This update we make some change for new player at the very begin, make it more friendly for player, add more info on UI, fix miss leading text. We upgrade chomper instantiate system, new instantiate system is much easier to use, just feel it. Optimize the start game loading time, that get 50% faster, this will keep on optimizing.
Next step, we will make more change depends on your feedback. Keep do more optimization on loading time and frame rate. Keep on polish art effect.
This game is quite different there is no game like this before, so we will keep tuning until everything goes well.
Thanks to @Klumb3r the game is translated to Spanish language.
If your operating system is in Spanish then the game will start in your language automatically, if not - then go to your steam library, right click Bunny Parking, select Properties. On the tab General there is a button "Set launch options". Press it and in the window type: -culture="es"
If you want to translate the game into your language write us at dillyframe@gmail.com
About this day three years ago the original petty crime sim was launched on Steam with a bang! :urbanspraycan: :urbanspraycan: :urbanspraycan: :urbanspraycan: :urbanspraycan: :urbanspraycan: :urbanspraycan: :urbanspraycan: :urbanspraycan: :urbanspraycan:
Until June 17th the game is 50% OFF as we celebrate the annual simulated urban piracy day :urbanhappy:
Hi everyone, we have an update for you! Enjoy ːsteamhappyː
Changes
-Added new Minigame: Outpost Shootup! -Improved movement and shooting in Tank Battle -Added new feature to Tank Battle: Mines! -Added new sound and particle effects to Tank Battle -Fixed sound issues in Tank Battle -Fixed sound issues in Castle Shootup -Improved shot registration in Castle Shootup -Improved AI behaviour in Castle Shootup -Reworked Space Blasters gameplay
Hello, everyone, The game has been on sale for some time, and the current game sales are lower than expected, Players in many areas cannot access the game. This is one of the reasons, We are selling at the lowest price, but the game sales are still not optimistic, This makes us very sad, We will update the new role soon, If you like this game, you can support it. Recommend it to your friends and give it a good review. This is our motivation to update new content, I wish you a happy game !
While development is full steam ahead, we wanted to share some insights on how we work with environment in our upcoming game SKYHILL: Black Mist! We spend a lot of time thinking through the whole architecture of locations and how they are connected, so you will have a great time exploring and finding interesting places inside this huge condominium called “SKYHILL”.
What a modern person need today to not ever put a step outside? Sleep, food, entertainment? Internet - someone will say. Well, we increased this list to more realistic one and created a small city within a city. Here is size and diversity playing along to create better experience. Big halls, small corridors, dark rooms and boring office spaces: type of location actually directly influence on gameplay and possible tactics available to player! In some places it’s easier to go guns blazing, in other better to look for cover and sneak your way out. To deliver the best possible quality for experience from locations we are going through certain workflow and many steps. It’s all starts from reference search and looking for that three main key points that speak for location type: has it to be spacy, cozy or otherwise be small cranky and claustrophobic? Here is a small part of a document that we create for each location type.
After that we go further and look not only for visual, but architectural references, it’s hard to say out of head what the difference between cinema and trade center base architecture or office from living space. If you think briefly, it’s just floor and walls. But it’s more complicated. It was a blessing for us to find 3D tours and panoramic photos of many different locations over the Internet. We virtually visited hospitals of Vancouver, restaurants of London, but a 5 store toy warehouse blew our minds by it’s scale!
During creating base blueprints for each location we decide what kind of a location it is. From small storing rooms to huge trade halls from fire exits to back doors and technical pathways: everywhere we tried to imagine, how real people walking around this space, where they stop for a rest and where they are going to get through the day as fast as possible.
To keep everything in balance between locations, and also to create a secret passages and shortcuts, we created a bunch of huge schemes(in a level designers head they look much more appealing, and mostly understood by them).
When type of location and architecture plan are set in, it’s time to start working on the most interesting part creating gameplay scenarios, adjusting location slightly adding required furniture and other objects, enemies and traps Each created level design pattern is tested by four ways of playing: Stealth, open fight, using only environments and traps and simply ignoring enemies. In different situations different approaches are much more likely to be more effective, and they can not much with selected player play style selected by player and also his supplies in inventory, so the challenge is always there for everyone. Each pattern consists of the following ingredients thrown into the mix:
space, that dictated by location type and previously established plan;
amount and type of enemies;
distribution of objects, from some that simply block path or give cover;
interactive objects that can both help or be a nuisance in a fight;
Playing with this ingredients we can create a completely different scenarios in the same space. For example, let’s take this small green corner on a rooftop, with some monsters, sofas and tasty loot.
One not very observant enemy won't be a big challenge for the main protagonist, it’s an easy pick with any method. Let’s add second one so they will look for each other.
Now, if a stealth kill wont result in a success, in open fight you would have to fight with two enemies that can result in our death or resources loss such as medkits. Maybe it’s easier to shoot them from afar and keep your distance instead of finding a perfect moment for a stealth strike? Or maybe throw a molotov and finish them with a couple of shots?
Also this sofa standing there, that blocks us from getting to first enemy faster and stay hidden while doing so! If with one enemy you could approach this situation from any side, now it’s much more efficient to go from the left one rather than the right one: kill closest enemy and hide behind a fence. But what will happen if we add a third one, who will patrol nearby?
Now the central one will be covered by his monster friends from both sides, and approaching from the left(where the patrolling guy walking) will be completely non efficient, because keeping up with them in stealth is a much harder feat to perform, rather than just kill the guy on the left.
Now this sofa that was a nuisance before become a perfect cover from patrolling monster and will help easily take out the central monster - you just need to get there!
Good approach will be to lure them one by one in a more accurate methodical stealth tactics. Well we just have to add one mine! Bam, and patrol is an easy prey for us!
While two of his other colleges are looking in other way, we just lure the patrolling one to walk into the mine. It’s not a big deal since all this is happening on a rooftop location where one of the distinct effects are raging winds that cover all sound effects and making strategies not available in other locations possible. Minus one enemy and now we are back to our previously dissected scenario with just two enemies. In any case that precious loot that they guarding will be ours! Here is just one of the examples on how playing with parameters and adjusting them can create an interesting gameplay, as for us, on this nothing ends, it’s just one of the stages of work and after first iteration of this part is done next stages are coming in, visual dressing of environment, lighting, testing, fixes, but this is a completely different story. ________________________________
Hello, everyone, The game is now updated, Every time you start the game, the character will be displayed in the middle of the screen, This can effectively solve some unexpected situations, I wish you a happy game !
With this week's patch, the biggest changes are updates to Mad Pong and the adding of Pong Solo and Rugby to the game.
Mad Pong
We have done a complete rework on the map of Pong, removing the ramps, changing the shape of the arena and making it longer. In order to give players more space and time, going to the opponent’s half of the arena will drain your stamina to zero. This will hopefully balance out how dominant a team can be with the ball because the other team will always have an advantage at their own half. There are new special cubes that have a chance of appearing in every game, in same places for both team’s cube walls. For now, there are only 2 types of them. Purple cube is the explosive one, if you manage to hit one, it explodes and destroys all the cubes around itself. Green cube can’t be destroyed, instead, when you hit it, it bounces the ball back at really fast speeds. Be careful not to destroy your own wall because a bounce from green cube can destroy both team’s cubes.
Rugby
The first iteration of our new game mode called Rugby is added to Custom Match for everyone to try. The objective is to score by having the ball magneted at enemy goal zone. Grab the ball with the magnet and get it to the opponent’s goal zone by passing it between teammates. Hold shift to run faster, left click to magnet pass. Heavy can also tackle using ctrl.
Mad Pong Solo
The first version of Pong Solo minigame is available for players to try. After every 5 levels, there is a boss level, where you have to destroy all the yellow cubes to win and if you hit any red cubes, you lose. After every boss level, a new type of special cube appears. I’ll leave it for the players to figure out what they do. The deeper you go the harder it gets. Can you get to level 30?
Patch List
South America server is back
Rugby added to Custom Match
Mad Pong new map and features
Pong Solo minigame
Custom Match UI update
Fixes to queuing issues
Bots updates
Come talk with us!
Have some suggestions on additional improvements or looking to learn more about Mad Machines? Please join our Discord server as we will continue to leverage community feedback to improve the game. Play Mad Machines for free on Steam: Store Page Play Mad Machines for free on Discord: Store Page