Version 01.07.01 brings in a few changes to Ophidian based on feedback from the recent MAGFest showcase.
Gameplay Changes
In Trash mode and Challenge mode, players are now given a small window of opportunity to correct movement if they are about to run into a wall. This should assist in balancing out the difficulty in some levels while still giving a challenge to others
UI Changes
Player Labels When playing multiplayer in arcade mode, player labels have been added to the start of each match as a visual indicator for which ophidian is controller by which player
Current Known Issues
The lines produced between portal blocks and sequence blocks can occasionally draw over the top of menu UI elements. This does not affect game play, but is a slight visual annoyance, and is being looked into.
As always, I thank you for playing the game and hope you are enjoying it. Please be sure to leave me a comment here, or a post on the discussion forum if you have any feedback or suggestions.
- Chris
ManBeardGames
Ophidian Version 1.06.02 Hotfix
A quick hotfix update has been put in to fix the following issue
Users who have the ??? setting unlocked in classic mode, when enabling this option, exiting back to to the title screen after would not disable the option. Leaving it on like this caused it's setting to carry over into challenge mode. This issue has now been resolved and will successfully disable once leaving classic mode.
Thanks paul :D
As always, I thank you for playing the game and hope you are enjoying it. Please be sure to leave me a comment here, or a post on the discussion forum if you have any feedback or suggestions.
- Chris
ManBeardGames
Ophidian Version 1.06.01 Is Live.
Its finally here, version 1.06.01. With this version, some new game modes have been added and some changes to the UI have been made. Mac OS X Version has also been added to the store. Please be sure to read the patch notes below on the changes that have been made.
New Game Modes
Trash Mode Trash mode is a new game mode where each time the player consumes food, a wall block takes the place of the food block. This will continually create trash on the play field for players to avoid. After eating enough food, the player will become red, like a bomb block. While red, players can crash into a wall block to destroy it and any wall blocks surrounding it.
Ghost Mode Ghost mode is a new game mode that pits the player against ghosts of themselves. In each level, the player has 60 seconds to consume all the food in the play area. After each level is completed, subsequent levels will have a ghost version of the player from the previous level that need to be avoided. Plan your moves carefully, as they could cause you problems later on.
Game Mode Changes
Multiplayer Arcade Mode Previously, when playing multiplayer in arcade mode, if all players have died except for one, then that one player continues to play until they also die. This has been adjusted to better facilitate quicker game plays.
Now, if there is only one player left alive, the match will end when the lone player has a score higher than everyone else, or if they player dies themselves.
UI Changes
Arcade Mode Selection Added When selecting arcade mode from the title menu, players will now be given the option of which arcade mode to play.
Assign Devices Panel In the previous versions of the game, anytime a controller was connected and/or disconnected from your computer, a dialog would popup asking you to reassign any connected controller to a player. While it served its purpose, it was intrusive to game play.
Since assigning deceives to players really only needs to happen during multiplayer, this panel will now only show after selecting 2 - 3 players in Arcade mode. Once the player count is selected, players have the opportunity to assign devices before continuing, or accept the default assignments
Vignette Enable/Disable Option I have added an option in the Options menu to disable the vignette in the game. Some users have spoken about the vignette making the corners of the game screen a bit to dark on their monitors, which causes issues in completing some of the challenge levels. Users can now disable the vignette effect if they wish to do so.
Current Known Issues
The lines produced between portal blocks and sequence blocks can occasionally draw over the top of menu UI elements. This does not affect game play, but is a slight visual annoyance, and is being looked into.
As always, I thank you for playing the game and hope you are enjoying it. Please be sure to leave me a comment here, or a post on the discussion forum if you have any feedback or suggestions.
- Chris
ManBeardGames
Hotfix 09/30/2017
A hotfix update has been published to resolve an issue. Please be sure to update your game.
Hotfix
The following issues were addressed in the hotfix
If the player chooses "Change Level" during a challenge level, and the level button that is automatically selected in the challenge level menu is the same as the level that was just played, the level would not be reloaded. This would make it so if no other level button is selected and the user just selects the already highlighted button, the level does not reload, causing it to not start in a playable state.
Version Update 01.03.01 (09/29/2017)
Hello everyone, I hope you've been enjoying Ophidian. The update today makes some pretty big change to the games user interface and adds a new feature for controller assignments.
Update Information
UI Adjustments
The user interface has been completely reworked. The new menus are better animated and better optimized (and personally I think look much better). Along with the complete redesign of the interface, the following changes have been made:
The mouse can now be used to navigate menus. (looking at you Josh)
Play Mode has been renamed to Arcade.
Minor text and grammar fixes in the How To Play text.
Level number has been added as part of the level name that appears at the top during challenge levels (thanks Toga).
New Input Device Assignment menu added. Accessible through the Options menu. More details on this new menu below.
Input Device Assignment
A new menu called Input Device Assignment has been added to the game. This menu will allow players to reassign which players are using the keyboard and which players are using a specific controller that is connected. Players can access this menu manually within the Options menu.
To change device assignment, players just need to do the following
Click the Change Device Assignment button
Starting with player one, press Space to assign to keyboard or Start on the desired controller to assign to a controller.
Repeat step 2 until all controller have been assigned. If no more controllers are available to assign, but there are remaining players needed an assignment, they will automatically be assigned to Keyboard input
Alternatively, if you wish to assign all players to keyboard, after clicking the Change Device Assignment button, just press the Esc on the keyboard and all remaining players will be assigned to Keyboard input.
In order to ensure that controllers are assigned if needed, at game startup, all connected controllers will be assigned to a player. Also, Input Device Assignment menu will automatically open up at any time when a controller is connected or disconnected while the game is open. If opened this way, it will automatically go into change assignment mode.
Key Rebinding If a player is assigned to use the keyboard, they are still able to change their keybindings in the Player Setup menu for that player. However, when changing the keybind, it will no longer prevent players from inputting a keybinding already assigned to another player. Instead, the keybinding will now be accepted, and if detected that it was bound to another player, it will be removed from the secondary player. A message will be displayed to let players know when this occurs. Please be mindful of this.
(in the example image above, the W key was just assigned to Player One's Move Up command. W was already bound to one of Player Two's commands, so it was removed from Player Two, and the message displayed showing that the binding was auto removed from Player Two).
Current Known Issues
In testing, it appears that the font does not appear as clear in menus when playing the game in fullscreen. This does not occur 100% of the time in testing and I am still working out what the cause is. However, the font appears fine when playing in windowed mode. I will get a fix for this out as soon as possible.
Planned Updates
Now that the interface redesign has been completed, I am going to be focusing on getting the Mac and Linux ports tested and released.
Once those ports are stable, I will be focusing on getting Networked Play in the game so you can play with your friends even when they are not there.
As always, I thank you for playing the game and hope you are enjoying it. Please be sure to leave me a comment here, or a post on the discussion forum if you have any feedback or suggestions.
- Chris
ManBeardGames
Upcoming Changes
I hope everyone is enjoying Ophidian. I wanted to take a moment and let everyone know of some upcoming changes to the game.
UI Changes
I am moving the UI of the game over to a new framework. With this new framework, there are some more interesting things I can do with the UI compared to what I implemented manually into the game. I wish I could have done this before the official release of the game, but it's for the better.
Here is a quick peek at the new UI for the game https://www.youtube.com/watch?v=7W2qGlN9eQo
Register Controller To Players
Another request that I've seen is the ability to register connected controllers to a specific player. Currently, when a controller is connected, the game gets a list of all connected controllers and binds them in order to player 1 - 4. Some have requested and update to choose which player gets which controller manually. I've got the system in place, just need to do some more testing with it, but it will be in the next update as well.
The UI Changes and the controller registering will be included in the next update, which you can read more about in the patch notes.
Roadmap
For future updates beyond the next, here are some things I'm currently working on. I'll post more information about them as the patch for each gets closer.
Mac OS Version
Linux OS Version
Online Multiplayer
As always, thank you for playing the game,
Chris
ManBeardGames
Ophidian Update 09/15/2017
Players will be getting a quick update to the game today to correct a couple of text issues. Thanks Sterling for the information.
Update Information
UI Adjustments
Minor text fixes in the How To Play panel
Level name titles in challenge mode are now displayed using the "en-US" title case to ensure all level names are properly displayed even if the level name file has incorrect capital characters.
Planned Updates
Currently the game is designed to only allow local multiplayer on a shared screen. Networked multiplayer will be added in a future update. Please look forward to it.
As always, thank you for playing the game,
Chris
ManBeardGames
Ophidian Is Released
Today is the day, Ophidian is officially released. It has been a long journey getting to this point, but we're finally here. This is the Windows build release, I will have the Mac and Linux versions avaliable within the coming week. So play the game, leave a review, let me know what you think.
Store Page Is Live
We're at the home stretch. The steam store page is now live, and everyone can add the game to their wishlist in anticipation for the game release. I'm currently working hard to finish up the challenge levels for the final release and getting a demo build ready so people can try the game before purchase. The game is currently listed for release in September 2017, currently aiming for September 15th.
I want to take a moment and just say thank you to all the people that have traveled this road with me. Without all the suggestions, inspiration, motiviation, and testing, I would have never made it this far. You are all as much a part of this as I am.
I'll be posting any future announcements, updates, etc here. Lets all look forward to the full release next month.