This week has been a hectic one for both Bryan and I, so there's no software update. Regardless of that, we've been working hard behind the scenes to get some great new features and improvement in. I'll give you a sneak peek at some of them here:
SplitScreen Local and Online Multiplayer!
Check out that screenshot! Admittedly a little dark, so I'll have to tweak the lighting a bit overall. It shows that up to 4 players can play against one another. So if you've got up to 4 gamepads you can play together on one screen against bots. In addition to this, you can take your 4 players and play online against other players! :D
Twitch Integration!
This is a feature that we think will be SUPER COOL for streamers. We want to give their audiences the ability to interact with (read: TROLL) their favorite streaming personality. So far we've thought of giving the ability to fire attacks from the crowd, vote on modfiers to apply after each round as well as others that we'll leave for a future suprise. >=]
New Game Mode!
We got some recent feedback from Leshkee's ( twitch.tv/leshkee ) and HeroOfGaming's ( twitch.tv/HeroOfGaming ) Twitch streams, suggesting a "hot potato" style game mode. Bryan and I LOVE this idea and have already started planning out how it will play. We'll have more on this in the coming weeks.
Training Level!
We know, we know, videos might not be enough to get you up to speed with all of the cool features and gameplay of the Concourse so we've decided to get an interactive training course up and running. We plan on making it modular so we can explain any future game mode or any new functionality with ease. :)
Besides the aforementioned features we are working on improvements under the hood and with the UI. As always, stay tuned and throw suggestions our way to help us improve! :D
I want to also thank everyone who has given us the time of day to check it out. We hope to continue bringing you more than your money's worth in gameplay over time and make you proud to support us on our game dev adventure.
Cheers and thanks again!
Alvin
1.1.1.1 Release Notes - Melee
We added a new game mode to our feature test branch. This one we call Melee. The goal of this is similar to endless where you have to stay alive the longest except it is a flat level and any square can fall at a time.
To access the feature branch follow the directions at
Bronze drops 1 tile at a time, Silver 2 and Gold 3
Collect Batteries to get 3 energy and 1 point
Be the last one standing to get points for winning the round
Added Repel attack, this attack shoots out an orb of energy that pushes nearby opponents away from you.
Added Droppable attacks, throwing an attack without aiming will drop an attack behind you, if you are moving backwards it will drop it in front of you
Visuals
Magnet Icon
Updated lighting on Maze and Greed CTF Levels
Fixed fireworks on survival map
Added sphere for push effect
Audio
Added Fireworks Sound
Added sound for when switching attacks
Added sound for when absorbing attacks
Gaming with ReSync.TV! Live stream tonight @ 8pm EST
Join us as we play with ReSync.TV members and show off some of our NEW features for the Concourse! Have a copy? Switch over to the feature test branch! Don't? Go grab your copy for 10 bucks and join in on the fun! :D
https://www.twitch.tv/team/resynctv
Release 1.1.0.4 Notes - Greed CTF
In just a little under an hour, we’ll be playing with Gaming for Adoption on their Twitch.tv stream! (7pm EST @ https://www.twitch.tv/gamingforadoption) Come check it out! Bryan and I decided to get some last minute updates, fixes and additions into the game before then.
Gameplay
Added a chase cam with 2 view modes (press ‘V’ to toggle and “Fire” to switch who you’re following)
Added a new game mode: Greed CTF (Run through the maze, collecting as many flags as possible)
Fixed the ranking of players by points in the “Tab” menu (previous iterations were not sorted)
Reworked and optimized HUD (under the hood)
Visuals
Fixed “Tab” overlay and End Game Summary screen so that they show scores and names of players with their corresponding colors
Added “hit confirmation” text to the affected players (client side only, meaning only YOU will see the confirmation text)
Tweaked the visuals on the maze level
Removed orbiting motion at the end screen
temporarily*
Stay tuned for more awesome updates, check out the stream and throw your support behind such an awesome cause!
Release 1.1.0.3 Notes
Early release this week! Bryan and I got through some of the more game breaking or experience hurting bugs and wanted to get those changes up as soon as possible!
Gameplay:
Survival Mode At the end of the race, the UI would disappear at random issue has been fixed
The accidentally slipping into spectator mode bug is fixed
Fixed BUG in Survival Mode where “The Cage” (Start area) didn't show up on the client side
Visuals:
Reduced the speed of the end rotating camera
Added descriptions to the attacks during selection
Renamed modifiers so that they are easier to understand
This week we will add some more graphical polish and potentially add some new gameplay elements as well as features.
Thanks and stay tuned!
Release 1.1.0.2 *Bug Fixes and Polish*
Hey Everyone! This week we focused primarily on bug fixes and some polish features!
Gameplay:
Your custom key bindings now stay bound
The Host options for Survival Mode have been hooked up, you can adjust the density of the level and include or exclude obstacles and attacks just like the Maze Game Mode.
Fixed BUG in Survival Mode where “The Cage” (Start area) is invisible or shows a completely different area until you run through it. You should now just see the walls of The Cage.
Fixed BUG where the camera at the end of the game that circles the arena sometimes gets locked looking at the stands. It should now function as intended.
Set up Near Sighted modifier to work with Survival Mode
Set up “Blind” Energy Attack (soon to be renamed to Malfunction) to work with Survival Mode
Added the ability to control the number of bots added to the game. You can now load a game with zero bots if you want. The number of bots will NOT exceed the max runners setting.
When selecting the Game Mode, the option will default to the last option chosen. For example: If you hosted a Maze server, the next time you go to host it will be set to Maze by default. The same goes with Survival.
When joining a server, the Maze Size, Max Rounds and Current Round will now be displayed accurately and up to date.
Visuals:
Added a HUD visual effect for Malfunction and for Energy Drain attacks.
Added Blocking walls to Survival mode, so you don’t fly out of the course after getting hit with a Super Jump attack.
Changed speed of the End Game Camera
Set the Drift attack particles to the correct type
Changed the look of the Maze Arena to improve Frame Rate
Over all Frame Rate improvements
Removed Motion Blur
This week we will continue polishing existing features, squashing bugs and listening for feedback!
Thanks and stay tuned! :)
Release 1.1.0.1 - New Game Mode (Survival)
New Game Mode!
We’re proud to announce a NEW game mode! Survival! Race around a square track trying to stay ahead of your opponents. Over time, the track will increase in difficulty as well as start to disappear! Causing you to fall to your doom! The closer you are to 1st place, the more points you can earn. In this mode however, it’s easier said than done.
When creating a server, simply select “Survival” from the Game Mode drop down. Depending on whether or not you want to rage quit, we recommend choosing which attacks you would like to play with before you play. 😉
NOTE: In this version, the Obstacle % setting does not influence the track nor do the obstacle selections. You’ll see that change soon enough however, please stay tuned!
Bugs Fixed
Fixed bug where joining screen wouldn’t show up when joining from steam hud
Fixed bug where password screen wouldn’t show up when joining form steam hud
Fixed end orbit camera bug
Fixed bug where speed modifier wouldn’t affect bots
Removed wonky version checker in the corner of the main menu
Optimized rendering to increase performance
Gameplay Changes
Changed speed modifier to not be so drastic
Adjusted bots for realism (Still tweaking them)
Added a Speed Boost pickup for Survival Mode (Allows players to experience a boost of speed for 5 seconds that may save them from falling off of the track)
Visual Changes
Added a first pass at a new map for Survival Mode
Added Speed Boost graphics
Let us know what you think of the new game mode! We hope you enjoy it!
Next week we’ll be focused on polishing existing features, functionality and visuals ( boring, we know, but necessary! :) ).
Please stay tuned as always and remember the Steam Summer Picnic Sale will be over in 3 DAYS, grab your copy of The Concourse before then!
Settings & Performance
Just a quick PSA, By DEFAULT, your graphic options will be set to ULTRA. If you're experiencing graphical slowdowns please set them all to low, then work your way up. You can do this ingame for best results. :) Thanks in advance!
Release 1.1.0.0 - Bots
*Special Note: If you see some red text at the main menu, telling you that it's not the current version (1.1.0.0) just ignore it for now. The game will work just fine.*
Hello Everyone!
Bryan and I have been working really hard on bots this week! They aren't 100% but they are implemented. Make no mistake though they WILL beat you.
Currently the bots can:
Get to the Flag
Attack the player and other bots
Navigate the obstacles most of the time
Occasionally get stuck
Currently the bots cannot:
Head anywhere other than the Flag
Choose any modifiers between rounds
Navigate the door obstacle well (They will slam into them and keep moving forward until the door moves)
Adding bots is easy, simply Host a game and set the max players to the number of opponents (Human or Bot) you want. When you go into the server, wait for any human opponents you want to play with and once you click Ready, the bots will take up any empty space.
Keep in mind that this is our FIRST pass at bots, they aren't streamlined, so playing a full 8 person server might not be the best idea. We suggest starting with 4 and moving up for there if you so choose.
Features:
From 1.0.0.0 Official to now (1.1.0.0 Official)
Added new attack class– devastating – these attacks are essential heavy attacks but with one caveat, a devastating attack will also affect the attacker with an none devastating attack. The attack will more likely be a light attack but could be any of the other non devastating attacks as well.
Added 5 new attacks
Superjump – light – hitting you opponent with this will immediately launch them into the air
Energy drain – medium – causes your opponent to lose all their energy and it won’t return until the attack is over
Malfunction – heavy – causes your opponents visuals to be messed up, all obstacles will dissapear from their vision
Magnet – heavy – causes your opponent to be teleported to where you are
Switch – devastating – causes you opponent to switch places with you
Re-worked modifier system and Added new modifiers
At the end of every race the winner will be able to pick a game modifier that will last for the rest of the game
Speed – players run much faster
Fire – players regen energy much faster
Recovery – players recover from attacks faster
Near sightedness – players won’t see obstacles until they are pretty much on top of them
Dizzy – players now play with inverted controls
Reset – removes all modifiers
Keep Current Modifier(s) – Don’t select a new modifier, keep the ones from the prior rounds
Added loadout ui
This allows you to pick which attacks for that round, go all light to continually have attacks to pummel opponents or go all heavy to really bring the rage out of your victims or any combination you desire
Added server customization
Added password protection for servers
Control the density of the obstacles in the track (Default is 17%, you can adjust it to a max of 100%)
Choose which obstacles you want (or don't want)
Choose which attacks you want (or don't want)
Choose how much energy you want each player to start with (default is 3, max is 6)
Visual changes
Added particles for new attacks
Created new Icons for those attacks
Chaos Attacks Particle Effect now follows the player
New menus have been updated for consistency
Other UI elements updated for consistency or readability
Added UI animation to end of game screen
Added UI animation when completing a race
The old feature branch has been merged with the official branch.
If you come across any bugs, please let us know at The Concourse Subreddit or theconcoursegame@gmail.com
Thanks and see you next update!
Reddit AUA proof!
Yup, /u/AlvinKP & /u/Guyapino are running an AMA right now at r/PCMasterRace.