To help simplify the process of development I've decided to suspend the use of Workshop for Quadrablaze. There were some things I foresee causing issues in the future if I kept it going, such as custom ship file size limits and moderation. I don't have anything in place to limit the size of ships being sent over the network and if the Workshop became popular I'd have no way of moderating it. I could put in a place a file size limit but it would just be a random number that I make up. I could also add an option to toggle off syncing custom ships. That would complicate the code quite a bit and it makes more sense at this point to simplify things instead.
So, I'm removing the ability to see the Workshop. Custom ships should still work in the current version of the game but trying to upload them to the Workshop may give an error. When Update 7 rolls out, all of the in-game Workshop and Custom Ship features will be removed.
I'll be working on more ships to add to the game once I'm finished working on other features. First, though, I plan on testing having a user profile system. It will save and load user settings and presets based on your Steam Account instead of reusing the same save folders/files for everyone.
Going free
First things first, I'm going to be making Quadrablaze free soon!
What's the hold up?
I'm still working on Update 7 when I have time. Between having a full-time job, another game project (or two), house/yard work, and other hobbies, my time is quite split. I still enjoy game development so I don't plan on giving it up any time soon!
Update 7
For Update 7 I've been working on updating the health and weapon systems so that they're easier to modify and code for. That's mostly done, I just have to test to make sure the player, enemies, and multiplayer are still working properly with all the new changes. Then I can start adding in some different weapons!
After that, I'll work on adding in a game mode with an end-goal and some progression outside of doing matches. That progression might include getting special weapons, cosmetics, and possibly ships if that ends up making sense when the time comes.
For current users
For the those of you who own Quadrablaze before it becomes free, I'd like to do something special for you in-game. I still have to research how it'll need to be done but I'll look into adding in some special weapons and/or cosmetic items for those of you who got in early!
Alpha 6.1e
Changes
Feedback menu should now send a copy of your Player.log instead of output_log.txt with each submission
Switched Rewired's input method to use SDL2 instead of RawInput in Unity
An experimental GameGoal script was enabled, which was set to show that you've "won" after defeating one boss, and is now disabled. Oops! It was only there for testing.
Update Alpha 6
Alpha 6
Changes
Alpha 6.13-6.14
All ability upgrades now have 6 tiers each. Some abilities have been redone (ex. Respawn ability works on a timed cooldown instead of being a one-time use ability).
Tier 4 Dasher enemies (the blue ones that teleport) have been made easier to deal with and should no longer damage you upon teleporting on top of you
Camera shake strength slider in the Game options tab
Bug fixes and internal enemy database storage change
Alpha 6.10-6.12
Removed difficulty options
New player/enemy movement physics
Multiplayer host can now kick other players out while in the lobby menu
Added prompt that shows when attempting to go back to the Main Menu during a round
Added a note in the Feedback Menu that usernames will uploaded when submitting bug/suggestions (username is included to give credit to the person uploading it)
Default controller Left Stick X axis was bound to the Ability Wheel for some reason (I bet a ghost did it)
Fixed the XP collection acting derpy
Fixed Dash ability movement
Other assorted fixes and additions
Alpha 6.09
Ability wheel and cooldown bar hotkey icons now properly reflect the correct hotkeys they are assigned to
Alpha 6.08
Fixed the SharpBody ability insta-killing the TriClone boss. It now checks if you're touching a boss's hit spots to do damage instead of their whole body.
Alpha 6.07
Fixed upgrades not being removed upon finishing the match
Health now goes up by 1 every 5 levels. (ex. Level 5 = 6 Health. Level 10 = 7 Health...)
Alpha 6.05
Main menu background
Projectile damage is now set (big oopsies!)
Title disappears immediately upon pressing a menu button
Note
The menu navigation on controller (and with keyboard arrow keys) may not function as intended. Sometimes buttons aren't automatically highlighted in some menus which prevents directional navigation. The mouse will be required in order to re-highlight the menu buttons. In some menus, pressing the menu cancel/back button on the controller (such as the B button on the Xbox controller) will cause you to change menus at unintended times such as when in prompts or dropdown sub-menus. I'll have to look into this later and fix the menu system.
Alpha 6.10-6.12 Updates
Changes
All ability upgrades now have 6 tiers each. Some abilities have been redone (ex. Respawn ability works on a timed cooldown instead of being a one-time use ability).
Tier 4 Dasher enemies (the blue ones that teleport) have been made easier to deal with and should no longer damage you upon teleporting on top of you
Camera shake strength slider in the Game options tab
Bug fixes and internal enemy database storage change
Alpha 6.09 Update
Changes
Alpha 6.09
Ability wheel and cooldown bar hotkey icons now properly reflect the correct hotkeys they are assigned to
Alpha 6.08
Fixed the SharpBody ability insta-killing the TriClone boss. It now checks if you're touching a boss's hit spots to do damage instead of their whole body.
Alpha 6.07
Fixed upgrades not being removed upon finishing the match
Health now goes up by 1 every 5 levels. (ex. Level 5 = 6 Health. Level 10 = 7 Health...)
Alpha 6.05
Main menu background
Projectile damage is now set (big oopsies!)
Title disappears immediately upon pressing a menu button
Update Alpha 5.22
It's finally ready. Can still use some bug fixes here and there, but the most important part is that you can play Quadrablaze with friends!
Multiplayer Features
Host a Peer2Peer lobby with privacy options
Invite friends from within the game (opens up Steam overlay)
Search for public lobbies (only shows lobbies with the same game version)
Automatically syncs custom ships and colors
Quick Match tries to find any available match or starts up a new lobby
Known Issues
Starting a second round may result in extra bugs. When one enemy bug starts, it generally snowballs and breaks other unrelated enemies. If you find that enemies don't act quite right, you may have to restart the game.
Deformer (enemy that drains your shields) animations may not play on clientside but will look fine for host
Higher tier Exploder (red enemy with blaze ability) can be instantly destroyed when running into them. Gotta disable that later.
Keep up to date
If you want to find out more about what's going on with the game, head over to these places. They're where I usually end up posting what I'm working on!
This may be the second-to-last update before I take it out of the multiplayer_test beta branch. Afterwards I'll start working on more abilities and weapons. Also more enemies will be added afterwards.
Changes
New internal ability/weapon code to make it easier to create new ones!
The red explosive enemies now do damage to anything nearby instead of just who touched them
Enemies spawn in random locations around the arena instead of in a clockwise loop
Free Trinity boss spawns outside of the arena
More multiplayer progress #2
Another step further to completing the multiplayer side of the game. Of course, more game features will be added afterwards and bugs will still be present.
Multiplayer features added to the multiplayer_testing beta branch
Lobby searching
Lobby privacy settings
Spectate players after you die
Game quits back to the lobby after everyone is dead (possible bugs added here)
Nametags above players' ships
Made adjustments to how custom ships are uploaded and imported. It now uses json to store data instead of xml.