Metal Heads cover
Metal Heads screenshot
Genre: Indie, Arcade, Card & Board Game

Metal Heads

HOTFIX: Performance drop from last hotfix.

Hi everyone.

In the last hotfix, there was unfortunately something left in the game from some of the new things I've been learning and experimenting with in Unreal Engine 4.
As a result, this meant that over time, the performance would drop.

This issue is now fixed.

There's also a little board game UI update which just shows a message on the board game UI to say "YOUR TURN ". It doesn't show the player colour just yet, but it will happen.

Sorry for the inconvenience caused by the performance bug.

ROCK ON!

HOTFIX: Audio fixes and some other things.

Hi everyone,

Once again, I have been fairly quiet on the update front, but that's because I've been fairly busy working on some exciting things behind the scenes...which I don't want to give away just yet.
Despite this, I played Metal Heads with a friend the other day and ran into some bugs that I just couldn't let go, so here's a little hotfix for you all :)

FIXES:
- Scoreboard removed from Deadly Disco (I have no idea why I added a scoreboard in the first place).
This should eliminate some confusion.
- Changed the tutorial videos to not be precached. I believe this may have been causing stuttering/chopping tutorial videos, but needs more testing.
- Removed "CANNOT MODIFY THIS TILE" text when viewing items in the board game mode.
- Removed shaded background images in the board game UI when those images were not supposed to be shown, this isn't a major problem, but when spectating for example, there was a dark patch at the bottom center of the screen and on the left of the screen which just looked really weird and annoying.
- Added "Audio Mix Reset" function to the start of every mini-game and the board game mode, this should eliminate a few audio issues where music wasn't playing due to the audio mix being modified and not reset. This was most noticeable if the host restarted a mini-game, especially in offline mode, as the music wasn't actually disabling, but it was playing at an extremely slow rate to the point where it just sounded like very subtle background noise.
NOTE: I don't think this fixes ALL of the audio problems such as music randomly cutting out, for example.

OTHER:
- Steam Remote Play Together is now functional, however I have only done very minimal testing (xbox, ps4 and generic controller on a laptop that is connecting to the host PC via remote play).
I have also tested on mobile, and while it works, it does require some messing around with controls within the Steam overlay in order for it to work nicely.

ROCK ON!

Survival Mode HOTFIX

Hi everyone,

Thanks to community members and Twitch Streamers HasteDay and LolGod, a few issues were brought to my attention and whilst I was going to take the day off, I decided I couldn't let these bugs fly.

FIXES:


  • Fixed a corruption in a game variable meant that most, if not all mini-games that previously allowed the last player to continue playing, now ended the game as soon as there was 1 player left. This was particularly noticeable in survival mode's of mini-games too.
  • Removed scoreboard from "Knock-Off". I actually don't even remember putting the scoreboard into the mini-game.
  • Added another measure to hopefully prevent the issue of the host player sometimes not spawning. This is something I cannot personally replicate, however HasteDay runs into this issue the majority of the time, so I will probably be doing a test or 2 in the near future with Hasteday to try and eliminate the issue if I haven't already fixed it.


As a thank you to HasteDay for helping out with this bug, please go show him your love and support and your metal horns over on his Twitch channel :)
https://www.twitch.tv/hasteday

ROCK ON!!!

MAJOR UPDATE: BIG BUG FIX #2


VERSION: METAL TREE #1



FINALLY, the big bug fix #2 is released!

To help with reading the changes, bug fixes etc, I've taken the liberty of adding some fancy formatting to make it easier for you guys to read, so enjoy the plethora of drop down menu's instead :)

WHAT IS IN THIS UPDATE


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NEW STUFF


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This update was more for quality of life changes than anything else, but I wanted to at least give you all something new to play. There's more being worked on, but check out the "WHAT ELSE IS BEING WORKED ON" drop down menu below.

  • New Mini-game "DEAD STILL". This is much slower paced than the rest of the mini-games, and still some more things I could add to it for balancing etc. For a real challenge, try the survival mode.

  • New Metal Head model. This was whipped up at the last minute because I couldn't do an update without a new Metal Head, could I?
  • Input switching is now functional. What does this mean? It means if you start the game and hit ENTER on the keyboard, and then you plug in a controller, then you will be able to control the first character on your machine (the one the keyboard was controlling) with both the keyboard or controller, until you hit START on the controller to join a new character.
    There are still some bugs with this, and there is the issue of hitting START on the controller to pause, but accidentally creating a new character, which is something I'll be working on fixing up in future


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GENERAL


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  • Fixed an issue where in online mode, when returning back to the character/ready/lobby screen from the game mode screen, some of the characters were still headbanging, which was confusing, as those players had to then hit the ready button to stop headbanging, then hit the ready button again to be
  • Fixed an issue where the server player information was not being passed to client’s correctly, which had an on flow effect of a whole bunch of other bugs, mostly UI related.
  • Fixed an issue where the 2nd local (same machine) player was showing a suffix of (0) rather than (1) (for example “OTREUMGAMES(0)” was appearing rather than “OTREUMGAMES(1)” due to an incorrectly player assignment).
  • Client’s can now join a multiple gamepad’s again online, so the host could have 4 controllers and a client could also have 4 controllers.
  • Fixed an issue where the servers and client's did not have correct information on players, in particular after they had disconnected and reconnected during a mini-game, and when returning to the lobby, those players would not be lit up/active/joined, and could not do anything.

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GAMEPLAY


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  • Tap Out player velocity per button press increases as the camera increases, so that the player can keep up with the camera.
  • Melting Memory no longer has exploitable safe area’s. Player must be standing in the correct location now.
  • Knock-Off mini-game had a problem with collision detection on the central pillar that would rise from the floor. It would not kill players until it was fully unfolded and spinning.
  • Knock-Off hazards and the arena will reset at the end of the round to prevent things like the spinning blade, or sweepers from clipping through the camera, or players standing on thin air.
  • Knock-Off rotor blade no longer uses AI for navigation, making it much more performant and more reliable. It also has behavior to add to the game difficulty, such as having a chance that it might target a particular player to move towards.
  • Fixed an issue where if someone disconnected, then reconnected, they would automatically assume control of the 1st player after connecting/rejoining.
  • Put in preventative measure to stop more than 8 controllers joining. However there currently isn’t a limit on how many clients can join the server.
  • Fixed a bug where players couldn’t unjoin their controller by holding down the special/back button on their controller.
  • In the player lobby and tutorial screen, players can hold the right face button (B/O/Right arrow) to unjoin without turning the controller off or disconnecting. Alternatively, players can hold the back/special button on their gamepad/controller.
  • When resuming a game from the pause menu, the game no longer goes from slo-mo to normal speed while playing online. This was causing a server to client desync.
  • Fixed an issue where players were being given no name when returning back to the character/ready/lobby screen from a mini-game. This was happening when a client machine had more than 3 controllers connected.
  • Fixed an issue where local (same machine) players on the client were not appearing when rejoining.
  • Coallateral now shows button prompts on the coal lumps, and a guide arrow on the furnace when players walk near it, as well as a button prompt to show that players can drop their coal off into the furnace.
  • Fixed up an issue with player interaction where sometimes it wouldn’t allow the player to do anything if another player was next to them or within the interaction area. This was most noticeable on the Boss Fight mini-game.
  • Found a major fault within player’s where the device was not being set correctly, thus causing an on flow of other problems. Some other variables had a similar issue.
  • When players are respawning, check to see if their spawn location is safe, if not, check the other spawn locations and spawn at a random spawn location. This will help prevent players respawning as ghosts in holes in mini-games such as Pipemare or Laser lunacy.
  • Creeping Creepers wasn’t getting the correct player count and sometimes would end prematurely (with 2 or more players alive). Typically this would happen if a player disconnected or joined mid round.
  • Fixed an issue where sometimes the tutorial screen wouldn’t even appear for clients.
  • Fixed up scoring system, it was factoring in dead players, and players who may have left the game too. There was also some bad logic causing 2 or more players to be in 1st place sometimes.
  • This also fixed up an issue where someone would die first, but still somehow win.
  • There’s more work to do on the scoring, especially for round based mini-games, but this is good progress.
  • Improved floor detection for player indicator ring so it doesn’t flicker up and down sporatically.
  • Fixed up AI in Dark Dangers, where one of the monsters (The Sniffer) would corner a player and then not attack the player.
  • Fixed a bug where sometimes when a player was stunned, it wouldn’t actually stun them if they had lots of packet loss or high latency.
  • Fixed up issues where sometimes client’s weren’t being detected correctly when leaving the server or crashing.
  • Found and fixed an issue where the host would lose input when restarting a mini-game sometimes.
  • Players should no longer random be moving when starting a new round in mini-games such as Oh Balls, however I can never actually cause this bug in my own tests, I just know that when doing tests with people where this bug nearly always occurred...it stopped occuring, possibly as a result of a preventative measure I added.
  • Characters in Get Pucked now have their hover vehicle colour set correctly.

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UI


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  • UI elements are now device dependent, which means if you’re using an Xbox controller, Xbox buttons will appear, if you’re using a keyboard, keyboard buttons will appear etc. This is a critical feature of this update as it’s a standard feature of pretty much every game ever, and should reduce confusion with new players, especially those using keyboards or Playstation controllers. It took me about 2.5 weeks to implement, and I’m still finding more room for improvement, so bear with me.
    NOTE: In order for Playstation and Nintendo Switch controllers to show the correct button, your Steam controller settings may need to be changed. If you notice that while using a playstation controller or Nintendo switch controller, that the buttons still show as xbox buttons, you will need to apply these changes, settings should look like the image below.

  • Updates the Character lobby UI to be a bit neater. And made it so that each player has their own “Press START/ENTER to join” and made the UI a bit more tidy.

  • Mouse cursor should no longer get set to the top left corner of the screen when a new player joins or a controller hits the start button.
  • Mouse cursor now scales it’s movement based on the window size, not the resolution.
  • Fixed up player count showing incorrectly in the character/ready/lobby screen, especially for client’s.
  • Fixed an issue where intermittently, 3D text, such as “SUDDEN DEATH” and “TIE BREAKER” were appearing in the mini-game when the camera would move. Tap Out was most noticeable, as the camera would start moving up and “TIE BREAKER” was on the screen in the 2nd section of the mini-game.
  • Fixed an issue when the client had multiple controllers connected, they would not show the correct names.
  • When a player disconnects or unjoins their controller, the tutorial screen will update correctly for everyone.
  • Certain UI elements such as host controlled prompts, mostly within the board game mode, do not show button prompts anymore for clients.
  • Fixed an issue where sometimes 2 players were being set to ready when one player would hit the A button in the tutorial screen.
  • Fixed up a bunch of scoreboard UI problems when dealing with disconnect controllers, rejoining players, or unjoining controllers. This was also applied to the board game scoreboard.
  • Fixed up tutorial screen YES/NO text so it is coloured correctly and updates correctly for clients.
  • Fixed scoreboard bug where if a player joined, the plectrum shaped outline around the player portrait was completely black, and not coloured with the actual player colour.
  • Changed start up/continue screen so it doesn’t look horrible. I don’t think anybody read that screen previously, or cared that the game was made by one person.
  • When restarting a mini-game, the host would lose control sometimes.

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CAMERA


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  • Fixed up camera hitching in Knock-Off and other mini-games by optimizing the camera’s tracking of players.
  • Main camera checks if player has fallen off the stage now too.
  • Changed Oh Balls camera speed to be less snappy.
  • Termination Trail camera now looks down at a steeper angle.
  • Adjusted camera in some mini-games to prevent the camera from panning in certain directions, making it difficult to see what was going on and added restrictions to how much the camera can pan.

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BOARD GAME MODE


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  • Started implementing a much better drop-in/drop-out experience for the board game mode.
    There’s still a lot of work to do, It’s hard to summarize the changes for this
  • Board Game camera’s got overworked to work much better online. There's more work to be done however.
  • Board Game spectator camera now synchronizes online
  • Fixed issue where the host player would not join sometimes in the board game.
  • Shop UI now shows correctly for everyone on the server. Including shop items presented.
  • Fixed a bug with the Shop bot where it wouldn’t rise back up after players were done with it.
  • Player movement wheel now showing correctly for everyone on the server, and has its own lighting, so will stay lit up, even in shadows.
  • Players will no longer overlap one another and cause the movement wheel or player wheel (the one used for selecting other players for the curse item and other items) to be dark/in shade.
  • Player wheel now shows correct player colours. Previously it was all jumbled, which wasn’t entirely a bad thing, but now it doesn’t feel broken.
  • Player swap now works correctly. Previously, it was all kinds of broken, and players wouldn’t have their new locations saved.
  • Player shuffle now works correctly. Previously it worked a little bit but wouldn’t save player locations correctly.
  • Fixed up a small gap in the geometry of the player wheel.
  • Fixed up Double or Nothing dice roll camera sometimes breaking.
  • Players who die, will properly respawn.
  • Deployable turrets will no longer fire until the movement stage. Which also means that if there are turrets shooting on the level, such as the Plasma Ball Launcher, and it’s Trivia time, the screen won’t shake over and over as these turrets won’t be firing.
  • Action menu now disappears for everyone on the server when entering spectator mode.
  • If a player joins or rejoins the server during the trivia, they should now respawn at the trivia podiums. (Note: Changes I have made recently may have broken this, so if you test this, please let me know the results).
  • Fixed up an issue with tile selection particle rings. There are 2 particles, one for unselected, one for selected. What was occurring previously is after hovering over a tile, the selected particle would remain.
  • Added input relevant buttons to the Trivia UI.
  • Fixed an issue in the Trivia where players were not seeing the correct scores. A question would be asked, everyone would answer, but the points shown to clients where the same as the points were at the end of the previous round.
  • Fixed an issue where if a player died just before the Trivia, they would not spawn at the Trivia screen.
  • Fixed up some animations that weren’t appearing for clients. However there are still a few times where the animations don’t play correctly, so it’s not 100% fixed up yet.
  • Changed text when returning from a mini-game that said “RESULTS”, rather than “MINI-GAME RESULTS” to clear up some confusion about the scoring.
  • Fixed an issue in the turn order mini-game at the start of the board game mode, where players couldn’t hit the Y button.
  • If players do not react in the turn order mini-game, all players who didn’t react will be assigned a random turn order placement.
  • Turn order mini-game is now client side, so player reaction times are determined client side, then passed to the server, before the server decides who was fastest to react. This makes this much more fair online.
  • Fixed an issue where if a player were to drop in to the game with a new controller, whether it be online or offline, they would not have any control, and sometimes spawn at the wrong place...basically I fixed most issues related to dropping in a new player.
  • Fixed an issue where if there was a new player who joined, or unjoined, it would actually just put player 1 in the turn order multiple times and also show the player 1 colour on the scoreboard.

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BOSS FIGHT


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  • Fixed up the boss recharge shield, so if players are standing right next to the boss when the boss recharged, those players will get pushed out of the center away from the boss. The current method is a bit rough and janky online, but it works for now until I make it look better.
  • Charging pillars now show correct button to press based on the controller, and this will show only for local controllers, so that you don’t see another client’s button prompts.
  • If there is already a player using a charging pillar, another player cannot come along and use it, and so there won’t be a button prompt for that other player. If there is, then the first player hasn’t interacted with the pillar yet.
  • Pillars now correctly detect players.
  • Fixed some issues with a knocked down player in front of the pillar messing things up.
  • Boss charging UI and QTE shows correct key’s based on the controller used. (however may not work if mid-way through and switching to a different input device.
  • When doing a QTE, whether it be the boss charging QTE, or pillar QTE, if a player hits the wrong button, a red X will appear to show that the wrong button was pressed, there will be a small delay before the player can try again. For the boss QTE, a new sequence is generated, and for the pillar QTE, if a player has corrected pressed 3 of 5 buttons, but then incorrectly presses the 4th button, they will then be back to 2 of 5 buttons correctly pressed.

  • These changes mean that players can no longer spam all the buttons to win.

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AUDIO


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  • In summary, I went through all of the audio files for the game and made sure they were set to the appropriate audio class (SFX, Music, Announcer etc).
  • In addition to the above, I also made sure that all audio files will play even with volume at 0, in case players use the volume adjust keys ( “[“ and “]” ) to change music volume.
  • Made sure that music was not playing twice or overlapping.
  • At the end of a round, multiple stinger tracks were playing at once, now only 1 will play.
  • Fixed the music stopping randomly in Knock-Off.
  • Added temporary audio to Get Pucked for the environment, but also puck movement.
  • Added ball movement audio to Oh Balls.

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KNOWN BUGS AND ISSUES


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There is a HUGE list of bugs in my developer logs to go through, but I'll put some of the more stand-out/priority bugs down below. I may have missed some, but just know that I test frequently and I record and write down every single tiny little thing, as some of those tiny things can become big problems.

  • The new device switching works as intended, however if a player were to start the game with the keyboard by hitting ENTER on the start up screen, then they go into a mini-game and decide to use a controller, and try to pause the game, it is expected behaviour for a pause menu to appear, however since the START button also joins a new local character, the game doesn't pause, and another character will spawn in, and thus confuse people.
  • I intend to fix this up by perhaps making it so if you want to join with a controller, you must hold the START button, rather than tapping it, and change relevant UI through out the game to emphasize the need to hold start, rather than just tap it, so that accidental characters aren't created.
  • Adding to the above problem, I want to add an option in settings to treat controllers as separate to the keyboard.
  • LAG is still a huge issue, especially in mini-games with lots of moving parts, such as Cognitive Collection. I will be looking into this some more to try and make sure the moving parts are synchronized correctly, because as of right now, there is an offset in synchronization that makes some mini-games unplayable.
  • Board game crushers are not in sync at all.
  • There is a persistent bug that occurs for some people (specifically keyboard users) where in the tutorial screen, they have no input at all and can't ready themselves. Sometimes this also carries over into the mini-game.
  • I am unable to replicate this problem except with specific people, so I will be doing tests with those specific people to try and catch this bug and crush it.
  • There is a strange issue with audio volume inconsistencies, in particular with round based mini-games, where the music volume seems to ramp up to full volume on a new round. This has me baffled, but at least I can isolate it to only being in round based mini-games, when a new round occurs...there's obviously something simple that I am missing.
  • Sometimes when connecting/plugging in a new controller during the tutorial screen, the camera changes to the main level camera, and the tutorial screen is no longer visible.
  • This isn't a huge priority, but when a player joins a mini-game mid way through, in mini-games such as Cognitive Collection, Blue Ballin etc, things will be completely out of sync. I'll be researching better techniques to improve upon this, but this is why studios have dedicated teams of network engineers, OR they simply don't allow drop in multiplayer.

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WHAT ELSE AM I WORKING ON OR HAVE I BEEN WORKING ON?


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  • Unreal Engine 4 version upgrade. This took about 3.5 weeks to fully transition to the new engine version, fix up new bugs and problems that came as a result. There was a plethora of corruptions of functions within the engine, corruptions of animation data too, which I spent way too long trying to figure out each issue…the whole thing was a nightmare, pretty much every single UI element had to be re-tested, all animations had to be re-done too… but it will now save me from dealing with issues I have been dealing with in the older version for years that were slowing down progress.
  • Twin Stick Trouble - Basic functionality has been added for this, but there's nothing to show just yet.
  • Symbol matching mini-game - I experimented a little bit with a few idea's, but nothing to show yet.
  • Make a Move - This is inspired by a board game called Robo Rally, if it was made into a fast paced battle royale style survival mini-game, nothing to show off yet, but general functionality is still being worked on.
  • Buzz Kill - This mini-game used to work offline, but it needs a complete reconstruction in order to work online.

  • Roller Raceway - It is ALMOST ready for online play. Mostly it needs a complete visual overhaul and some gameplay balancing in order to be fun, but during private tests, it holds up pretty well :)
    (OLD SCREENSHOT)

  • Metal Ball Z - This is heavily inspired by a game called Lemming Ball Z, and I'd love to do my own take on it. I've already got basic movement, and movement animations, and camera stuff working, but just need to add the rest of the gameplay and then make it pretty...this is basically an entire game in itself, so this will take a while, especially to make it all work online, but I cannot wait to get it done, it's going to be a blast! (cringe pun is absolutely intended :D)

  • Aside from the above stuff, my intention is to do more regular bug fix updates now with much needed changes and fixes, but the big focus will be on making the next big update into a content update with more mini-games, more board game maps, and more characters so please bear with me, I am only one person, so it takes time.

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THANK YOU!


Thank you all for being some incredibly awesome in showing your support for my silly little party game, every wishlist, every demo download, every purchased or gift of the game helps in such a big way, and any time you play it, send me feedback, leave nice reviews, it all helps me in the creation of what I hope to be one of the best party games around. Sure it's a long shot, and stupidly ambitious and perhaps even unrealistic for one person to achieve, but I am determined to succeed not just with Metal Heads, but as a game developer, doing what I love to do.
It has been a passion and a dream of mine ever since I was a kid, and this year, after years of stupid amounts of hours, and an insane roller coaster ride (especially this year), I finally released my first game (albeit, in early access), and had a warm welcome from all of you.
Ultimately, I make this game because I want to show off my work, I want others to experience something that I have created, I take pride and joy in this, so when you all support the game in various ways, it gives me such a happy feeling that makes all of this work worth it.

THANK YOU, YOU ARE ALL AWESOME!



I was going to record a thank you video, but unfortunately, the environment I am in is far too noisy, with far too many interruptions, (AND I just suck at doing pre-recorded/scripted videos), so I may either do a live-stream in a few days, or wait until the new year to do a live-stream, so be sure to follow it on social media.
YOUTUBE
TWITCH
TWITTER
FACEBOOK


Now I'm going to go and enjoy a few days off, go on some adventures, relax and spend time with loved ones before getting back to the development for 2022!

I hope you all have had a wonderful holiday season so far, a wonderful Christmas, and I hope you all have an awesome end to the year, and a strong start to 2022!

ROCK ON!



MERRY CHRISTMAS!

MERRY CHRISTMAS, METAL HEADS!



As you may have noticed, I released an update yesterday, AND I put the game on Sale for a whopping 46% off again, so if you're on the fence about getting the game, now is the time to do it, as it won't be getting this big a discount for a long time.

If you are wondering what changes are in the latest update, I will be releasing patch notes in a day or 2, along with an update on development in general, so keep your eyes out.

I hope everyone has a super fun, relaxing, awesome day filled with lots of love and joy!...and gifts...lots of gifts....and maybe play some Metal Heads too ;)

MERRY CHRISTMAS, and ROCK ON!!!

STEAM AUTUMN SALE AND DEVELOPMENT UPDATE!!!

46% OFF....WHAT THE!?



The end of the year is getting closer, and you know what that means? Sales events, everywhere you look, sales, sales, and MORE SALES....and it's AWESOME!
So I took the liberty to do a cheeky 46% off sale, just a small discount...nothing too major.
Who am I kidding though? 46% will be as high a discount as Metal Heads goes this year, so be sure to grab it while you can!
But don't stress if you miss out, hopefully Steam allows me to do another discount for Xmas too.

LATEST ON THE DEVELOPMENT


In summary, I have been working non-stop on addressing major bugs, but also updated the engine version, which caused more bugs to fix. I have also been working on new mini-game prototypes, and over-all quality of life changes too.

ENGINE UPDATE


It is still Unreal Engine, but just a 2 year newer version than what I was using.
What does this mean for you? Well, hopefully a bit better performance, but honestly, I don't know if you'll see any real changes with this.
Why is this important? Because the engine version I was using had a LOT of in editor bugs, which was slowing my development down, which means less frequent updates for you guys due to me fighting with engine related bugs, rather than game related bugs.
Updating the engine version is a bit of a tricky decision, I can either continue working on the game in a less than efficient development environment, and have no major foreseeable set-backs, or I could take the risk of updating the engine and introducing a whole plethora of bugs, with the reward being a much better development environment in the long term.
I chose the latter, because I was getting super frustrated with the older engine version causing me constant headaches.
Since upgrading the engine version, I have spent maybe the last 4 weeks going through all of the new bugs it has created, trying to iron them all out, even some of the mini-games were completely broken as a result. This is common when upgrading, due to internal changes in the engine which can cause things to behave differently in the game.
I'm happy to say though, that those bugs seem to be fully ironed out and so I have been on track with actual game bug fixes which were present before the engine update.

BUG FIXES AND QUALITY OF LIFE CHANGES


There are quite a lot of bugs in the game, some are trivial, but some are possibly game breaking bugs that cause a lot of confusion and frustration.
So I work on the trivial bugs when I see them, but the focus has been on fixing up the major issues, so that it's a much better gameplay experience. Some of these bugs have taken me days of work (full 10-14hr days of work, several days in a row), some I have managed to fix up quickly (yay!).
These bug fixes fit into the category of quality of life changes too, but there ARE actually some quality of life changes that are unrelated to bugs too, which I will list in the next update, but one of these changes are within the user interface of the game.

USER INTERFACE CHANGES



While most of the user interface, if not all of it is just place-holder stuff until I am satisfied with the functionality (best to make things functional before making them pretty), I have been working on something that is a standard feature in pretty much every game ever, a feature which is incredibly important to the accessibility for everyone; That feature is to have a controller relevant UI.
What does this mean? The image above demonstrates it best.

When a player goes to interact with something, it will show the relevant button icon for that player by getting the Vendor ID of the controller that the player is using. Unreal Engine doesn't have any functionality built in that detects the brand of a controller, which I find really odd since it's such a critical feature in all games, so I've spent the last few days doing it myself, with great results so far, but there's a LOT of UI changes to make, and a lot of bugs that have been occuring, especially in online multiplayer, but I'm very close to getting this working to a point where I am ok to release it as part of the first quality of life update.

NEW MINI-GAMES



Whilst the next update won't have any new mini-games, I would LOVE to get some new mini-games out to you all by the end of the year, so next month, that will be the big focus, even if it's 1 new mini-game, I will be happy with that, but any more than 1 is a bonus. The goal is to make 4 new mini-games however, so fingers crossed I can get it done!

UPDATE COMING SOON!


It has been a while since I updated you guys with anything. The last update I did, I added the "Knock Off" mini-game, which is nice to have more content to play, but ultimately, it doesn't matter if there's plenty of content to play, if it all FEELS janky and horrible due to a bad or confusing user experience.

So while I have been silent for a while, that doesn't mean I am doing nothing, I am working super hard to get this update out, whilst also maintaining a healthy life-style, as previously, in the lead up to the early access launch, I was working ridiculous hours, pushing through burn-out etc for a very long time, and it was all round just super unhealthy in every aspect of my life.

PERSONAL DEVELOPMENT


It is a solo developed game, most people don't know this. Sometimes I have to remember this as well, that I am only human, and I need to look after myself if I am to continue doing game development for the rest of my life.
So I've been making sure to take regular breaks, go for a daily walk (or 2), working out, eating healthier and spending time with loved ones and friends. It has made the development so much more enjoyable, and I'm a much happier person as a result.

Previously I neglected these things, and I paid a heavy price....never again.

BEST WAY TO STAY UP TO DATE WITH DEVELOPMENT?


Head on over to the Discord server, join that (make sure you read the welcome message in order to gain access to the rest of the server), and check out the live-updates as I update almost daily.
The Discord server is where I gather people for live-streams too, so if you want to participate in any of those, let me know once I announce I am doing a live-stream.
It's also the quickest way for me to notice any bug reports or feedback/suggestions you guys give me, since I don't seem to get any notifications about messages on the Steam forums.
https://discord.com/invite/metalheadsgame


I'm going to get back to the development now. HAVE FUN!

ROCK ON!!!



HOTFIX: Camera optimizations and other stuff.

Hi all.

Not a huge update (I'm working on a larger one, but no ETA), but I wanted to try and optimize the camera as it seemed to be jittering around for some people, or even may be cause for a frame-rate hitch that occurs for some people, so rather than the camera updating every 0.001 sec, it updates 0.01 sec.

- The Laser Lunacy camera has been adjusted to sit up a bit higher to get more of an over the top angle, making it easier to judge jumps, and also look at the centroid position of players (the "middle" of all players). Let me know if you like the camera to move around in Laser Lunacy or not.

- Tap Out had an issue where after some time, the camera was moving so fast that the level loading seemed slow/delayed.
I've implemented something that should fix this...I have tried to test this out a few times, but I'm not good enough at my own mini-game to get that far for the bug to occur, Tap Out experts, please help me here! :)

Aside from these minor things, I have been working on new mini-games in the background, but taking my time with them to make sure they are done right, or are even fun. It's a complicated process, especially when it comes to online testing, and sadly, living back at my parents house means online testing is almost impossible due to the internet being so terrible (most nights I am lucky to get 5mb/s, it's normally around 1.8Mb/s connection, versus what I had previously which was 50Mb/s...

Regardless of crappy internet, I will make do with what I've got, it's just going to be a slower process for now.

Thank you all for being patient, I apologize for the very slow updates, but they will increase with time.

ROCK ON!

NEW "Knock-Off" MINI-GAME ADDED!

VERSION: MONKEY WAFFLES OF JUSTICE #3.3



HOORAY! A new mini-game has arrived called "KNOCK-OFF"! ːsteamhappyː

Firstly I want to thank everybody for their patience. It has been a while since any sort of significant update and while this is "just 1 mini-game", I'm still super excited to get it out to you all as now the game development ball is rolling properly again.
There's more to do with this mini-game, and other mini-games, but for the most part, it holds up surprisingly well considering that it has had almost no testing.

I've been working hard, not just on the game, but on other parts of my life and I'm feeling happier, healthier, way more focused again and ready to ROCK!

Last night I did a stream with some of the awesome folks from the Discord community, to show off the "Knock-Off" mini-game, so if you want to see that stream, links are below
YOUTUBE
TWITCH


If you awesome people have any suggestions, bugs, problems etc, hit me up in the Discord community, or the Steam community right here.
FORUMS
DISCORD


The plan is to keep on getting more content out to you guys as frequently as possible, while maintaining a happy, healthy lifestyle (NO MORE GRIND/BURN-OUT), and so far, now that I've found my "groove/rhythm" I think the development is going to continue in a much better way than it did for such a long period of time.

Once again, thank you everybody for standing by me, standing by the game, and being patient with me, you all are awesome!


LETS ROCK!

\m/

Watch me (attempt) make a mini-game!

Hello my fellow Metal Heads!

Today at 1:30pm AEST (+10GMT), I will be doing a development live-stream where I attempt to make a new prototype mini-game! (~1hr)
I'm not sure how this is going to go, but I'm excited to give this a try!

You can view the live-stream right here on Steam, but I will have the chat open for both Youtube and Twitch.

You can view the stream live over at Youtube:
[previewyoutube="TAV6ZMRu21Y;full"]

Or on Twitch:
https://www.twitch.tv/otreumgames

Thank you! And if this goes well, expect even more streams like this in the future :)

LETS ROCK!



YOGSCAST TINYTEAMS EVENT 25% OFF!

Hello my fellow metal heads!

Before I go into what has been happening, what my plans are, etc, I first want to announce the obvious.

Metal Heads is 25% off as part of the YogsCast TinyTeams event on Steam.
Last year, before launching Metal Heads into early access, I participated with just the demo of the game in this event and it did really well, got a lot of attention, and helped motivate me greatly with pushing forward, so this year I'm celebrating the awesomeness of this event with the biggest discount yet.

At the end of the week (Saturday 14th, 5pm AEST +10GMT), I will be doing one or several live-streams with the Discord community, and will be broadcasting to Twitch, Youtube and right here on Steam.
If you would like to participate, you can join the Discord community here:
DISCORD: LINK
If you'd like to follow the game on Twitch and Youtube, here are the links:
TWITCH: LINK
YOUTUBE: LINK



WHAT HAS BEEN HAPPENING?


It has been a while since I have done work on the game (~3months), and I'm happy to say that I have begun working on the game again, I am feeling positive, feeling healthy, feeling fresh, and ready to take Metal Heads to great heights (hopefully).

Having almost 3 months off working on the game has been bad for the game, but it was absolutely necessary for my own overall health and outlook on life moving forward.
I had worked myself to the bone and I had nothing left in me to give, I was beyond burned out, I was dead inside, and neglected all aspects of my life, in order to reach a point where I could actually start living again, but when I reached that point, it all fell to pieces right before my eyes, everything I worked so hard for, gone. And so I was sent spiraling out of control while I tried to piece it all back together, hence the hiatus.
I won't go into the reasoning behind it, it doesn't really matter...what matters is that I am BACK, and I'm feeling good, feeling positive, and ready to hopefully take Metal Heads (and my life) to new heights.
It's funny how powerful loss can be as a motivator to do better.

WHAT IS THE PLAN?


Right now, this week, the plan is for me to work on a new mini-game, at LEAST 1 mini-game. But to also release an update by the end of the week with some bug fixes, and then do a live-stream on the weekend, or maybe several live-streams!

After this week, I'll be working heavily on the big bad problems that keep occurring, but they are extremely difficult for me to replicate, and I need YOUR help in hunting them down, so I ask that you report bugs in the bug reports section of the Steam forum.
https://steamcommunity.com/app/1132670/discussions/6/

Aside from bugs, I intend to keep on polishing up various aspects of the game, while also trying to work on new content constantly.
New content will be in the form of mini-games, and board game maps, but also new character heads.

Once there's a good number of mini-games, board game maps, and the game is running much smoother with less issues, I will begin working on new big features such as a character creator and eventually experimenting with a board game map creator.

THE GLARING ISSUES, THE PRIORITIES


There are sadly many glaring problems, mainly with the game's input detection, players dropping out randomly and such.
I have been investigating these issues for a loooong time, and just when I think I fix them, things seem to get worse again.
I'm not entirely sure if it's something simple that I have done wrong and overlooked, or if it's a fault with Steam Input. But either way, I need to try and get to the bottom of it!
It's incredibly frustrating to see people run into these issues, or to receive negative reviews or look at refund reasons as a result of these problems, I NEED to address them ASAP!

If you run into issues, remember to report the bugs in the forums, it could help significantly.
https://steamcommunity.com/app/1132670/discussions/6/

YOU ROCK!


I just want to once again thank the Metal Heads community for being so incredibly supportive of the game, and of me. You guys are the life-blood of this game and help motivate me so much.
Let's make this game awesome TOGETHER.

LETS ROCK!