Development of Murder Miners X is gradually coming along. More pics coming soon. A few weeks ago we decided to make the switch from Unreal Engine 4 over to Unity. This engine uses C# which is much faster/easier to code in, at least for Jonny, especially since he's used to XNA which also uses C# (UE uses C++). Originally we decided on UE4 because we thought it would be the safe choice especially in terms of avoiding networking bugs. But the on-going development of the 3rd-party Unity networking library, Bolt, and the realization of just how much longer coding the game in C++ would take and how much higher the system requirements for a UE4 game would have, has tipped the scales.
Switching to Unity shouldn't have any real impact on how our game will look since we were never going to use the full graphical capabilities of UE4 anyway. Also, possibly the best thing about Unity is that we could have an Xbox 360 version, with UE4 that's impossible. Though if we want this to happen we'll need Microsoft to approve the game for XBLA way before they phase out Xbox Live on 360, which is apparently going to happen in 2016. So we really need to buckle down and get something ready to submit to them sometime later this year. Before then though, we will be giving alpha access to PC pre-orderers, hopefully raising enough funds to purchase Voxel Farm. And after that we'll head to Early Access on Steam and then hopefully to Xbox 360 sometime later, and eventually Xbox One/PS4 and even iOS/Android if this game really takes off.
This update adds several new player options. You can now turn on/off the following: sprint, fast movement, turbo fire mode (where all weapons fire as fast as you can click your mouse), infinite ammo, and spawn beams. We also lowered the number of players required for achievements down to 6. Also changed the name of Murder Games to YOLO Mode!
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