Fix mountain mesh where ladder is to be a little lower
Fix mountain mesh issue
Fix skull on trading post
Check bed colliders
Fix mesh on church road
Fix gravity on table
Fix jail door
Fix road mesh
pick up tumbleweed
Tables don't move in trading post
Check door hinges for spacing issues
Add some sand to the fields
Fix uneven road segments in back country
Connect road loop
Disable sunbeams on graves except for tumbleman grave
Fixed sand on edges of buildings
Removed fratured glass
Fixed door window
Disabled wind vfx
Make cart crash more realistic
Adjusted cow skulls
Made wagon wheel bigger
Added sand to all buildings
Updated finish logic
Add Culling
Added world borders
Fixed fences
Added new building
Add vault spawns to new building
Added cliff
Fix roads
Add road decorations
Tumblefire 0.3.17
Hello thieves and vagabonds of Tumblefire!
We're excited to release this next major version of Tumblefire, which has undergone many rebuilds and fixes behind the scenes to take into account feedback from 150 play testers we reviewed over the last 6 months.
We've removed fire for the time being, and object fracturing remains behind the scenes FOR NOW!
So what's the major focus of this update?
Making the player and physics of the world MUCH smoother and making the world feel more alive.
You'll notice a new main level, Prospectors Peak, when you try out this update.
Along with that major relocation, you'll notice more visual effects and animation around town as our team has learned how to better leverage more of these systems.
What was the most common complaint?
Players becoming stuck in the world, or unable to interact in ways they expected like moving and climbing ladders, was a major area of feedback.
To address this we've completely re-built the character controller to feel much more immersive than 0.2.0.
So we focused on making navigating the world by climbing, punching, pushing, and throwing objects much easier and more intuitive.
We also added in the ability to rotate objects easily while holding them to allow for precise placement of ladders, explosives, and crates, or when loading wagons.
So how do you win now?
We've changed the core gameplay loop to focus on one major theme for the level, stealing vaults in as little time as possible.
Your time in each heist will replace your last time and shift your position on the leaderboard.
The idea here is to encourage players to play many shorter heists and quickly apply what they learn.
So far I've completed 37 heists this week and I can't wait to hear feedback and suggestions from the community!
What's the next major focus?
Our next focus is bringing object fracturing into the game in a way that feels natural, you'll notice some windows in Prospectors peak shatter and even cling to the window frames. We want to add much more interaction along these lines, to give the player numerous options when completing heists.
Another major focus is bringing the fire back into Tumblefire, with new animations, tools, and interactions in the works to make fire an impactful gameplay choice or disruption, rather than a purely cosmetic addition.
We're also exploring Wave Function Collapse and other forms of procedural generation to see how we can create the most interesting heist competitions on Steam.
Your feedback is absolutely crucial to the evolution of Tumblefire, and I'm grateful and excited to keep working with the community!
0.2.1 - The Explosion Update
This update is close to our hearts because as we've watched all the streams and videos players have shared this week it's become clear that ammunition shops should be a source of chaos, havoc, and cacophony.
To support this deep-seated desire from the community, we spent all week adding in deep explosion logic to the game and oodles of explosives to ammunition shops.
All bottles and weapons in the game now explode with unique sounds and visuals, pushing around other physics objects and lighting nearby objects on fire.
We've also added powder kegs, which are an order of magnitude more powerful than bottle and weapon explosions.
Bottles and powder kegs have been added in to the procedural generation, so you'll hear them naturally as you set buildings around town on fire.
Added:
- Powder kegs that blow up, with a high chance of spawning in ammo shops and a low chance of spawning elsewhere - 12 new background songs - All bottles now blow up when set on fire, they are still collectible - New spawner for bottles (press 4) - Procedural spawning at the supply store near the train station - Random 5-9s wait on powder keg explosions - Random 1-4s wait on kerosene bottle explosions - When you set guns on fire, they make shooty noises and shooty visuals - Ragtime music plays on piano interact
Changed:
- Simplify upgrades to one rank. - Re-wrote upgrade descriptions to add impactful functionality - Re-balanced upgrade prices to match single rank unlock - Removed upgrade rank indicators, upgraded titles, and increased upgrade picture sizes - Removed flaming campfire - Changed the vampire coffin to a child vampire coffin to make the player feel worse about themselves - Removed barrel tag - Updated menu version to 0.2.1 - Increased the size of mission tumbleweeds by 2 - Weakened player's ability to throw - Increased the mission payments to $500 - Changed the train conductor conversation to make more sense - Changed the 2nd train conductor conversation to tell the player how much they earned - Clamp player view - Train escape is now 5.5 seconds instead of 7 - Increase lifetime of explosion VFX and barrel - Add box colliders to blown-in doors for ignis - Shorten the fuse of the powder kegs by 2 seconds - Remove "R to restart" from controls - Lower weight of safe - Add in procedural clutter between buildings ala the main town - make it 2500 for upgrades - Add logic to each player spawner to check for and subtract $5 from the player’s cash reserves, play a ka-ching sound - Make windmill burnable - Make the cross on graves burnable - Make trees burnable - Add mission payment before the level restarts - Make stick pickup able and burnable - Let the player punch tables - Update Unity to 2021.2.10F - Spatialize audio for explosions - Update the kerosene dream upgrade description to spawn bottles filled with kerosene - Add small reminders every 30 minutes to play a mission (add a nice chime) - Allow the player to control mouse sensitivity in the options menu - Increase crate weight - Make bushes and cacti burnable - Remove first play achievement from the steam side - Make grass prefabs burnable
Bug Fixes:
- Fixed being able to pick up haybales - Removed dog bark from end of song - Removed label from tumbleweeds - Added pick up sounds to all weapons - Fixed grabbing issues with sacks - Added pick up sound to cash register - Fixed sheds burning - Fixed the player getting stuck in the air - Fixed the reticle not resetting after looking away from an object - Fixed background music randomization weighting - Gun mission now says the proper building - Remove material red on player_bottle - Made 2 cactus models burn properly - Fixed haybales missing box colliders - Background music no longer plays - Upgrades don't refresh money on buy - Change out the logo for upgrades when bought - Upgrades don't keep pictures on when bought - Remove the label from the tumbleweed - Reset crosshairs after looking away from an object - Fixed Player in Air Controller - Check all field setups and remove field setup from middle of road (grid painter) - Make all gun explosions simulate in world space - Disable play on wake for all gun prefabs - Update tumbleweed 2 to match tumbleweed 1 prefab - Removed old mission map - Remove doorTrigger from unmounted doors - Can't always pick up the doors in houses - Reticle did not reset upon pick up of items - Remove space from info text on vampire's coffin
0.2.1 - The Explosion Update
This update is close to our hearts because as we've watched all the streams and videos players have shared this week it's become clear that ammunition shops should be a source of chaos, havoc, and cacophony.
To support this deep-seated desire from the community, we spent all week adding in deep explosion logic to the game and oodles of explosives to ammunition shops.
All bottles and weapons in the game now explode with unique sounds and visuals, pushing around other physics objects and lighting nearby objects on fire.
We've also added powder kegs, which are an order of magnitude more powerful than bottle and weapon explosions.
Bottles and powder kegs have been added in to the procedural generation, so you'll hear them naturally as you set buildings around town on fire.
Added:
- Powder kegs that blow up, with a high chance of spawning in ammo shops and a low chance of spawning elsewhere - 12 new background songs - All bottles now blow up when set on fire, they are still collectible - New spawner for bottles (press 4) - Procedural spawning at the supply store near the train station - Random 5-9s wait on powder keg explosions - Random 1-4s wait on kerosene bottle explosions - When you set guns on fire, they make shooty noises and shooty visuals - Ragtime music plays on piano interact
Changed:
- Simplify upgrades to one rank. - Re-wrote upgrade descriptions to add impactful functionality - Re-balanced upgrade prices to match single rank unlock - Removed upgrade rank indicators, upgraded titles, and increased upgrade picture sizes - Removed flaming campfire - Changed the vampire coffin to a child vampire coffin to make the player feel worse about themselves - Removed barrel tag - Updated menu version to 0.2.1 - Increased the size of mission tumbleweeds by 2 - Weakened player's ability to throw - Increased the mission payments to $500 - Changed the train conductor conversation to make more sense - Changed the 2nd train conductor conversation to tell the player how much they earned - Clamp player view - Train escape is now 5.5 seconds instead of 7 - Increase lifetime of explosion VFX and barrel - Add box colliders to blown-in doors for ignis - Shorten the fuse of the powder kegs by 2 seconds - Remove "R to restart" from controls - Lower weight of safe - Add in procedural clutter between buildings ala the main town - make it 2500 for upgrades - Add logic to each player spawner to check for and subtract $5 from the player’s cash reserves, play a ka-ching sound - Make windmill burnable - Make the cross on graves burnable - Make trees burnable - Add mission payment before the level restarts - Make stick pickup able and burnable - Let the player punch tables - Update Unity to 2021.2.10F - Spatialize audio for explosions - Update the kerosene dream upgrade description to spawn bottles filled with kerosene - Add small reminders every 30 minutes to play a mission (add a nice chime) - Allow the player to control mouse sensitivity in the options menu - Increase crate weight - Make bushes and cacti burnable - Remove first play achievement from the steam side - Make grass prefabs burnable
Bug Fixes:
- Fixed being able to pick up haybales - Removed dog bark from end of song - Removed label from tumbleweeds - Added pick up sounds to all weapons - Fixed grabbing issues with sacks - Added pick up sound to cash register - Fixed sheds burning - Fixed the player getting stuck in the air - Fixed the reticle not resetting after looking away from an object - Fixed background music randomization weighting - Gun mission now says the proper building - Remove material red on player_bottle - Made 2 cactus models burn properly - Fixed haybales missing box colliders - Background music no longer plays - Upgrades don't refresh money on buy - Change out the logo for upgrades when bought - Upgrades don't keep pictures on when bought - Remove the label from the tumbleweed - Reset crosshairs after looking away from an object - Fixed Player in Air Controller - Check all field setups and remove field setup from middle of road (grid painter) - Make all gun explosions simulate in world space - Disable play on wake for all gun prefabs - Update tumbleweed 2 to match tumbleweed 1 prefab - Removed old mission map - Remove doorTrigger from unmounted doors - Can't always pick up the doors in houses - Reticle did not reset upon pick up of items - Remove space from info text on vampire's coffin
0.2.0 - The Procedural Update
Added:
- Bug report button in the options menu - Added doors exploded inwards in most buildings - Added super secret safe to bank - Add rigidbody doors on the ground or hanging on hinges to all buildings (so they look like they've been blown in) - Add props in to all empty buildings - Procedurally generate rocks, cactuses, bushes, grass, trees, cow skulls, and bone piles - Procedurally generate interiors for residential houses - Procedurally generate interiors for barber shops - Procedurally generate interiors for supply shops - Procedurally generate interiors for banks - Added a $5 cost to spawning each tool
Changed:
- Updated unity project version to 2021.2.10f1 - Updated menu version number to v0.2.0 - Expanded world borders - Updated gun hitboxes for easier pick up - Increase distance of item holding from Z1.5 to Z1.8 - Reduced voice volume - Made water troughs unable to burn - Make safe heavier (from 1kg to 15kg) - Make sure stairs on hotel are in terrain - Made leaderboard stat changes more permissive to account for extraordinary actions by streamers - Accidentally turned off clouds (I'll turn it back on next update)
Bug Fixes:
- Various environmental fixes - Removed nooses and platform - Removed bugged ladder - Fixed bench bug - Removed "Chair" tag from chair - Fixed menu staying open after hitting escape - Fixed player view bug - Reduced volume of mission board dialogues to 70% (from 100%) - Fixed Floating cactus by hotel and outhouse in south east - Fixed grass placement - Fixed player money and ash not saving if player hits restart button - Improved collision checking for procedurally generated environment props
0.1.6 - Map Update
Thank you to @gc_danny and @Gearomatic for the help with bug testing.
What we are working on in the future:
- Optimisation of new map
- Fixing various visual bugs in the new map
- Adding mechanics (upgrades, collectibles)
- Various player bug fixes
- More settings options (music volume, resolution)
- Doors on buildings
Added:
- Tutorial
- Main menu
- PostFX
- Level bounds to town_one (raspberry)
- Rough draft of town_one, added buildings, flame engine, player, collectibles, UI canvas, steamworks manager, steam object managers, easy save 3 manager, and mission manager objects to scene.
- Volumetric clouds
- Ambient sfx
- button sounds to the main menu
- Added fire and rigid bodies to numerous plants, cacti, and props at the scene
- Added ragtime piano music by clicking on piano
- New paths
- V-Sync
- Mouse sens
Changed:
- Updated controls - Changed font size and coloring of early access text in menus
- Reduced player punch distance
- Switched color space to linear
- Change the default volume to 30%
- Extend level bounds to fit new buildings
- Delay the player in some way from finding missions, further from starting mission boards
- Update the tutorial with new instructions in the main game scene
- Darken all UI menus to 225
- Create FSM template for each FSM
- Increased player radius to 0.6 to reduce visual clipping issues with getting too close to meshes
- Make space around the character controller larger so the player doesn't clip through the doors and similar
- Increased flame vfx to 0.35 in Flame engine
- Removed achievements for starting the game
- Added clear Preview notices to Upgrades and Collectibles menus
- Escape method after missions changed to train
- Made train platform box collider instead of mesh collider
- Make it so you can leave town by punching the train
- Changed lanterns to candles
- Complete Skybox revamp - Add Info message to train "Left Click to Escape"
- Explained ash in tutorial
- Turned up lighting
- Properly stacked barrels - Changed coffin to box
Bug Fixes:
- Prevent Mission escape message when playing on level start
- Train is now stealable
- Outhouse door no longer turns green when opened
- Various optimizations - Boring bug fixes
- The game will now autopause when the player tabs out
- Old flame shaders got updated to more modern ones
- Player no longer gets stuck in the air controller