Gang Beasts - Boneloaf
The 0.2.6 build released with this post is a content release with three new stages (‘billboard’, ‘blimp’, and ‘girders’) and four modified stages (‘buoy’, ‘fans’, ‘ring’, and ’subway’), the build also includes expanded AI behaviours that give AI enemies lifting and throwing abilities.



The modifications and fixes made in this build are:
  • fixed an issue that could stop characters entering the climbing state when colliding with walls
  • added the ‘billboard’ stage
  • added the ‘blimp’ stage
  • added the ‘girders’ stage
  • modified the water shader on the ‘buoy’ stage
  • modified the geometry for the ‘vents’ stage (now called ‘fans’)
  • modified the geometry for the ‘ring’ stage
  • modified the geometry for the ’subway’ stage
  • modified climbing implementation to support climbing on grabbed surfaces (including other enemy and player characters)
  • modified climbing implementation to limit / minimise stabilise the accumulation of forces when multiple characters are climbing / lifting each other
  • modified grip limitations (grip will abruptly fail when hanging from the same surface / object for a protracted length of time)
  • modified the force characters have on the wave simulation in the ’buoys’ stage (to limit / minimise the frequency of sudden or erratic high waves)
  • modified the potential delay between AI enemy punches (to increase punch frequency)
  • modified spawn points on some stages to work better with the current game camera
  • modified XInput support to be disabled by default to support 5-8 players with Xbox 360 controllers and variants (XInput limits the number of concurrent Xbox 360 controllers to four, see the 'XInput Support' section of this post for more information)
  • added centripetal forces to subway trains on ‘subway’ stage (trains can pull characters and objects in close proximity towards them)
  • added throwing behaviour for AI enemies (specific throw actions need calibrating to be effective on complex stages)
  • added grabbing behaviour for AI enemies (enemies will attempt to grab surfaces, objects, and other characters when falling)
  • modified (rebuilt) AI enemy nav meshes for all stages (excluding the ‘break’ and ’race’ prototypes)
  • added throw triggers to stages to support the AI enemy throwing behaviour (excluding ‘blimp’, ‘break’, ’buoy’, and ’race’)



Stages

The new and modified stages are work in progress and will continue to be polished and improved in subsequent builds. There are now 16 default stages in the current ‘unstable’ build (‘billboard’, ’blimp’, ’buoy’, ’chute’, ’containers’, ’elevators’, ’fans’, ‘girders’, ’gondola’, ‘grind’, ’incinerator’, ’ring’, ’subway’, ‘towers’, ’trucks’, and ’wheel’), we are still working to remake the ‘incinerator’ stage (the colliders are finished but the scene has not been fully assembled in editor).



We currently plan to add the modified ‘incinerator’ stage and the prototype ‘gymnasium’ and ‘TV studio’ stages to the fork that the customisation system is being merged with but if we identify that this work will delay the release of the next build we plan to move these stages to the same project that the 0.2.6 build was built with (to minimise the length of time before the next build can be published).

For reference the only fencing, railings and similar structures that are breakable are in the 0.2.6 build are in the ‘elevators’ stage, we are working to make the similar structures in the ’billboard’, ’chute’, ’fans’, ‘grind’, ’incinerator’, ’subway’, ‘towers’, and ’wheel’ stages breakable.



Customisations

We are working with SuperGenius to merge the work on the character customisation system with the current project fork, it wasn’t practical to merge this work with the 0.2.6 fork as the modified game management system (that adds support for the coming “King of the Hill” and “Capture the Flag” game modes) was implemented in a separate fork.

When this work is complete we can publish a build with the character system (with a selection of old and new characters), and the other work from this fork (including support for deincrementing menu selections, a front slide move, modifications to the in-game player information, and the playable prototypes of the “King of the Hill” and “Capture the Flag” game modes).

XInput Support

Disabling XInput forces Xbox 360 XInput controllers and variants to use Direct or Raw input (bypassing the XInput four player limitation and restoring support for 5-8 concurrent Xbox 360 controllers), for reference disabling XInput prevents both Xbox 360 controller triggers from registering concurrently on Windows systems (we are working on implementing an option to support manually enabling / disabling XInput on Windows for a coming build).

Information on switching to / from "stable" and “unstable” branches

To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ for more information).
Gang Beasts - Boneloaf
The 0.2.6 build released with this post is a content release with three new stages (‘billboard’, ‘blimp’, and ‘girders’) and four modified stages (‘buoy’, ‘fans’, ‘ring’, and ’subway’), the build also includes expanded AI behaviours that give AI enemies lifting and throwing abilities.



The modifications and fixes made in this build are:
  • fixed an issue that could stop characters entering the climbing state when colliding with walls
  • added the ‘billboard’ stage
  • added the ‘blimp’ stage
  • added the ‘girders’ stage
  • modified the water shader on the ‘buoy’ stage
  • modified the geometry for the ‘vents’ stage (now called ‘fans’)
  • modified the geometry for the ‘ring’ stage
  • modified the geometry for the ’subway’ stage
  • modified climbing implementation to support climbing on grabbed surfaces (including other enemy and player characters)
  • modified climbing implementation to limit / minimise stabilise the accumulation of forces when multiple characters are climbing / lifting each other
  • modified grip limitations (grip will abruptly fail when hanging from the same surface / object for a protracted length of time)
  • modified the force characters have on the wave simulation in the ’buoys’ stage (to limit / minimise the frequency of sudden or erratic high waves)
  • modified the potential delay between AI enemy punches (to increase punch frequency)
  • modified spawn points on some stages to work better with the current game camera
  • modified XInput support to be disabled by default to support 5-8 players with Xbox 360 controllers and variants (XInput limits the number of concurrent Xbox 360 controllers to four, see the 'XInput Support' section of this post for more information)
  • added centripetal forces to subway trains on ‘subway’ stage (trains can pull characters and objects in close proximity towards them)
  • added throwing behaviour for AI enemies (specific throw actions need calibrating to be effective on complex stages)
  • added grabbing behaviour for AI enemies (enemies will attempt to grab surfaces, objects, and other characters when falling)
  • modified (rebuilt) AI enemy nav meshes for all stages (excluding the ‘break’ and ’race’ prototypes)
  • added throw triggers to stages to support the AI enemy throwing behaviour (excluding ‘blimp’, ‘break’, ’buoy’, and ’race’)



Stages

The new and modified stages are work in progress and will continue to be polished and improved in subsequent builds. There are now 16 default stages in the current ‘unstable’ build (‘billboard’, ’blimp’, ’buoy’, ’chute’, ’containers’, ’elevators’, ’fans’, ‘girders’, ’gondola’, ‘grind’, ’incinerator’, ’ring’, ’subway’, ‘towers’, ’trucks’, and ’wheel’), we are still working to remake the ‘incinerator’ stage (the colliders are finished but the scene has not been fully assembled in editor).



We currently plan to add the modified ‘incinerator’ stage and the prototype ‘gymnasium’ and ‘TV studio’ stages to the fork that the customisation system is being merged with but if we identify that this work will delay the release of the next build we plan to move these stages to the same project that the 0.2.6 build was built with (to minimise the length of time before the next build can be published).

For reference the only fencing, railings and similar structures that are breakable are in the 0.2.6 build are in the ‘elevators’ stage, we are working to make the similar structures in the ’billboard’, ’chute’, ’fans’, ‘grind’, ’incinerator’, ’subway’, ‘towers’, and ’wheel’ stages breakable.



Customisations

We are working with SuperGenius to merge the work on the character customisation system with the current project fork, it wasn’t practical to merge this work with the 0.2.6 fork as the modified game management system (that adds support for the coming “King of the Hill” and “Capture the Flag” game modes) was implemented in a separate fork.

When this work is complete we can publish a build with the character system (with a selection of old and new characters), and the other work from this fork (including support for deincrementing menu selections, a front slide move, modifications to the in-game player information, and the playable prototypes of the “King of the Hill” and “Capture the Flag” game modes).

XInput Support

Disabling XInput forces Xbox 360 XInput controllers and variants to use Direct or Raw input (bypassing the XInput four player limitation and restoring support for 5-8 concurrent Xbox 360 controllers), for reference disabling XInput prevents both Xbox 360 controller triggers from registering concurrently on Windows systems (we are working on implementing an option to support manually enabling / disabling XInput on Windows for a coming build).

Information on switching to / from "stable" and “unstable” branches

To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ for more information).
Gang Beasts - Boneloaf
We are close to finishing the various modifications and prototype content for the 0.2.6 "unstable" build and expect to publish this work within the next two weeks, we currently expect this to be the last "unstable" build before we can make the Unity 5 port of the game the default version of Gang Beasts on Early Access (the 0.1.5a Unity 4 alpha build will be made available for download through the Steam client "BETAS" tab as a legacy build for making comparisons of gameplay, performance, stability and content with the Unity 5 builds).

http://youtube.com/watch?v=c8xwXkrNfEM
In the last two months we have continued to work on optimisations, new game modes, the character customisation system, character customisations, modifications to current stages, and prototypes for a number of new stages.

http://youtube.com/watch?v=lJ833OuAlKw
Work on the character customisation system is at a stage that supports making functional examples of the UI and customisation process and the work on new characters, games modes, modified stages, and stage prototypes is now sufficient to give information on the specific functionality and content we expect to make available in the builds coming in September and October.

http://youtube.com/watch?v=uSnqSTm7ecs
The information in this post will summarise the work that has been done on some of the new character customisations, the character customisation system, modified stages, and the new stage prototypes (“billboard”, “blimp”, and “girders”). Specific information about the current stages, new stage prototypes, and the planned escalations for specific stages will be posted as a series of individual threads in the Early Access forums closer to the release of the next build.

Character Customisations

For several months we have been working with SuperGenius Studios to implement the full character customisation system for the game and to make a series of new playable characters to populate and test the character system, the work on the first prototype of the customisation system is close to finished and we currently expect to make a version of this prototype available for testing in an “unstable” build later this month (see the YouTube links above for examples of a recent iteration of the character system).

The character system supports a number of slots for different accessories (hats, capes, hair, shirts, skirts etc.), the prototype version of the system has support for handling overlapping geometry, specifically when the geometry of a model or asset passes through the geometry of a second model asset the system indentifies and removes intersecting and occulded geometry where needed (for reference this functionality is not fully working in the linked video).

The current implementation of the system is functional but needs additional work and testing before it can be published in a build, we currently expect to make this functionality available in September. The full system will support the saving and sharing of preset customisations when finished.

Customisations

We have worked with SuperGenius on a number of new character sets, some sets have been made specifically to use to populate Beef City with pedestrians and AI enemies (for the Streets of Rage, Final Fight, Double Dragon influenced story mode), others have been made to give more scope for customisation (for testing the customisation system).



Game Modes

The logic for the Gang Beasts variations on “King of the Hill” and “Capture the Flag” game modes has been implemented but the specific map locations (KOTH) and flags (CTF) need to be added for each stage, we plan to make a playable prototypes of these game modes available in a coming build for testing and will make more information about the new game modes soon.

Modified Stages

We have finished work on the geometry for the modified versions of the “incinerator”, “subway” , “vents”, we are working to make these modified stages to the next build which barring significant issue should be published to Steam within the next two weeks.



Work on the modified "buoy" and "ring" stages is also close to finished.

More information on the rationale and mechanics of the modified stages will be posted in the Early Access forums when the modified stages are released in the next build.

Prototype Stages

We have prototyped a number of new stages for the game, three of these stages, “billboard”, “blimp”, “girder”, and "gymnasium" are at a stage where they can be play tested and will be included as prototypes in the next “unstable” build. The “billboard” stage prototype is a neglected roadside billboard with breakable panels and front and rear platforms (a modified version of this stage will have breakable railings, lighting, flooring, and a static ladder), the “blimp” stage is a floating dirigible passing through a series of high buildings, the “girders” stage is an aborted high-rise building development with breakable flooring and suspended girders, the "gymnasium" stage is one of a series of stages that are planned to approximate the mechanics and gameplay of the "sandbox" stage from the pre-alpha builds.



We will make information on the other stage that we are prototyping over the coming weeks. Information on the mechanics of the modified stages will be posted in the Early Access forums when the modified stages are released in the next build.

Unstable Builds

Since getting access to the Unity 5 beta in mid-September 2014 we have prioritised porting Gang Beasts to Unity 5 to exploit the significantly improved physics performance, and other graphics, lighting, audio, and engine improvements, it has been difficult and protracted process that has forced us to fully remake the procedural character animation system and modify the structures and parameters for the numerous stages that were playable in the previous 0.1.x Unity 4.5 builds.

The first prototype of the Unity 5 port of Gang Beasts was made available through Steam as a second optional “Beta” build in April, this was necessary to give access to iterations of the Unity 5 port without removing access to the older 0.1.5a "stable” alpha build (made with Unity 4.5 and PhysX 2.8.3), when the modified “incinerator”, “subway” , and “vents” stages are released in the next public alpha build (build 0.2.6) the “unstable” Unity 5 build will have content parity with the older “stable” Unity 4 build.

If no significant issues are identified with the public 0.2.6 build it will become the default version of Gang Beasts on Steam Early Accesss (replacing the 0.1.5a Unity 5 build) in September.

There are still a number of key optimisations that can be made to the Unity 5 builds but the 0.2.x Unity 5 builds are demonstrably more performant than the 0.1.x Unity 4 builds in most contexts. For information on the performance of PhysX 3.3 relative to PhysX 2.8.x see the High-performance Physics In Unity 5 post on the Unity Technology blog.
Gang Beasts - Boneloaf
We are close to finishing the various modifications and prototype content for the 0.2.6 "unstable" build and expect to publish this work within the next two weeks, we currently expect this to be the last "unstable" build before we can make the Unity 5 port of the game the default version of Gang Beasts on Early Access (the 0.1.5a Unity 4 alpha build will be made available for download through the Steam client "BETAS" tab as a legacy build for making comparisons of gameplay, performance, stability and content with the Unity 5 builds).

http://youtube.com/watch?v=c8xwXkrNfEM
In the last two months we have continued to work on optimisations, new game modes, the character customisation system, character customisations, modifications to current stages, and prototypes for a number of new stages.

http://youtube.com/watch?v=lJ833OuAlKw
Work on the character customisation system is at a stage that supports making functional examples of the UI and customisation process and the work on new characters, games modes, modified stages, and stage prototypes is now sufficient to give information on the specific functionality and content we expect to make available in the builds coming in September and October.

http://youtube.com/watch?v=uSnqSTm7ecs
The information in this post will summarise the work that has been done on some of the new character customisations, the character customisation system, modified stages, and the new stage prototypes (“billboard”, “blimp”, and “girders”). Specific information about the current stages, new stage prototypes, and the planned escalations for specific stages will be posted as a series of individual threads in the Early Access forums closer to the release of the next build.

Character Customisations

For several months we have been working with SuperGenius Studios to implement the full character customisation system for the game and to make a series of new playable characters to populate and test the character system, the work on the first prototype of the customisation system is close to finished and we currently expect to make a version of this prototype available for testing in an “unstable” build later this month (see the YouTube links above for examples of a recent iteration of the character system).

The character system supports a number of slots for different accessories (hats, capes, hair, shirts, skirts etc.), the prototype version of the system has support for handling overlapping geometry, specifically when the geometry of a model or asset passes through the geometry of a second model asset the system indentifies and removes intersecting and occulded geometry where needed (for reference this functionality is not fully working in the linked video).

The current implementation of the system is functional but needs additional work and testing before it can be published in a build, we currently expect to make this functionality available in September. The full system will support the saving and sharing of preset customisations when finished.

Customisations

We have worked with SuperGenius on a number of new character sets, some sets have been made specifically to use to populate Beef City with pedestrians and AI enemies (for the Streets of Rage, Final Fight, Double Dragon influenced story mode), others have been made to give more scope for customisation (for testing the customisation system).



Game Modes

The logic for the Gang Beasts variations on “King of the Hill” and “Capture the Flag” game modes has been implemented but the specific map locations (KOTH) and flags (CTF) need to be added for each stage, we plan to make a playable prototypes of these game modes available in a coming build for testing and will make more information about the new game modes soon.

Modified Stages

We have finished work on the geometry for the modified versions of the “incinerator”, “subway” , “vents”, we are working to make these modified stages to the next build which barring significant issue should be published to Steam within the next two weeks.



Work on the modified "buoy" and "ring" stages is also close to finished.

More information on the rationale and mechanics of the modified stages will be posted in the Early Access forums when the modified stages are released in the next build.

Prototype Stages

We have prototyped a number of new stages for the game, three of these stages, “billboard”, “blimp”, “girder”, and "gymnasium" are at a stage where they can be play tested and will be included as prototypes in the next “unstable” build. The “billboard” stage prototype is a neglected roadside billboard with breakable panels and front and rear platforms (a modified version of this stage will have breakable railings, lighting, flooring, and a static ladder), the “blimp” stage is a floating dirigible passing through a series of high buildings, the “girders” stage is an aborted high-rise building development with breakable flooring and suspended girders, the "gymnasium" stage is one of a series of stages that are planned to approximate the mechanics and gameplay of the "sandbox" stage from the pre-alpha builds.



We will make information on the other stage that we are prototyping over the coming weeks. Information on the mechanics of the modified stages will be posted in the Early Access forums when the modified stages are released in the next build.

Unstable Builds

Since getting access to the Unity 5 beta in mid-September 2014 we have prioritised porting Gang Beasts to Unity 5 to exploit the significantly improved physics performance, and other graphics, lighting, audio, and engine improvements, it has been difficult and protracted process that has forced us to fully remake the procedural character animation system and modify the structures and parameters for the numerous stages that were playable in the previous 0.1.x Unity 4.5 builds.

The first prototype of the Unity 5 port of Gang Beasts was made available through Steam as a second optional “Beta” build in April, this was necessary to give access to iterations of the Unity 5 port without removing access to the older 0.1.5a "stable” alpha build (made with Unity 4.5 and PhysX 2.8.3), when the modified “incinerator”, “subway” , and “vents” stages are released in the next public alpha build (build 0.2.6) the “unstable” Unity 5 build will have content parity with the older “stable” Unity 4 build.

If no significant issues are identified with the public 0.2.6 build it will become the default version of Gang Beasts on Steam Early Accesss (replacing the 0.1.5a Unity 5 build) in September.

There are still a number of key optimisations that can be made to the Unity 5 builds but the 0.2.x Unity 5 builds are demonstrably more performant than the 0.1.x Unity 4 builds in most contexts. For information on the performance of PhysX 3.3 relative to PhysX 2.8.x see the High-performance Physics In Unity 5 post on the Unity Technology blog.
Grand Theft Auto IV Trailer - contact@rockpapershotgun.com (John Walker)

You probably like action games. But which ones should you like best?! We’ve narrowed it down to 25, and then put them in the unimpeachably correct order. Read on for details of the best action biff-zap-collect-me-do gaming you can stuff down your trousers.

… [visit site to read more]

Gang Beasts - Boneloaf
The 0.2.5b build released with this post is a bug fix patch for the recent 0.2.5 "unstable" alpha build, and the audio issue introduced in the 0.2.5a build.

The list of modifications and fixes made in this build is:
  • fixed an issue that made audio play +20db louder that maximum if volume was set to 100%
  • fixed stability issue when objects are spawned inside or collide with the support cables on the "elevator" stage (cables now snap instead of becoming erratic)
  • modified colliders on the handles of the elevator roof hatch to allow players to pass them (without stopping)
  • fixed audio samples on the "buoy", "elevators", "grind", "subway", "trucks", and "wheel" stage that could play when audio is muted
  • modified the doors of the "chute" stage to stop characters from passing through them
Information on switching to / from "stable" and 'unstable' branches

To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).
Gang Beasts - Boneloaf
The 0.2.5b build released with this post is a bug fix patch for the recent 0.2.5 "unstable" alpha build, and the audio issue introduced in the 0.2.5a build.

The list of modifications and fixes made in this build is:
  • fixed an issue that made audio play +20db louder that maximum if volume was set to 100%
  • fixed stability issue when objects are spawned inside or collide with the support cables on the "elevator" stage (cables now snap instead of becoming erratic)
  • modified colliders on the handles of the elevator roof hatch to allow players to pass them (without stopping)
  • fixed audio samples on the "buoy", "elevators", "grind", "subway", "trucks", and "wheel" stage that could play when audio is muted
  • modified the doors of the "chute" stage to stop characters from passing through them
Information on switching to / from "stable" and 'unstable' branches

To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).
Gang Beasts - glumjamesbrown
The 0.2.5a build released with this post is a bug fix patch for the recent 0.2.5 "unstable" alpha build, the list of modifications and fixes made in this build is:
  • fixed an issue that allowed characters and objects to fall through the front of the stage on the “break” game mode prototype
  • fixed an issue that failed to modify the master, interface, vocal, physics, and ambiance volumes when set in the audio menu
  • fixed an issue that made the “incinerator” stage not selectable from the “versus" menu
  • fixed an issue with removing characters that fall from the elevators in the “elevators" stage (manifested as a terrifying partially formed aberration materialising in space (skinned meshes and body parts randomly twitching and stretching)
  • fixed an issue with the extrude meat paster fails to despawn on the "chute" stage
  • fixed issues with Kigurumi characters with non-standard head constructions fail to consistently trigger head-butts
  • modified AI to update search references when not spawned on a navmesh (AI should be less erratic, and can move between navmeshes is specific contexts)
  • modified navmesh for the "buoy” stage to support AI movement
  • modified navmesh for the "chute” stage to support AI movement
  • modified navmesh for the “gondola” stage to support AI movement
  • modified navmesh for the “towers” to support AI movement
  • modified navmesh for the “trucks” stage to support AI movement
  • modified stage selection UI to immediately disable the random mode when selected (previous selection is restored)
  • modified the gondola support axels on the “wheel” stage

    Information on switching to / from 'stable' and 'unstable' branches

    To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

    For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

    Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).
Gang Beasts - Boneloaf
The 0.2.5a build released with this post is a bug fix patch for the recent 0.2.5 "unstable" alpha build, the list of modifications and fixes made in this build is:
  • fixed an issue that allowed characters and objects to fall through the front of the stage on the “break” game mode prototype
  • fixed an issue that failed to modify the master, interface, vocal, physics, and ambiance volumes when set in the audio menu
  • fixed an issue that made the “incinerator” stage not selectable from the “versus" menu
  • fixed an issue with removing characters that fall from the elevators in the “elevators" stage (manifested as a terrifying partially formed aberration materialising in space (skinned meshes and body parts randomly twitching and stretching)
  • fixed an issue with the extrude meat paster fails to despawn on the "chute" stage
  • fixed issues with Kigurumi characters with non-standard head constructions fail to consistently trigger head-butts
  • modified AI to update search references when not spawned on a navmesh (AI should be less erratic, and can move between navmeshes is specific contexts)
  • modified navmesh for the "buoy” stage to support AI movement
  • modified navmesh for the "chute” stage to support AI movement
  • modified navmesh for the “gondola” stage to support AI movement
  • modified navmesh for the “towers” to support AI movement
  • modified navmesh for the “trucks” stage to support AI movement
  • modified stage selection UI to immediately disable the random mode when selected (previous selection is restored)
  • modified the gondola support axels on the “wheel” stage

    Information on switching to / from 'stable' and 'unstable' branches

    To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

    For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

    Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).
Gang Beasts - glumjamesbrown
The 0.2.5 build released with this post has working versions of the "buoy", "trucks", and "wheel" stages (three of the four stages that were omitted from past “unstable” builds due to significant issues relating to the stability of their custom physics parameters when ported to Unity 5 and PhysX 3.3 ) and the three prototype stages, "chutes", "elevators", and "towers" that were demonstrated at E3.

The 0.2.5 “unstable” build also has experimental implementations of two new character attack moves, head-butts and dropkicks, head butts are triggered by pressing the jump button immediately before holding the duck button, dropkicks are triggered by pressing the jump button immediately before holding the kick button (the specific forces and other parameters for the moves are currently provisional and granular modifications will need to made is subsequent builds).



The 0.2.5 build also has significantly modified music and sound content (implemented in a series of sessions with Adam “Doseone” Drucker and Robert "Dirty Bob" Larder in the week leading up to E3), the new audio with multiple new or revised music tracks for most stages, 4 additional character voice sets, and numerous additional contextual audio events (that trigger sound effects when specific situations occur).

The playable stages in the “unstable” build are still experimental but are now sufficiently performant for testing and for us to collate suggestions and feedback on gameplay and performance issues through the Early Access forums (there will be additional optimisations and modifications made in subsequent builds). To start the feedback process we plan to make a series of monitored forum posts (in the next few hours and over the coming weekend) with information on planned revisions, current issues, potential optimisations, and other identified modifications we expect to make to specific stages, game modes, and gameplay mechanics.

Specific Information re: head-butts and dropkicks will be posted as individual threads in the Early Access forums in the next few hours.



Information on the new "chutes", "elevators", and "towers" stages and the completed and planned work done on modifying (or remaking) the "buoy", "incinerator", "subway", "trucks", "vents", and "wheel" stages will be posted as a series of individual threads in the Early Access forums this weekend (and in the coming weeks).

List of additions, modifications, and fixes made in the 0.2.5 “unstable" build
  • added basic AI behaviour to truck movement (preparation for more complex vehicle movement)
  • added fade-to-black and fade-from-black transition sequences
  • added modified version of the “buoy” stage
  • added modified version of the “trucks” stage
  • added modified version of the “wheel” stage
  • added object collision sounds (floor boards, falling meat etc.)
  • added new ambient tracks to numerous stages
  • added new contextual voice over events and associated audio samples
  • added new music tracks to multiple stages
  • added prototype “chute" stage
  • added prototype “elevators” stage
  • added prototype “towers” stage
  • fixed an issue that made end of game messaging show per round (on screen text does not erroneously name the last player in the stored player index as the game winner when a round is ended)
  • fixed an issue that stopped the audible level of collision sounds (and other physical sound effects) from being set with volume adjustments
  • fixed missing navmesh for “subway” stage
  • fixed the Status Bar toggle functionality (setting the 'Status Bar’ to ‘off’ disables the in game status bars as expected)
  • made forward dives trigger damage to other characters when colliding with head / face (head-butts)
  • made reverse dives trigger damage to other characters when colliding with hips / legs (dropkicks)
  • made targeting prioritise objects that can hurt the character when punching or grabbing (to increase the potential for countering dropkicks and head-butts)
  • modified character eyes to slowly close as their health decreases
  • modified colliders to not calculate at runtime (baked colliders) to optimise scene load times
  • modified the character targeting system to ignore low targets
  • modified the frequency of pseudorandom sound trigger events to be more frequent
  • modified the level of different categories of audio to be more audible at distance (to make punch and other collision sounds more audible by default)
  • modified the maximum volume for ambiance to a lower value
  • modified the road friction to more closely approximate real vehicle and road physics (collisions with the road surface don’t automatically concuss characters)
  • modified the size of the “buoy" to make it more dominant (preparation for potential seasonal non-ice “buoy” stage variant and experimental procedural ice fracture tests)
  • modified truck physics to explicitly contact the road surface (preparation for experimenting with undulating road surfaces)
  • modified “ring” stage (preparation for arena context and arena specific assets)
  • removed constraints holding the trucks to the road surface
  • removed lightmap from "subway” stage to temporarily improve aesthetics (until the stage modifications are finished)
  • removed lightmap from “incinerator” stage to temporarily improve aesthetics

    Information on switching to / from "stable" and "unstable" branches

    To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

    For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

    Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).
...