IMPORTANT ANNOUNCEMENT (READ BEFORE BUYING) - The Future of The Club
There are going to be big changes in the future of Friendship Club. Progress on the game has been slow and to help solve the problem, Nick (the project lead) has left Force of Habit and is taking the game with him. He will continue to work with Clockwork Cuckoo (the artist and animator of the game) whilst looking for a new programmer who's up to the job. You can read more about this (entirely amicable arrangement) here: http://forceofhab.it/blog/parting-ways-to-make-us-better/
WHAT DOES THIS MEAN FOR FRIENDSHIP CLUB?!
In the short term, development will halt and bug fixes will be few and far between, if at all. Nick's objective in the long term is to rebuild the game from scratch in a new engine (the current version is a proprietary 2D engine in C++). Obviously this is quite a large and expensive undertaking. Hopefully this will all help Friendship Club to one day reach its full potential, whilst also freeing up Ash (the remaining member of Force of Habit) to make his own new games. Our advice in regards the game at present: feel free to buy it, but be aware that it doesn't guarantee any future updates or bug fixes, much as we hope that it happens nothing can be promised at this point.
[ 2016-01-15 14:53:45 CET ] [ Original post ]
IMPORTANT ANNOUNCEMENT (READ BEFORE BUYING) - The Future of The Club
There are going to be big changes in the future of Friendship Club. Progress on the game has been slow and to help solve the problem, Nick (the project lead) has left Force of Habit and is taking the game with him. He will continue to work with Clockwork Cuckoo (the artist and animator of the game) whilst looking for a new programmer who's up to the job. You can read more about this (entirely amicable arrangement) here: http://forceofhab.it/blog/parting-ways-to-make-us-better/
WHAT DOES THIS MEAN FOR FRIENDSHIP CLUB?!
In the short term, development will halt and bug fixes will be few and far between, if at all. Nick's objective in the long term is to rebuild the game from scratch in a new engine (the current version is a proprietary 2D engine in C++). Obviously this is quite a large and expensive undertaking. Hopefully this will all help Friendship Club to one day reach its full potential, whilst also freeing up Ash (the remaining member of Force of Habit) to make his own new games. Our advice in regards the game at present: feel free to buy it, but be aware that it doesn't guarantee any future updates or bug fixes, much as we hope that it happens nothing can be promised at this point.
[ 2016-01-15 14:53:45 CET ] [ Original post ]
Hey there!
Sick of Christmas and needing to settle some scores between family and friends? We've got just the thing: GIFT MODE!
Start with no bullets and no rug recharging. Gifts then randomly spawn on the map. Dash into one to tear it open and reveal its terrible prize - A TURBO BULLET, JUST FOR YOU!
Major new features:
- GIFT MODE!
- Christmas overhaul! Temporary Christmas themed music, graphics and gibs (everyone loves a Christmas gib)
Full Changelog:
Main Features:
- GIFT MODE! Randomly spawning, mega-presents, each one containing a Turbo-Bullet
- Christmas overhaul! Temporary Christmas themed music, graphics and gibs (everyone loves a Christmas gib)
- Updated pie position in stats screen so it sits higher on the plate. Attempted to remove graphical bug of squished pie to the side of screen during next/previous animations
- Correct (brownish) plate now shows in TWW stats screen
- Fix to rogue squashed pie in StatsScreen
- Fix bug where victory text was upscaled on the win game screen
- Updated win game overlay to include all Arena skins/colours for team wins
- Fix bug where win overlay text was positioned in the wrong place for team games (only teams with less than 4 players)
- Fixed bug where pressing backspace would immediately exit a game
- Nana Ricketts now has turbo bullets
- Fingers shadows now show up behind walls in the stencil buffer
- Added controller input to controller configuration screen. Also allow user to press backspace/escape when configuring the controller so they don't get stuck in the menus!
- Optimised pies on stats screen a bit. (It only draws pies it needs to.)
- Added the ability to display arena-specific stats on the stats screen
- Updated some mode/text copy
- Fixed gaps that appear between tiles when scaling
- Fixed bug where heads could not be picked up on Character Select
- Arena specific fonts are now used on the stats screen
- Lots of little updates for new ARK2D (3D) library changes
- Depth sorting refactoring, sort of works maybe, probably
- Xbox controller config - start button fix
- Updated the colours on the purple pie to match purple danger
- Updated character animations. Fixed hands not returning to correct style after pit falling animations
- Updated colours on the unselected arena icons for the [redacted] and the wonky wagon - they didn't match!
- Updated plate crumbs for all arenas (wagon and [redacted] were too small, and have removed plate 'shadow' on all, as it looked a bit odd whilst the crumbs were floating)
- Edited quickdraw countdown to start off screen and drop below top of screen
- Fixed bug with scaling
- Refactored all main menu sound events
- Added new world specific selection sounds on the world select screen
- Additional side-chaining to the music buss from certain events
- Removed bully mode.
[ 2015-12-19 18:11:30 CET ] [ Original post ]
Hey there!
Sick of Christmas and needing to settle some scores between family and friends? We've got just the thing: GIFT MODE!
Start with no bullets and no rug recharging. Gifts then randomly spawn on the map. Dash into one to tear it open and reveal its terrible prize - A TURBO BULLET, JUST FOR YOU!
Major new features:
- GIFT MODE!
- Christmas overhaul! Temporary Christmas themed music, graphics and gibs (everyone loves a Christmas gib)
Full Changelog:
Main Features:
- GIFT MODE! Randomly spawning, mega-presents, each one containing a Turbo-Bullet
- Christmas overhaul! Temporary Christmas themed music, graphics and gibs (everyone loves a Christmas gib)
- Updated pie position in stats screen so it sits higher on the plate. Attempted to remove graphical bug of squished pie to the side of screen during next/previous animations
- Correct (brownish) plate now shows in TWW stats screen
- Fix to rogue squashed pie in StatsScreen
- Fix bug where victory text was upscaled on the win game screen
- Updated win game overlay to include all Arena skins/colours for team wins
- Fix bug where win overlay text was positioned in the wrong place for team games (only teams with less than 4 players)
- Fixed bug where pressing backspace would immediately exit a game
- Nana Ricketts now has turbo bullets
- Fingers shadows now show up behind walls in the stencil buffer
- Added controller input to controller configuration screen. Also allow user to press backspace/escape when configuring the controller so they don't get stuck in the menus!
- Optimised pies on stats screen a bit. (It only draws pies it needs to.)
- Added the ability to display arena-specific stats on the stats screen
- Updated some mode/text copy
- Fixed gaps that appear between tiles when scaling
- Fixed bug where heads could not be picked up on Character Select
- Arena specific fonts are now used on the stats screen
- Lots of little updates for new ARK2D (3D) library changes
- Depth sorting refactoring, sort of works maybe, probably
- Xbox controller config - start button fix
- Updated the colours on the purple pie to match purple danger
- Updated character animations. Fixed hands not returning to correct style after pit falling animations
- Updated colours on the unselected arena icons for the [redacted] and the wonky wagon - they didn't match!
- Updated plate crumbs for all arenas (wagon and [redacted] were too small, and have removed plate 'shadow' on all, as it looked a bit odd whilst the crumbs were floating)
- Edited quickdraw countdown to start off screen and drop below top of screen
- Fixed bug with scaling
- Refactored all main menu sound events
- Added new world specific selection sounds on the world select screen
- Additional side-chaining to the music buss from certain events
- Removed bully mode.
[ 2015-12-19 18:11:30 CET ] [ Original post ]
Hey,
Panic over, we hope. Ashley has picked through his mountain of C++ and found what we think to have been causing the problem.
It's pretty weird that it was only happening when the game was being run through Steam, but ho hum. We've implemented a beta-testing branch now so we can test things via Steam before releasing them in future.
Please let us know on Twitter (@forcehabit) or via the forums if you find any other problems.
Have a terrifying Halloween everyone, be sure to get sick on sugar and fear...
Cheers,
Nick
[ 2015-10-31 18:13:16 CET ] [ Original post ]
Hey,
Panic over, we hope. Ashley has picked through his mountain of C++ and found what we think to have been causing the problem.
It's pretty weird that it was only happening when the game was being run through Steam, but ho hum. We've implemented a beta-testing branch now so we can test things via Steam before releasing them in future.
Please let us know on Twitter (@forcehabit) or via the forums if you find any other problems.
Have a terrifying Halloween everyone, be sure to get sick on sugar and fear...
Cheers,
Nick
[ 2015-10-31 18:13:16 CET ] [ Original post ]
Hey, So, with the latest release we've seen the return of our good friend "Windows Specific Controller Bug That Only Occurs When Launching Through Steam". We're really sorry for not picking this up during QA, it's a problem that only happens when the game is running through Steam. Go figure. THE WORKAROUND: For now, you can still run Friendship Club (with full controller support!) via the Local Files. If you've not done this before, here's a step-by-step guide: 1) Open Steam 2) Find Friendship Club in your Library and right click on it 3) Open 'Properties' 4) Click the 'Local Files' tab 5 )Click 'Browse Local Files' 6) Double-click friendshipclub.exe We're looking into this ASAP and will be contacting Valve (again) to see if they have any suggestions. We're also looking at refactoring our controller handling (fun) to see if that fixes it. Lastly, we'll be implementing a beta-branch in Steam so that we can test the game via launching it from Steam. In future we might be on the lookout for beta testers so keep your eyes peeled if that sounds interesting to you. Cheers!
[ 2015-10-29 15:25:08 CET ] [ Original post ]
Hey, So, with the latest release we've seen the return of our good friend "Windows Specific Controller Bug That Only Occurs When Launching Through Steam". We're really sorry for not picking this up during QA, it's a problem that only happens when the game is running through Steam. Go figure. THE WORKAROUND: For now, you can still run Friendship Club (with full controller support!) via the Local Files. If you've not done this before, here's a step-by-step guide: 1) Open Steam 2) Find Friendship Club in your Library and right click on it 3) Open 'Properties' 4) Click the 'Local Files' tab 5 )Click 'Browse Local Files' 6) Double-click friendshipclub.exe We're looking into this ASAP and will be contacting Valve (again) to see if they have any suggestions. We're also looking at refactoring our controller handling (fun) to see if that fixes it. Lastly, we'll be implementing a beta-branch in Steam so that we can test the game via launching it from Steam. In future we might be on the lookout for beta testers so keep your eyes peeled if that sounds interesting to you. Cheers!
[ 2015-10-29 15:25:08 CET ] [ Original post ]
Hey!
After a bit of a release-hiatus, were happy to announce a new version of Friendship Club!
Sorry about the slow progress this past six months. Due to slow Early Access sales, weve had to spend quite a bit of time trying to get money together to work on the game (cough indiepocalypse cough :D). Fear not though, things are coming along and weve worked out a pretty good balance now to allow us to make consistent progress, its just that well have to be splitting our time a bit more than we had hoped. Anyway, new stuff!
Major new features:
- Up to 8-players!
- New, never been seen before placeholder characters! (dont get too attached please!)
- New stats screen featruing pie charts (all imaginary friends compete for something, right?..)
In future were going to be releasing less frequently than we did in the first year of development, but each update will have major new features, rather than the incremental ones we had in the past. We decided that this would be the best way to work on the game, meaning that there would be less downtime spent doing the releases (compiling builds, testing, contacting press etc.) and hopefully means we might get a bit more media coverage for the releases. I guess well see
Speaking of which, if youre a fan of the game, wed be really grateful for any help you can give us in spreading the word, whether its reviews, tweets, getting people over to play the game together, whatever. The more time we can dedicate to Friendship Club, the faster it will come along. Were trying to make the best darn local-multiplayer game we can and were not taking any shortcuts along the way. Its going to be worth it, I promise - theres SO much we want to get in there, your support is vital to us. Take care everyone, Nick, Ash, Sophie and Tom and James!
Full Changelog:
Main Features:
- 8 player support
- New stats screen
- New, never been seen before placeholder characters!
Code:
- Bug fix for empty custom mode names in mode list
- Relaxed play with 8 players now fits on the screen properly
- Added scale variation to destructible wall gibs
- Fixed occasional pie rendering bugs
- Button remappings to prevent people accidently quitting games or dropping their heads
- Previous controller configuration is now deleted before the player tries to reconfigure a controller. (No duplicate/double mappings).
- Added all ASCII characters to the Wonky Wagon in-game fonts.
- Stop paintings appearing more than half way up a wall when switching between arenas
- 8-player debug/controller options
Art & Animation:
- New stats screen assets and spine animations
- Updated gibs for both armchairs in Timmys house
- Extra hat for team select
- Sorted the Finger of God inverse kinematics rig
- Placeholder characters and rugs
Audio:
- New wall gib sounds for when an object is run into by a player
- Added sounds for wall objects in The Wonky Wagon
- Updated Dash sound to make it lessannoying
- Sound design for stats screens (pie splats etc!)
- Music transition for curtains closing/opening (filter/fade)
- New music for stats screen (including randomised start point)
- Swapped a bunch of sounds to 2D events for better stereo imaging
- Remastered some of the ingame music
- Placeholder sounds for placeholder characters
Misc:
- All modes now have Turbo Bullets set to on by default
- XBOX ONE controller support
- More consistent keyboard mappings
[ 2015-10-23 17:32:37 CET ] [ Original post ]
Hey!
After a bit of a release-hiatus, we’re happy to announce a new version of Friendship Club!
Sorry about the slow progress this past six months. Due to slow Early Access sales, we’ve had to spend quite a bit of time trying to get money together to work on the game (cough indiepocalypse cough :D). Fear not though, things are coming along and we’ve worked out a pretty good balance now to allow us to make consistent progress, it’s just that we’ll have to be splitting our time a bit more than we had hoped. Anyway, new stuff!
Major new features:
- Up to 8-players!
- New, never been seen before placeholder characters! (don’t get too attached please!)
- New stats screen featruing pie charts (all imaginary friends compete for something, right?..)
In future we’re going to be releasing less frequently than we did in the first year of development, but each update will have major new features, rather than the incremental ones we had in the past. We decided that this would be the best way to work on the game, meaning that there would be less downtime spent doing the releases (compiling builds, testing, contacting press etc.) and hopefully means we might get a bit more media coverage for the releases. I guess we’ll see…
Speaking of which, if you’re a fan of the game, we’d be really grateful for any help you can give us in spreading the word, whether it’s reviews, tweets, getting people over to play the game together, whatever. The more time we can dedicate to Friendship Club, the faster it will come along. We’re trying to make the best darn local-multiplayer game we can and we’re not taking any shortcuts along the way. It’s going to be worth it, I promise - there’s SO much we want to get in there, your support is vital to us. Take care everyone, Nick, Ash, Sophie and Tom… and James!
Full Changelog:
Main Features:
- 8 player support
- New stats screen
- New, never been seen before placeholder characters!
Code:
- Bug fix for empty custom mode names in mode list
- Relaxed play with 8 players now fits on the screen properly
- Added scale variation to destructible wall gibs
- Fixed occasional pie rendering bugs
- Button remappings to prevent people accidently quitting games or dropping their heads
- Previous controller configuration is now deleted before the player tries to reconfigure a controller. (No duplicate/double mappings).
- Added all ASCII characters to the Wonky Wagon in-game fonts.
- Stop paintings appearing more than half way up a wall when switching between arenas
- 8-player debug/controller options
Art & Animation:
- New stats screen assets and spine animations
- Updated gibs for both armchairs in Timmy’s house
- Extra hat for team select
- Sorted the Finger of God inverse kinematics rig
- Placeholder characters and rugs
Audio:
- New wall gib sounds for when an object is run into by a player
- Added sounds for wall objects in The Wonky Wagon
- Updated Dash sound to make it less…annoying
- Sound design for stats screens (pie splats etc!)
- Music transition for curtains closing/opening (filter/fade)
- New music for stats screen (including randomised start point)
- Swapped a bunch of sounds to 2D events for better stereo imaging
- Remastered some of the ingame music
- Placeholder sounds for placeholder characters
Misc:
- All modes now have Turbo Bullets set to ‘on’ by default
- XBOX ONE controller support
- More consistent keyboard mappings
[ 2015-10-23 17:32:37 CET ] [ Original post ]
Hello everybody, We're REALLY sorry about the controller issues that some people have been reporting. We've reverted Friendship Club back to a slightly older build for now, one where controllers should work again at the expense of hotplugging and a few bits of in game furniture. This bug only seems to occur if you run the game through Steam - if you play Friendship Club from local files, as we do when we're testing, it doesn't seem happen. We've contacted Valve for some input on this to try to figure out what's going on. So yeah, pretty annoying and again, sorry for anyone who's been unable to play. Hopefully now you should now be able to smash your friends through a wild west table, just like old times. Cheers, Nick P.S. Hit us up on the forums if you have any further issues. The game is Early Access, but we want to keep it playable and fun at all times. P.P.S. We've got some exciting stuff planned for the game, can't wait to get it in... )
[ 2015-08-18 16:20:54 CET ] [ Original post ]
Hello everybody, We're REALLY sorry about the controller issues that some people have been reporting. We've reverted Friendship Club back to a slightly older build for now, one where controllers should work again at the expense of hotplugging and a few bits of in game furniture. This bug only seems to occur if you run the game through Steam - if you play Friendship Club from local files, as we do when we're testing, it doesn't seem happen. We've contacted Valve for some input on this to try to figure out what's going on. So yeah, pretty annoying and again, sorry for anyone who's been unable to play. Hopefully now you should now be able to smash your friends through a wild west table, just like old times. Cheers, Nick P.S. Hit us up on the forums if you have any further issues. The game is Early Access, but we want to keep it playable and fun at all times. P.P.S. We've got some exciting stuff planned for the game, can't wait to get it in... )
[ 2015-08-18 16:20:54 CET ] [ Original post ]
Salutations! Have you been enjoying Armour mode, Hardcore mode or Tasty Pies recently? Have you left us a Steam review yet? Is your name Boris? If the answer to any of those questions is either "yes" or "no", we have a special treat for you... More new cool features in Friendship Club of course!
More Furniture
Grab the latest update right now, and open up a game in Timmy's House. You'll notice a heck of a lot of new furniture, including... TIMMY'S NEW TOYS
- 2 x Armchair
- 2 x Standing lamps
- 1 x Fruitbowl table (with 3 x fruit)
- 1 x TV
- 1 x Wobbly Sidetable & Vase
The Wonky Wagon has some furniture and decoration updates too. Items hung on the wall are now sometimes interactive: wagon wheels will spin if you shoot them, and WANTED posters burst into flames. Other things too, check them out in-game! They're all cool!
Turbo Bullets
We've made a slight modification to the biggest type of turbo bullets -- they now blast right through furniture and other room objects! If you get one of these in The Wonky Wagon, see if you can catch your friends offguard by shooting them through walls -- amazing moments ensue. BAM! - GIF of this is at the top.
Updated Statistics Menu
We've added a menu to the end-game stats screen that lets you replay the game you just played really quickly. If you - like us - are always in that "one more go" mood, this is for you. Oh, we hope you like biscuits too.
Bikkits!
More YouTube friendly!
In an effort to make the game more friendly YouTubers and streamers, we now allow people to set their names in the game options. Names can be 3 characters long (arcade style!) and will appear above/below the avatars in the corners when playing. If you've seen any of Stumpt's videos of Friendship Club, it looks a bit like that. Less editing work for you - hurrah! :)
8 Players?
We've been working on supporting up to 8 players! It's all under the hood at the moment, and there are still a few issues to iron out. e.g. What do we do with the game scale? Shrink the players? Make the arenas bigger? What about split screen? Will there be too many bullets on-screen? Who or what will the new characters be? Questions like these (and others) will need to be answered before it's ready for release on Steam. That said, if you're coming to Bristol Video Games Social XIX next weekend, you might just catch a sneak peek of it -- we're hoping to have it set up to get some feedback. Come along if you're in or around Bristol! Stay friendly! - Ashley What are you most looking forward to from Friendship Club? 8 player mode? AI/bots? Online multiplayer? Something else? Let us know on Twitter, Facebook or really spoil us and use the Steam community! :)
Full Changelog
New things (as above):
- Lots of new and updated furniture!
- Turbo bullets (large) can now blast through furniture and walls!
- Tasty-biscuits Statistics menu!
- Set your name in the game. Youtube-friendly feature.
- Added all the new furniture.
- Made turbo bullets go through furniture and walls.
- Players can now set their names in the options.
- Bubble particles in the speed machine are now batched into the same draw call.
- Added cursory support for 8 players. We have debug builds where this is enabled.
- Fixed a bug in the HSV shader where switching back to regular texture shader broke everything.
- Added AngelScript library for both Windows and OSX releases.
- Added AngelScript bindings for lots of engine functions (input, rendering, filesystem).
- Debug builds now work properly on Windows again. Whew! They were totally broken for ages.
- Max gamepads set to 10, not 16, 32 or some crazy number.
- Project path is now relative instead of fixed.
- Added catmull-rom and bezier spline functions.
- Added some more matrix multiplication functions.
- Added basic Scenegraph functionality.
- 4 more bullet colours
- 4 more bullet reticules
- 4 more bullet reticule pips
- 4 more bullet casings (timmy's house)
- 4 more bullet casings (the wonky wagon)
- 4 more character skins
- 4 more character avatar heads (happy, neutral, sad)
- 4 more character select heads
- 4 more round win coloured stars
- 4 more rugs (timmy's house)
- 4 more rugs (the wonky wagon)
- 4 more coloured team hats.
- 4 more finger of god skins.
- 4 more game win drop-down skins
- 4 more game win drop-down avatar faces (empty)
- 4 more character gib sets
- 4 more character "gun charging" animations
[ 2015-05-29 12:20:55 CET ] [ Original post ]
Salutations! Have you been enjoying Armour mode, Hardcore mode or Tasty Pies recently? Have you left us a Steam review yet? Is your name Boris? If the answer to any of those questions is either "yes" or "no", we have a special treat for you... More new cool features in Friendship Club of course!
More Furniture
Grab the latest update right now, and open up a game in Timmy's House. You'll notice a heck of a lot of new furniture, including... TIMMY'S NEW TOYS
- 2 x Armchair
- 2 x Standing lamps
- 1 x Fruitbowl table (with 3 x fruit)
- 1 x TV
- 1 x Wobbly Sidetable & Vase
The Wonky Wagon has some furniture and decoration updates too. Items hung on the wall are now sometimes interactive: wagon wheels will spin if you shoot them, and WANTED posters burst into flames. Other things too, check them out in-game! They're all cool!
Turbo Bullets
We've made a slight modification to the biggest type of turbo bullets -- they now blast right through furniture and other room objects! If you get one of these in The Wonky Wagon, see if you can catch your friends offguard by shooting them through walls -- amazing moments ensue. BAM! - GIF of this is at the top.
Updated Statistics Menu
We've added a menu to the end-game stats screen that lets you replay the game you just played really quickly. If you - like us - are always in that "one more go" mood, this is for you. Oh, we hope you like biscuits too.
Bikkits!
More YouTube friendly!
In an effort to make the game more friendly YouTubers and streamers, we now allow people to set their names in the game options. Names can be 3 characters long (arcade style!) and will appear above/below the avatars in the corners when playing. If you've seen any of Stumpt's videos of Friendship Club, it looks a bit like that. Less editing work for you - hurrah! :)
8 Players?
We've been working on supporting up to 8 players! It's all under the hood at the moment, and there are still a few issues to iron out. e.g. What do we do with the game scale? Shrink the players? Make the arenas bigger? What about split screen? Will there be too many bullets on-screen? Who or what will the new characters be? Questions like these (and others) will need to be answered before it's ready for release on Steam. That said, if you're coming to Bristol Video Games Social XIX next weekend, you might just catch a sneak peek of it -- we're hoping to have it set up to get some feedback. Come along if you're in or around Bristol! Stay friendly! - Ashley What are you most looking forward to from Friendship Club? 8 player mode? AI/bots? Online multiplayer? Something else? Let us know on Twitter, Facebook or really spoil us and use the Steam community! :)
Full Changelog
New things (as above):
- Lots of new and updated furniture!
- Turbo bullets (large) can now blast through furniture and walls!
- Tasty-biscuits Statistics menu!
- Set your name in the game. Youtube-friendly feature.
- Added all the new furniture.
- Made turbo bullets go through furniture and walls.
- Players can now set their names in the options.
- Bubble particles in the speed machine are now batched into the same draw call.
- Added cursory support for 8 players. We have debug builds where this is enabled.
- Fixed a bug in the HSV shader where switching back to regular texture shader broke everything.
- Added AngelScript library for both Windows and OSX releases.
- Added AngelScript bindings for lots of engine functions (input, rendering, filesystem).
- Debug builds now work properly on Windows again. Whew! They were totally broken for ages.
- Max gamepads set to 10, not 16, 32 or some crazy number.
- Project path is now relative instead of fixed.
- Added catmull-rom and bezier spline functions.
- Added some more matrix multiplication functions.
- Added basic Scenegraph functionality.
- 4 more bullet colours
- 4 more bullet reticules
- 4 more bullet reticule pips
- 4 more bullet casings (timmy's house)
- 4 more bullet casings (the wonky wagon)
- 4 more character skins
- 4 more character avatar heads (happy, neutral, sad)
- 4 more character select heads
- 4 more round win coloured stars
- 4 more rugs (timmy's house)
- 4 more rugs (the wonky wagon)
- 4 more coloured team hats.
- 4 more finger of god skins.
- 4 more game win drop-down skins
- 4 more game win drop-down avatar faces (empty)
- 4 more character gib sets
- 4 more character "gun charging" animations
[ 2015-05-29 12:20:55 CET ] [ Original post ]
Holla! To follow on from Friendship Club's last release where we introduced Unlimited Ammo and Hardcore Mode... this update seems rather small in comparison. You can kind of think of it like a hot-fix, but it's a bit more than a hot-fix. It's somewhere between a hot-fix and a release. Yes, yes...
New Statistics
We've added a few more statistics to the end-game stats / tasty pies screen.
- Stars
- Furniture destroyed (gif)
- Bullets fired (gif)
The one other potentially cool feature - but also particularly standard - is that you can now hotplug controllers. This just means you can plug controllers in after the game is running, and it will know that the controller exists. One small step towards a more seemless experience. Right-o, that's everything. Have fun with this release, but most importantly, stay friendly! - Ashley You can say things to us in these places, amazing huh?! Twitter, Facebook or really spoil us and use the comments below.
Full Changelog
New things:
- More in-game statistics! More juicy pies.
- You can now (sort-of) hotplug game controllers.
- Updated custom in-game font to have accent characters. This will be useful down the line when we localise the game.
- Icons for unlimited ammo, hardcore modifier, furniture destroyed, bullets fired.
- New Gamepad configuration helper. If you gamepad doesn't work with Friendship Club, go here!
- Added support for Rock Candy (PS3) controller and another (more generically named) gamepad.
- Moved Stencil shader into ARK2D library.
- Touch control functions are now loaded in dynamically. Friendship Club doesn't use touch controls, but our first game Toast Time did. This would have caused you problems if you tried to run Friendship Club on a Windows Vista machine.
- Our press management system now automatically tracks game coverage from websites, blogs and YouTube channels.
- We can add coverage items in manually and remove false positives.
- We also include a "thanked" field to make sure we do not become horrible people. :)
[ 2015-05-15 14:15:34 CET ] [ Original post ]
Holla! To follow on from Friendship Club's last release where we introduced Unlimited Ammo and Hardcore Mode... this update seems rather small in comparison. You can kind of think of it like a hot-fix, but it's a bit more than a hot-fix. It's somewhere between a hot-fix and a release. Yes, yes...
New Statistics
We've added a few more statistics to the end-game stats / tasty pies screen.
- Stars
- Furniture destroyed (gif)
- Bullets fired (gif)
The one other potentially cool feature - but also particularly standard - is that you can now hotplug controllers. This just means you can plug controllers in after the game is running, and it will know that the controller exists. One small step towards a more seemless experience. Right-o, that's everything. Have fun with this release, but most importantly, stay friendly! - Ashley You can say things to us in these places, amazing huh?! Twitter, Facebook or really spoil us and use the comments below.
Full Changelog
New things:
- More in-game statistics! More juicy pies.
- You can now (sort-of) hotplug game controllers.
- Updated custom in-game font to have accent characters. This will be useful down the line when we localise the game.
- Icons for unlimited ammo, hardcore modifier, furniture destroyed, bullets fired.
- New Gamepad configuration helper. If you gamepad doesn't work with Friendship Club, go here!
- Added support for Rock Candy (PS3) controller and another (more generically named) gamepad.
- Moved Stencil shader into ARK2D library.
- Touch control functions are now loaded in dynamically. Friendship Club doesn't use touch controls, but our first game Toast Time did. This would have caused you problems if you tried to run Friendship Club on a Windows Vista machine.
- Our press management system now automatically tracks game coverage from websites, blogs and YouTube channels.
- We can add coverage items in manually and remove false positives.
- We also include a "thanked" field to make sure we do not become horrible people. :)
[ 2015-05-15 14:15:34 CET ] [ Original post ]
Hello! It's been two weeks since we released the ever-exciting Armour features, and today we have another release with more lovely things.
Unlimited Ammo
First up, we added an Unlimited Ammo toggle into the advanced modifiers. This is exactly what it sounds like! It's very manic, and is equal amounts game-design breaking, but some of you might find it fun, so why not? Sometimes 8 bullets just isn't enough... https://vine.co/v/e7i29n6e5UH/embed/simple Watch out Canardinal! Chud has unlimited ammo!
Hardcore Mode
Next up, we added a Hardcore toggle. As mentioned in Tom's last blog post, hardcore mode is the result of stripping the game back and removing a lot of visual hints. Player scores in the avatars are removed, there's no gun reticule so you cannot see how much ammo your opponents have, and there is no dash cone overlay so it's harder to attack someone at just the right moment. We can potentially go further with this idea, removing team hats and the rest, but for now we just want to hear what you think!
Anything else?
Yup! It's a bunch of smaller things, really. We've added sounds to the new paintings from the last release, we've fixed up Relaxed Play a bit, we've updated modifier descriptions, we've changed fonts in certain places throughout the game, and more. https://vine.co/v/e7i92MzpTF0 Paintings with sounds! There's other stuff too, but it's all under the hood. We can now trigger sound events from our animation tools, we did a bit of concepting for another new arena, we did a bit of concepting for new guns, we worked on updating the win-screen for team play... There's more, and as always can be seen in the changelog below.
Charging up! That's it! Have fun with this release, but most importantly, stay friendly! - Ashley You can say things to us in these places, amazing huh?! Twitter, Facebook or really spoil us and use the comments below.
Full Changelog
Bug Fixes:
- Finger of God kills now spawn the correct armour gibs.
- Team hats now appear on top of armour. Always.
- Fixed Relaxed Play freeze bug that happens at the end of a game.
- We now show the speed at the bottom of the screen in expo mode.
- Added debug keys for character select. Hit 1, 2 and 3 to move characters onto rugs quickly.
- Implemented new options screen.
- Implemented Hardcore modifier.
- Implemented Unlimited Ammo modifier.
- Improved icons for Armour modifiers.
- Removed shadow from Finger of God spawn animation.
- Updated game fonts to include < and > glyphs.
- New options screen!
[ 2015-05-01 12:59:46 CET ] [ Original post ]
Hello! It's been two weeks since we released the ever-exciting Armour features, and today we have another release with more lovely things.
Unlimited Ammo
First up, we added an Unlimited Ammo toggle into the advanced modifiers. This is exactly what it sounds like! It's very manic, and is equal amounts game-design breaking, but some of you might find it fun, so why not? Sometimes 8 bullets just isn't enough... https://vine.co/v/e7i29n6e5UH/embed/simple Watch out Canardinal! Chud has unlimited ammo!
Hardcore Mode
Next up, we added a Hardcore toggle. As mentioned in Tom's last blog post, hardcore mode is the result of stripping the game back and removing a lot of visual hints. Player scores in the avatars are removed, there's no gun reticule so you cannot see how much ammo your opponents have, and there is no dash cone overlay so it's harder to attack someone at just the right moment. We can potentially go further with this idea, removing team hats and the rest, but for now we just want to hear what you think!
Anything else?
Yup! It's a bunch of smaller things, really. We've added sounds to the new paintings from the last release, we've fixed up Relaxed Play a bit, we've updated modifier descriptions, we've changed fonts in certain places throughout the game, and more. https://vine.co/v/e7i92MzpTF0 Paintings with sounds! There's other stuff too, but it's all under the hood. We can now trigger sound events from our animation tools, we did a bit of concepting for another new arena, we did a bit of concepting for new guns, we worked on updating the win-screen for team play... There's more, and as always can be seen in the changelog below.
Charging up! That's it! Have fun with this release, but most importantly, stay friendly! - Ashley You can say things to us in these places, amazing huh?! Twitter, Facebook or really spoil us and use the comments below.
Full Changelog
Bug Fixes:
- Finger of God kills now spawn the correct armour gibs.
- Team hats now appear on top of armour. Always.
- Fixed Relaxed Play freeze bug that happens at the end of a game.
- We now show the speed at the bottom of the screen in expo mode.
- Added debug keys for character select. Hit 1, 2 and 3 to move characters onto rugs quickly.
- Implemented new options screen.
- Implemented Hardcore modifier.
- Implemented Unlimited Ammo modifier.
- Improved icons for Armour modifiers.
- Removed shadow from Finger of God spawn animation.
- Updated game fonts to include < and > glyphs.
- New options screen!
[ 2015-05-01 12:59:46 CET ] [ Original post ]
Take off your hard hats, flat caps and snapbacks. It's time to don some ARMOUR! Yep, this release of Friendship Club introduces a brand new Armour Mode, and many other smaller (but just as cool) things.
How does armour work?
Playing with Armour on means players can be hit by two bullets before getting eliminated. However, it doesn't mean players have two hit points! Armour is not affected by the dash attack. In fact if two players dash into each other with armour on, they both lose their armour. It's more like having a *protective shield*.
Why is it so cool?
It might not sound like much, but it drastically changes the gameplay -- matches become longer, and the meta game gets ramped up significantly. Players with armour try to stay out of melee combat as there's the potential there to lose their advantage. Play styles also become more reckless as players know they need to get multiple hits in order to pull off their awesome victories. Essentially, Armour introduces more ways to totally humiliate your friends, and that's what this game is all about.
First pass of the armour. Not as cool, right?
What about those other cool things?
There's a lot in the full changelog below, but here are the best bits.
- Bullet sounds are now affected by the game speed. Turbo Bullets also have new, more impactful sounds.
- 5 new interactive paintings in the Timmy's House arena!
- Dash cone animation now plays *super smooth* regardless of game speed.
Full changelog:
Code:
- Armour gibs!
- Armour hit points / health system implemented.
- Armour sounds implemented.
- Added stats screen graphics to preproduction.
- Disabled story screens.
- Added broken gun gibs. (People thought you could pick up guns!)
- Pressing the Start button while in options now returns players to the previous game state.
- Left bumper now longer goes to Advanced Modifiers.
- New font used on end-game drop-down overlay.
- Armour pass 1.
- Armour pass 2.
- 5 paintings animated for Timmy's House arena.
- "Quickdraw" timer for The Wonky Wagon updated to include shards of wood.
- New dash animation done in Spine.
- New furniture to include in Timmy's House arena. TV, 2x armchair, desk lamp, 2x floor lamp, globe, others. (not yet implemented!)
- Updated Finger Of God holes in the floor.
- Armour "hit" effect added.
- Piano and Bar in The Wonky Wagon recoloured.
- New "floor lights" for Nana Rickett's in The Wonky Wagon.
- Icons for Assassins and Armour modifiers.
- Sound effects for dash changed when players are wearing armour. These are unique to each character!
- Sound effects for being hit by bullet while wearing armour. These are unique to each character!
- Bullet sounds are now affected by the game speed.
- Turbo Bullets also have new, more impactful sounds.
- Added a compressor / limiter on the master output to prevent issues with levels and make it sound lush.
- Set up Git for the game project (finally)!
- Set up Git and FTPloy for the website deployment.
- Tom finally bought a standing mat for his standing desk.
- Updated descriptions of Game Modes.
[ 2015-04-17 14:57:12 CET ] [ Original post ]
Take off your hard hats, flat caps and snapbacks. It's time to don some ARMOUR! Yep, this release of Friendship Club introduces a brand new Armour Mode, and many other smaller (but just as cool) things.
How does armour work?
Playing with Armour on means players can be hit by two bullets before getting eliminated. However, it doesn't mean players have two hit points! Armour is not affected by the dash attack. In fact if two players dash into each other with armour on, they both lose their armour. It's more like having a *protective shield*.
Why is it so cool?
It might not sound like much, but it drastically changes the gameplay -- matches become longer, and the meta game gets ramped up significantly. Players with armour try to stay out of melee combat as there's the potential there to lose their advantage. Play styles also become more reckless as players know they need to get multiple hits in order to pull off their awesome victories. Essentially, Armour introduces more ways to totally humiliate your friends, and that's what this game is all about.
First pass of the armour. Not as cool, right?
What about those other cool things?
There's a lot in the full changelog below, but here are the best bits.
- Bullet sounds are now affected by the game speed. Turbo Bullets also have new, more impactful sounds.
- 5 new interactive paintings in the Timmy's House arena!
- Dash cone animation now plays *super smooth* regardless of game speed.
Full changelog:
Code:
- Armour gibs!
- Armour hit points / health system implemented.
- Armour sounds implemented.
- Added stats screen graphics to preproduction.
- Disabled story screens.
- Added broken gun gibs. (People thought you could pick up guns!)
- Pressing the Start button while in options now returns players to the previous game state.
- Left bumper now longer goes to Advanced Modifiers.
- New font used on end-game drop-down overlay.
- Armour pass 1.
- Armour pass 2.
- 5 paintings animated for Timmy's House arena.
- "Quickdraw" timer for The Wonky Wagon updated to include shards of wood.
- New dash animation done in Spine.
- New furniture to include in Timmy's House arena. TV, 2x armchair, desk lamp, 2x floor lamp, globe, others. (not yet implemented!)
- Updated Finger Of God holes in the floor.
- Armour "hit" effect added.
- Piano and Bar in The Wonky Wagon recoloured.
- New "floor lights" for Nana Rickett's in The Wonky Wagon.
- Icons for Assassins and Armour modifiers.
- Sound effects for dash changed when players are wearing armour. These are unique to each character!
- Sound effects for being hit by bullet while wearing armour. These are unique to each character!
- Bullet sounds are now affected by the game speed.
- Turbo Bullets also have new, more impactful sounds.
- Added a compressor / limiter on the master output to prevent issues with levels and make it sound lush.
- Set up Git for the game project (finally)!
- Set up Git and FTPloy for the website deployment.
- Tom finally bought a standing mat for his standing desk.
- Updated descriptions of Game Modes.
[ 2015-04-17 14:57:12 CET ] [ Original post ]
Hi everyone. We totally forgot it's a bank holiday weekend, and we're at Insomnia 54 right now, but nevermind that, we have an update for you! The eagle-eyed among you will notice this is Release #17. We've been keeping a regular fortnightly development blog over on our site for the past 10 months. If you're interested in seeing how the game has come together, check it out! Anyway... http://timmybibble.com/blog/ What's in this release you ask? Well there's actually a ton of stuff!
Advanced Modifiers fixed!
First up, we've fixed all of the accidentally-broken advanced modifiers. Relaxed play now works, target now works, the timer now works. This means we've been able to re-introduce Bully Mode, which was removed from recent builds. We've also added descriptions to the modifiers so you know what the heck they do!
Relaxed play might be my favourite...
Keyboard & Mouse controls!
Secondly, keyboard controls! We've implemented keyboard controls on WASD and mouse so even if you only have one controller you can still play with a friend. If you have two controllers, now three of you can play. (Maybe we'll even let you have FIVE players at some point...)
New game mode: Criss-cross!
Third on the list is a brand new game mode straight from the recipe book -- Criss-cross! Criss-cross is best played with four players, free-for-all or 2 vs 2. You start with no ammo at all, and so have to run to each other's rugs to charge your gun. This results in conflict areas as players cross paths. It's super fun - give it a try!
Character Select updated!
The final change is only a small one. The Character Select screen has been slightly adjusted so that players are more likely to run over other each other's rugs. This allows us to remove that little bit of text that explicitly tells players to do so, and as a result makes the game a more accurate realisation of Timmy's dream world. We've also moved the hats into the tooltips as the "A" and "B" were completely pointless - whoops!
New Character Select layout. We've also been working on other stuff, but we didn't have time to implement it. There were some other little fixes and additions too, but there are (as always) too many to note. If you really want to know, the full changelog below contains all the secrets. Until next time, stay friendly everyone! - Ashley
Full Changelog:
Code:
- Started some LAN/online multiplayer code to "test the waters". https://twitter.com/ashleygwinnell/status/583399742425669632
- Changed Last Man Standing modifier to "Last Friend Standing"
- Added descriptions to all Advanced Modifiers.
- Added keyboard & mouse controls to the game. This helps people play who only have one controller!
- Moved debug keys away from WASD so they don't accidentally activate. (Windows only).
- Fixed bug where hitting LB to get to Advanced Modifiers during a menu transition made the screen get stuck offscreen.
- Added "Criss-cross" game mode!
- Fixed "relaxed play" advanced modifier.
- Fixed "target" and "timer" advanced modifiers, and re-added bully mode.
- New head/rug positions on character select.
- New display position for team hats on character select - they've been put in the tooltips.
- "New Custom Mode" added to mode select.
- Hidden text labels for good on the mode select screen. It makes more sense to do so now that the "new custom mode" option is in.
- Fixed a bug where right triggers weren't working on wireless Xbox 360 controllers.
- Added "impact" effect that triggers when players die.
- Generic armour for testing.
- Different armour for each character! It's so pretty (and wacky). Ooooooh.
- New player death pop animation created and implemented.
[ 2015-04-03 20:14:17 CET ] [ Original post ]
Friendship Club is Now Available on Steam Early Access and is 10% off!*
Imaginary friends do battle in the mind of young Timmy Bibble! Who will be victorious in this arena of improbable dimensions, where no two rooms are the same and bullets bounce forever?! Get your buddies together for the ultimate showdown in this bullet hell party game!
*Offer ends March 31 at 10AM Pacific Time
[ 2015-03-24 17:00:50 CET ] [ Original post ]
🎮 Full Controller Support
- Friendship Club (Linux) [93.12 M]
Friendship Club is a bullet-hell party-game for PC, Mac & Linux. Pit yourself against your friends (and enemies) in brutal combat with finely-tuned controls, customisable game mechanics and procedurally generated levels in which bullets bounce forever!
Please Note: since this is a twin stick shooter, a Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.
- LOCAL MULTI-PLAYER MADNESS - Friendship Club supports up to 8-players locally. Not only that, but you can have any possible configuration of team members, ranging from all-against-all to 2v2, 3v2, 2v4v1v1... whatever you fancy!
- FULLY CUSTOMISABLE GAME MODES - Choose from a selection of tried and tested game modes, or create your own with the advanced modifiers! Do you want a strategic battle using the level layout to your advantage, or a fast and furious rampage? Friendship Club is designed as a sandbox for the discerning local-multiplayer fan.
- PROCEDURAL LEVEL GENERATION - With procedurally generated levels and unique content rules for each world, you'll never play the same arena twice!
- ADJUSTABLE GAME SPEEDS - Battle in super slow-mo, hyper-speed and everything in-between! Become a bullet-time master or a champion of twitch-gameplay.
- A WORLD MADE FROM GIBS - Nearly everything in Friendship Club is destructible. Charge through tables, chairs, TVs, or surprise a friend by smashing through a wall - just like you've always wanted to!
- NEW WORLDS - We've got a host of new worlds waiting to be made, each featuring their own new gameplay-warping elements.
- NEW CHARACTERS - We'll be adding to the current retinue of eccentric imaginary friends with some equally twisted new creations from little Timmy's mind.
- NEW MODIFIERS / NEW MODES - We're going to gradually add new modifiers and new modes, opening up even more gameplay possibilities. We want to cover game types like Deathmatch and Capture The Flag, but with a Timmy Bibble twist!
- MORE GIBBABLE EVERYTHING - Just about every new level object we add will be gibbable. Of course.
- SINGLE PLAYER - We're focussed on trying to make the best local-multiplayer game we possibly can at the moment, but in time we want to expand Friendship Club with a single player mode.
- DESIGNED LEVELS - Some of the new worlds we're planning on might work best with pre-designed levels (or partly pre-designed), meaning that we'll offer symetical maps for perfectly balanced matches...
- LEVEL EDITOR - …and of course, there'd be no point making a level editor just for us to use...
- STEAM WORKSHOP INTEGRATION - …and there'd be no point in you making awesome new levels and modes if you can't share them!
- OS: Ubuntu 14.04 or SteamOS
- Processor: 1.5GHz ProcessorMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: OpenGL 3.2 Compatible. OpenGL Shading Language 1.5+Additional Notes: Microsoft Xbox 360 Controller for Windows (or equivalent) is strongly recommended.
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