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Release #19. Unlimited Ammo Hardcore!
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!
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!
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.
Bug Fixes: Integrated first FMOD sound events to be triggered from Spine keyframe markers (pictures in Timmy's house are now made of numerous sounds, meaning they stay in time with animations at all speeds).
Experimented with applying game speed to manipulate reverb settings (nothing added now, but will be in future).
Set-up keyframes in quickdraw animations - now awaiting new sounds to be designed and added
Reorganised VCA routing in FMOD so that ground gibs (tables etc.) have a small amount of reverb added to them (room sounds will have reverb, character sounds will be dry by comparison - gives seperation and sense of immersion)
Experimented with bullet-ambience (an event that creates a gentle hum depending how many bullets are in the map and is to control other sound groups volumes and possibly effects)
[ 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 ]
Release #19. Unlimited Ammo & Hardcore!
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!
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!
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.
Bug Fixes: Integrated first FMOD sound events to be triggered from Spine keyframe markers (pictures in Timmy's house are now made of numerous sounds, meaning they stay in time with animations at all speeds).
Experimented with applying game speed to manipulate reverb settings (nothing added now, but will be in future).
Set-up keyframes in quickdraw animations - now awaiting new sounds to be designed and added
Reorganised VCA routing in FMOD so that ground gibs (tables etc.) have a small amount of reverb added to them (room sounds will have reverb, character sounds will be dry by comparison - gives seperation and sense of immersion)
Experimented with bullet-ambience (an event that creates a gentle hum depending how many bullets are in the map and is to control other sound groups volumes and possibly effects)
[ 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 ]
Friendship Club
Force Of Habit
Developer
Force Of Habit
Publisher
2015-03-24
Release
Game News Posts:
22
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
8 user reviews
(8 reviews)
The Game includes VR Support
Public Linux Depots:
- Friendship Club (Linux) [93.12 M]
Imaginary friends battle for supremacy in the mind of young Timmy Bibble! Play as Chud - a beast from the mountains; Old Man Ricketts - a prospector driven mad by his lust for gold; Shakey Jake - a ninja, bandit, skeleton... thing; and The Canardinal - a duck from the Vatican!
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.
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!
MINIMAL SETUP
- 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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