage dangerous gameplay.
- Enemies
- Glith Turret is fully implemented, needs testing.
- Claw Ent is fully animated, with Collisions/Crit.
- Flying Blade is fully animated, with Collisions/Crit.
- Rogue Beamer is fully animated, with Collisions/Crit.
- Thwart Root has reached the animation process.
- Rover has reached the animation process.
- Concepts are flooding in!
Multiplayer
- The Frost Zone collision map and placeholder artwork are nearly complete.
BONUS!
- Reworking web-related graphics!
- Music also constantly in production (and it's sounding killer)!
- Working on stickers!
As you can see, there are a lot of different nuances to laying the groundwork for a solid arcade game. We're making a lot of headway here, and we hope you stick around to get glimpse of how these things come to be!
Right now the top task on the list is enemy design. We need to get a good group of baddies fully implemented before we can work on the way they're balanced, and how they'll scale in difficulty the longer the session lasts. As always, we're ready and waiting to hear any suggestions you might have, whether it's a note about gameplay mechanics and balancing, or even if you just have a cool enemy idea!
Mayhem ZX -Arcade Update #1
Hey what's going on guys, we're excited to talk about the progress we've been making with the new Arcade Mode for Mayhem ZX! Just a quick disclaimer though, first off, Sorry for the quality of the gif's you're about to see, we need to find better ways of creating them. And secondly, just about all the art you are about to see are strictly place holders. Also, we post full blog post about development on our website as well that you can find here .
Alright, one of the first things we wanna show is a glimpse of the cut-scene system we've implemented. There won't be very many of them, or if there is, you'll be able to skip them, but we wanted some form of showing a backstory (albeit very loose backstory). The gif directly below show's how a cut-scene will transition into the 'pre-stage' screen, which will show the player which weapon and grenade they currently have equipped, how many lives the player has left, and your current score plus your highest score. It also shows you which stage your about to play, and last but not least, the little infinity sign towards the bottom center with a '1' in it is your current game repetition!
Cut-scene progress:
Next up, I wanna talk about how we plan to add little basic things that should probably have been implemented a long time ago. Such as... Platforms! All great platformer games have these in them, and honestly, we're not entirely sure what took us so long to implement them haha. As you can hopefully see from the gif below, the player can jump up through the platform, as well as jump 'off' of it. We've also made the weapon collision recognize these platforms as walls, so you cannot shoot through them. I do believe we're going to let grenades pass freely, though.
Platforms!
The last thing I'm going to talk about today is our Portal system. It's nothing to fancy, but it is pretty cool. You basically traverse the world of Mayhem by jumping in and outta these bad boys. I should probably clarify a little here. You won't be able to select where you go, this is all randomly generated for you. You also cannot back track, cause why would ya want to? The basic setup of how Arcade Mode will work is simple, You gotta conquer five (5) randomly selected stages containing three (3) levels within each stage, then the Final stage. Oh, there's a nice little surprise at the end for ya guys and gals as well!
Portal Progress:
Thank you guys for all the support you've given us with our game, without you guys we would've stopped development quite some time ago. Stay tuned for more to come!
-Cheers!
Mayhem ZX - Arcade Phase Two & Enemy Design Competition!
We are happy to announce that the early access price for Mayhem ZX has been lowered from the original amount by two thirds! This means that it's the best time to get involved in the development of a fun, chaotic arcade game!
First of all, the price has been lowered from the original amount for several reasons, most importantly due to the lack of content, most especially a solid single player experience. Other reasons would be bringing in more players to provide valuable feedback to the developers, and in order to better fund the development itself. The price will remain at the lower amount until more notable content is added. With each major addition, the price will increment upward, so get in on the mayhem as soon as you can! The price increases will not include things like bug fixes, obviously, strictly new features and content. The price will not exceed what we have already decided as the launch price, either.
(And now for the fun part...)
The price was initially lowered to the current amount as we started Phase One of the solo arcade game flow, which was implementing the bare bone placeholder graphics for the intro cutscene, as well as the dynamic text engine to be used throughout the game.
Well, we're glad to report that Phase One is complete, and now we're into the most exciting Phase Two - Environment and Enemy Design!
This is where you, the exceptionally creative person, come in. We are challenging you to come up with a powerful, dynamic opponent for our fighters to face as they drift from zone to zone!
We've set up a broad submission form on our website here.
This is your chance to be as creative and expressive as you can muster! The zonez of Mayhem ZX are teeming with deadly wildlife, demonic powers, cold killer robots, and all manner of things. This is basically when all worlds collide, so don't worry about being strictly bound to the game's universe - it's completely wide open!
Just be sure to include what you think is important in the enemy, whether it's aesthetic, it's movement style or attack style.
If you have images and artwork to go along with your pitch, please send them to numbthumbstudios@yahoo.com with "Enemy Design: Enemy's Name" in the subject line, and feel free to post them publicly in the Steam Community Hub Artwork section!
We will select an undetermined number of entries to be fully fleshed out, animated, and implemented into the deathscape of Mayhem ZX! We at Numb Thumb are looking forward to what you all can come up with!
We're glad to announce that Numb Thumb Studios are participating in the 2017 Steam Winter Sale!
Mayhem ZX will be 50% off its original price from December 21st through January 4th, 2018!
Now is your chance to get in on the Mayhem early and cheap, so have at it, and be sure to influence the shape of the final experience by chiming into the Steam Community Hub, or by getting in touch via through Contact Page!
<*>New Grenade: The Seed is now available as equipment! Aim true to sap health from your enemies!
<*>New Mode: Training Zone is now accessible! This is basically a sandbox meant for testing damage output at this point. Also useful for bug hunting!
<*>Fully redesigned text elements, and animated menus! Ain't that just purty?
Fixes:
Subtle balancing on the background music. This is an ongoing process.
Known issues:
Sound levels.
Bow collision issues.
Please let us know of any issues you run into while playing by using the Contact Form or by posting them here on the Steam Community Hub and they will be addressed as soon as possible!
After this update, we'll be drafting and prototyping the elements that will ultimately become the Solo Arcade game aspect to Mayhem ZX! This means fully functional enemies and bosses, dialog and semi-animated movie sequences, and a lot more thrown in for good measure! So please, keep playing Mayhem ZX, and help us ensure a positive and memorable experience by approaching us with any bugs, issues or complaints!
Thanks as always, now get on with the MAYHEM!
Prepare for Mayhem! - Update 1.03 On the Way and Gearing Up for Arcade Mode!
Greetings, players! We know it's been a minute since we've updated or been very active, but we assure you that development of Mayhem ZX is forging onward! We have a couple things in the works for the next update, and they're just about ready! After this next update, we'll be gearing up for a full on linear arcade mode, which will feature at least 12 stages, a host of deadly enemy minions, and four boss fights leading up to the showdown with the master of the Great Meteor, Margamoth Jaldabaoth! This new arcade mode will be accompanied by a grip of new features as well, including a set of unique abilities for each fighter.
The plan is to post the update and make it available by Sunday, the 17th of December, however the team is going through some life changes that may cause a delay. Our programmer, Josh, is at a pivot point in his career, finally moving from food service to an actual programming job (congratulations, Josh!).
What will be included:
TRAINING ZONE:
Solo game mode, where you can switch between fighters, weapons and grenades on the fly, test your damage output against a group of training dummies, and spawn portals that will drop weapon crates, health crates and barrels.
MENUS REWORKED:
All text in the game is being redone with custom typefaces and improved colors to better reflect the style of Mayhem ZX. The controls overview screen has also been redesigned to be more intuitive and easier to reference.
So plan for the update on Sunday the 17th, and we'll update here on the Mayhem ZX Steam Community Hub should anything throw a wrench in the works. And remember, after this update Josh and I will be buckling down on the arcade campaign, so there's plenty to look forward to from Numb Thumb Studios!
KNOWN ISSUES
Any major bugs or issues brought to our attention in the Steam Community Hub, or through the Official Contact Page will be listed as they're discovered, so that players can see what challenges we are currently facing.
For a current list of known issues please refer to this page
Anything listed will be erased from the page as soon as the issue is resolved.
For a detailed changelog, refer to the Dev-Blogs.
New Final Kill Snapshot feature: Kill your friends and share their pain on the Steam Community Hub!
Fixes:
Target mode bug fixes.
General performance improvements.
Optimized disk space usage, game files went from 108MB to 40MB
Known issues:
Sound levels (will be addressed when soundtrack is complete)
Bow collision issues.
Fighters dropping bow capsule when killed holding a different weapon.
Please let us know of any issues you run into while playing by posting them in the Steam Community Hub or by using the Contact Page and they will be addressed as soon as possible!