Feb 28, 2015
Miscreated - Jenilya
Map Expansion!
New Weapons and Items!
Vehicles!


Bug Squashing
Items
New Animations
New Crafting Recipes
Optimizations
Sound Improvements
UI Improvements


Too long to post it all here in an annoucement, check the forums for the full log.
http://steamcommunity.com/app/299740/discussions/0/610573751154463321/
Feb 28, 2015
Miscreated - Jenilya
Map Expansion!
New Weapons and Items!
Vehicles!


Bug Squashing
Items
New Animations
New Crafting Recipes
Optimizations
Sound Improvements
UI Improvements


Too long to post it all here in an annoucement, check the forums for the full log.
http://steamcommunity.com/app/299740/discussions/0/610573751154463321/
Contagion - Tatsur0


Monochrome on our way to GDC 2015
In roughly 12 hours I (Brian "Tatsur0") will be on my way to the airport to fly to San Francisco, CA for this years Game Developer's Conference where I will join up with Alex "Swolfington" & Joseph "SickJoe" to meet with friends, colleagues, publishers, and more!

But why GDC?
GDC is great for Developers and those seeking them. Quite a lot of business gets done and the simple answer is we're going out there to further secure the future of Monochrome which in includes Contagion!

Any other reason?
In fact there is another. We are excited to be sitting down with some big names regarding our next game we've been hinting at "Project Ageless". This game is inspired by the classics and today's geniuses and will be a Sci-Fi Horror title that should shake things up! If all goes well we should be able to release a bit more publicly during/after the conference!



Wait... What about Contagion?!
Do not fret!!! We have an incredible team who are working in sync with one another and soon not only will we be releasing the DLC (once we return will be discussing a release date with the team and hopefully announcing it which will put me in the awkward position of making a promise and you should know by now I hate those) but also new maps, weapons, features such as improved matchmaking, lobby system, animation system, AI, melee, and much more... yes that includes our goal to release on Mac & Linux still knowing it's going to be a hard and long road but anyone that knows me from the Quake/GoldSrc/Source days knows I'm stubborn and am not one to quit easily. There is no reason to be concerned!

I hope you all are as excited as we are and will wish us luck on our vaca....business trip and if you happen to be at the Conference be sure to let us know by Emailing contact(at)monochrome-games(dot)com!


-The Contagion Team

Contagion - Tatsur0


Monochrome on our way to GDC 2015
In roughly 12 hours I (Brian "Tatsur0") will be on my way to the airport to fly to San Francisco, CA for this years Game Developer's Conference where I will join up with Alex "Swolfington" & Joseph "SickJoe" to meet with friends, colleagues, publishers, and more!

But why GDC?
GDC is great for Developers and those seeking them. Quite a lot of business gets done and the simple answer is we're going out there to further secure the future of Monochrome which in includes Contagion!

Any other reason?
In fact there is another. We are excited to be sitting down with some big names regarding our next game we've been hinting at "Project Ageless". This game is inspired by the classics and today's geniuses and will be a Sci-Fi Horror title that should shake things up! If all goes well we should be able to release a bit more publicly during/after the conference!



Wait... What about Contagion?!
Do not fret!!! We have an incredible team who are working in sync with one another and soon not only will we be releasing the DLC (once we return will be discussing a release date with the team and hopefully announcing it which will put me in the awkward position of making a promise and you should know by now I hate those) but also new maps, weapons, features such as improved matchmaking, lobby system, animation system, AI, melee, and much more... yes that includes our goal to release on Mac & Linux still knowing it's going to be a hard and long road but anyone that knows me from the Quake/GoldSrc/Source days knows I'm stubborn and am not one to quit easily. There is no reason to be concerned!

I hope you all are as excited as we are and will wish us luck on our vaca....business trip and if you happen to be at the Conference be sure to let us know by Emailing contact(at)monochrome-games(dot)com!


-The Contagion Team

The Memory of Eldurim - RaBiD

Hey guys!

We got some good changes into the game this week. We think it really improves certain aspects of game play.


Changelog:

-Enemies and bosses re-spawn and get full health when the player dies.
-Parrying added. Press TAB key to parry. Parried enemies take 2x damage when attacked immediately following a successful parry.
-Dodging/rolling greatly improved. The player can now dodge in every direction. Player can now dodge enemy attacks and some spells if timed correctly.
-Battle music added.
-Day/Night cycle reworked. Day time lasts longer, night time is shorter.
-Starting player health increased.
-Many small balancing tweaks, less health on all AI (this is not the balance update, just a general tweak before the big balance update)
-Multiple Bug fixes.

More work was done this week on a few upcoming features. We are attending the GDC next week. We will start development again immediately following our return.

The big balance update, the archives, item stacking, and item throwing are on the horizon.

We will see you guys in San Francisco.
Universe Sandbox - Jar


A small patch to fix a problem with star colors, improve how the screenshot tools work with Steam, and fix a few other minor issues. Also included is a new sim: Solar System + Mr. Spock Asteroid.

Run Steam to update or buy Universe Sandbox ² now: http://universesandbox.com.
Universe Sandbox - Dan Dixon


A small patch to fix a problem with star colors, improve how the screenshot tools work with Steam, and fix a few other minor issues. Also included is a new sim: Solar System + Mr. Spock Asteroid.

Run Steam to update or buy Universe Sandbox ² now: http://universesandbox.com.
Feb 28, 2015
Screencheat - Captain Default
Hello Screencheaters!
We’re happy to announce our biggest update yet, Screencheat 1.2.

2 New Maps Added
  • Emir - An ottoman palace with moving bouncy cushions and a swinging chandelier. Perfect for larger objective games.
  • Ascension – The lost temple still in perfect condition serves as a wonderful deathmatch arena.

New Weapon – Sorgean
  • A rocket propelled yoyo crossed with a medieval mace. It’s great at crushing multiple opponents in tight corridors. But watch out as it returns to its sender when it runs out of fuel.

2 New Game Modes
  • Bombs Away – An objective Based mode where each player has a base they must defend. A neutral bomb is on the map which once planted has a short timer before it explodes. Defenders are able to diffuse if they’re quick enough. Last person standing wins the round and gets the point.
  • Juggernaut – One player is a super powered Juggernaut with a beefed up Blunderbuss, players needs to kill or get kills as the Juggernaut to score points.

Online Experience Improvements
  • You can now join and play in games that are already in progress. You are now required to join slots before joining an online game.These will be used when you join a running game.

Level Progression System
  • Your profiles can now gain experience and level up as you play.

Improved Game Mode Customisation
  • Weapons can now be toggled on/off on a per weapon basis on all modes. If random map is selected, you can toggle on/off which maps are in the random rotation.

Saving Custom Game Modes
  • You can now save your favourite game mode settings as custom game modes which will stay saved in your game mode list.

Rebindable Keyboard and Mouse Inputs.
  • Keyboard and Mouse controls can now be completely re-bound and will be saved to a custom keyboard preset.

Other Features
  • UI button prompts now shows Xbox One and PS4 icons if those controllers are connected and in use.
  • New General Ragdoll selectable from your profile customisation.
  • Option to show player names in game, this can be enabled from the Game Settings menu.
  • 6 New Achievements added to coincide with the new content.
  • 2 New Music Tracks added
  • Complete visual overhaul made to Steeple. Also major optimisations made to Steeple.
  • Manor now features the paintings which previously lived in Steeple.

Other fixes and improvements:
Art:
  • Manor exit vent in orange raised to follow new standard.
  • Museum exit vent in purple raised to follow new standard.
  • Small visual improvements made to the Bear Bomb and Chefolet.
  • Optimisations to all maps to improve performance.
  • Improved lazy texture tiling on most maps.
  • Cleaned up old assets on Museum.

UI:
  • Tweaks to menu UI, allows confirming and cancelling changes in certain menus
  • Options menu accessible in lobby
  • Unifying font sizes across UI
  • Number of wins saved and displayed in lobby
  • Fix some weapon icons overlapping on weapon selector
  • Updated weapon skin selection menu
  • Removed terrain details options, as no longer relevant
  • When using a profile for more than one slot, a temporary profile will be created
  • Fix mouse inversion not being saved when set in lobby

Game:
  • Improvements to killcam
  • Fix for elevators, pinatas and bombs now interact with elevators
  • Fix projectile weapons being able to shoot through walls
  • Cleanup objects that fall out of levels
  • Forks and spoons nerfed: Blunderbuss range reduced

Much Love,
Samurai Punk
<3
Feb 28, 2015
Screencheat - Elliec0pter
Hello Screencheaters!
We’re happy to announce our biggest update yet, Screencheat 1.2.

2 New Maps Added
  • Emir - An ottoman palace with moving bouncy cushions and a swinging chandelier. Perfect for larger objective games.
  • Ascension – The lost temple still in perfect condition serves as a wonderful deathmatch arena.

New Weapon – Sorgean
  • A rocket propelled yoyo crossed with a medieval mace. It’s great at crushing multiple opponents in tight corridors. But watch out as it returns to its sender when it runs out of fuel.

2 New Game Modes
  • Bombs Away – An objective Based mode where each player has a base they must defend. A neutral bomb is on the map which once planted has a short timer before it explodes. Defenders are able to diffuse if they’re quick enough. Last person standing wins the round and gets the point.
  • Juggernaut – One player is a super powered Juggernaut with a beefed up Blunderbuss, players needs to kill or get kills as the Juggernaut to score points.

Online Experience Improvements
  • You can now join and play in games that are already in progress. You are now required to join slots before joining an online game.These will be used when you join a running game.

Level Progression System
  • Your profiles can now gain experience and level up as you play.

Improved Game Mode Customisation
  • Weapons can now be toggled on/off on a per weapon basis on all modes. If random map is selected, you can toggle on/off which maps are in the random rotation.

Saving Custom Game Modes
  • You can now save your favourite game mode settings as custom game modes which will stay saved in your game mode list.

Rebindable Keyboard and Mouse Inputs.
  • Keyboard and Mouse controls can now be completely re-bound and will be saved to a custom keyboard preset.

Other Features
  • UI button prompts now shows Xbox One and PS4 icons if those controllers are connected and in use.
  • New General Ragdoll selectable from your profile customisation.
  • Option to show player names in game, this can be enabled from the Game Settings menu.
  • 6 New Achievements added to coincide with the new content.
  • 2 New Music Tracks added
  • Complete visual overhaul made to Steeple. Also major optimisations made to Steeple.
  • Manor now features the paintings which previously lived in Steeple.

Other fixes and improvements:
Art:
  • Manor exit vent in orange raised to follow new standard.
  • Museum exit vent in purple raised to follow new standard.
  • Small visual improvements made to the Bear Bomb and Chefolet.
  • Optimisations to all maps to improve performance.
  • Improved lazy texture tiling on most maps.
  • Cleaned up old assets on Museum.

UI:
  • Tweaks to menu UI, allows confirming and cancelling changes in certain menus
  • Options menu accessible in lobby
  • Unifying font sizes across UI
  • Number of wins saved and displayed in lobby
  • Fix some weapon icons overlapping on weapon selector
  • Updated weapon skin selection menu
  • Removed terrain details options, as no longer relevant
  • When using a profile for more than one slot, a temporary profile will be created
  • Fix mouse inversion not being saved when set in lobby

Game:
  • Improvements to killcam
  • Fix for elevators, pinatas and bombs now interact with elevators
  • Fix projectile weapons being able to shoot through walls
  • Cleanup objects that fall out of levels
  • Forks and spoons nerfed: Blunderbuss range reduced

Much Love,
Samurai Punk
<3
Feb 28, 2015
Rodina - Raptormeat
I’ve updated the Dev Build on Steam with some exciting new changes!

As you know, the current milestone is Cockpit Mode, which involves, among other things, a viewscreen. This update contains the technical features necessary to make this work: Holoscreen Windows!

To try it out, switch to the Dev Branch in Steam, enter the ship editor, and place a few Holoscreen Entities in your ship layout. They will act as windows.

A few notes:

* I had to disable MSAA anti-aliasing for technical reasons (I can explain below). You’ll see jaggies, but I will fix this before releasing the milestone.

* Please don’t worry that you can see your ship from inside itself. I’ll work it out before release.

* The Holoscreen models are ugly and temporary.

Enjoy!

Technical Notes

* The windows are implemented as portals using the stencil buffer. They are an exciting feature which eventually could be used not just for cockpit mode, but also for mirrors and (one day) wormholes / portals.

* Internally, I had to refactor the “geometry collection” render stage, to allow for greater control over what is rendering when (“First, render the portal, then render the whole exterior, then the whole interior”, etc). The new system is awesome- much cleaner, more powerful, and easy to read than what I had before.

* The game uses a logarithmic depth buffer for the extreme distant depth precision needed at planetary scales. Since this is implemented in the pixel shaders, it doesn’t work great with MSAA. It left artifacts on the interior tile pieces, and so I used to turn off the log depth buffer every time the player went inside. (You may have noticed that there were lines in the wall that disappeared when you closed the airlock- that’s why!) With the way the portals work, it’s better if everything is a unified system, so after hemming and hawing I’ve disabled MSAA. I will implement FXAA, which will hopefully play nice with the log depth buffer, before the next release.

...

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