Today's Deal: Save 90% on Robot Roller-Derby Disco Dodgeball!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
I've been hard at work on a new (and completely different) game: Factory Town! https://store.steampowered.com/app/860890/Factory_Town It's a cross between a town builder and a factory management sim. The idea is, you grow your town by automating the collection of resources using conveyor belts, chutes, rails, and logical circuits, maximizing output and solving production bottlenecks along the way. Add it to your wishlist (from the Steam link above) so you can get a notification when it's released! Or join the Discord and follow its progress: https://discord.gg/Gyv3NKJ https://www.youtube.com/watch?v=hIynX_OG10Q
Happy to announce that Disco Dodgeball is launched, live, and playable on consoles! If you want to lob some 360 helicopters from the comfort of your couch, or know a friend who does, now's your chance! (There's also a 20% launch discount for a few more days...) Nintendo Switch: https://www.nintendo.com/games/detail/disco-dodgeball-remix-switch Xbox One: https://www.microsoft.com/en-us/store/p/disco-dodgeball-remix/c2cqf93gdhks PS4: (launch discount for PS+ only) https://store.playstation.com/en-us/product/UP4042-CUSA09426_00-DISCODODGEBALL00 Thanks as always to everyone that's supported the game up through this point, this wouldn't have been possible without you!
First bit of news is I just released update 9.2:
- Switched to Deferred lighting mode and implemented screen-space reflections
- Antialiasing is now a screen effect, as is required for Deferred lighting
- Improved visual effect of laser lights
- Added new disco lights in Aquarium, Radius, Octagon, and performance of such has been improved
- Fixed balls respawning inside tank in Aquarium if they exited the bounds of the arena
- Fixed issue where Workshop uploads would fail on "updating..."
- Leaderboard upload is now an explicit opt-in, prompt will appear first time you hit "Play" and can be adjusted in Help / Privacy thereafter
- New Privacy menu, with link to Privacy policy
- Fixed opactiy of capture point cylinders
- Added Twitter and Discord button to main lobby menu
- Fixed an issue preventing some controllers from activating on Linux machines
To celebrate the recent updates, I've put the game on sale for 75% off! As always, now's a great time to get your friends in on the game, spread the word to some potential new fans, or just check the game back out again and see what's changed and play some matches with all the new players. Enjoy! ːdd_botː
Big update ready for everyone!
New Level: Diamond
Introducing a brand new level called "Diamond". It's a very large level with a giant glowing suspended diamond in the center, surrounded by elevated walkways, an inner pit with mini jumps, and an outer ledge. Tons of opportunities for trick shots and long distance hits.
New Mode: Tank Battle
This new mode is unique in that each player starts with a health bar that must be whittled down by scoring trick shots on them. Once the health bar is depleted, that player is eliminated! Also all players have fireballs and stronger shots. The lack of catching means you must use level geometry to your tactical advantage and avoid being caught out in the open.
New Mode: Lightning Round
This is a hyperactive Deathmatch mode where you must go all out in order to win! You get points for KOs, but rounds only last 30 seconds (first to 5 round victories will win the match). So every kill makes a huge difference, and there's no time to waste.
Reporting & muting Tools
The Dodgeball community is generally very friendly. But every now and then you might run into a player not living up to this standard. So there's some helpful tools now:
- Muting a player now persists across games and play sessions. They get added to your permanent 'individual mute' list (until if/when you choose to unmute them)
- Mods can now mute a player for all players in a room. This isn't a permanent mute, but serves as a 'time out' for players that need one.
- Players repeatedly abusing the chat function can be globally muted in all games, all rooms.
- The Players panel now has a 'Report' option that prints out the chat log into a format that can be mailed to the developer. This provides useful context and can be used to make a permanent mute as described above.
- Lowered AI bot acceleration to give them more human-like movement and responsiveness
- Decreased cooldown period after bots throw a ball before they find a new target
- Lowered bot rotation speed, so they don't rapidly swivel and hit you with a superhuman shot
- Adjusted bot aim slightly higher if target is elevated, as they were previously bad at hitting targets above them
- Bots will stop crowding the capture point, looking for a pass, if the friendly cube carrier gets within reasonable distance of capture
- Collecting the Power Cube will result in a 3 second window where you can not throw it. This is done to prevent extremely spammy passing strategies.
- Collecting the Super Ball will activate a very short temporary shield
- Added "Motion Blur" option in video settings
- Custom game modes now save in Steam cloud
- Added "Default" score limit option, to ensure the ideal score limit is always picked (based on num players & teams) when manually choosing game mode types.
- New custom rule: Ball Collect Shield, that applies a shield to a player after they pick up a ball. The shield does not reactivate if they quickly pick up the same ball.
- New custom rule: Cube Throw Delay: prevents player from throwing for a specified time range after collecting the Power Cube
- New custom rule: Player Health. Grants players a health value that is decreased based on the score value of hits against them. Players are only
- KO'd once their health is depleted.
- Added "Sudden Death" announcer clip for time limit modes when the score is tied at the end of the time limit
- Increased color saturation of held dodgeballs
- Decreased fog brightness for Glow In The Dark modifier (wasn't dark enough!)
- Moved ‘Show Clan Decals’ to misc preferences, from video preferences
- Lowered default mouse sensitivity Leaderboard is always shown when in Challenge mode (used to hide while playing)
- If the score value for a hoop or capture is worth more than 1 point (based on game rules), then the point value is displayed on the score alert
- Added more clear popup text message when joining room fails, instead of just updating small label on Find Match panel
- Match Settings now hides main Game state HUD
- Fixed announcer not working in main lobby menu
- Satellite ball now correctly uses the Rare exchange (3x AP) not the Uncommon exchange (2x AP)
- Fixed errors / hangs that might occur if switching into 1st person spectator mode onto a KO’d bot
- Fixed bots getting stuck in place due to improperly prioritizing top-ranked vs. closest players in non-objective modes Added protection against round survival bonuses being awarded more than once
- Fixed XP gain bar not animating additional XP gain after gaining a level
- Fixed time display in time trials mode
- Fixed jump height upgrade not working
- Mod ability to chagne a player’s team now works as expected
- Fixed bug where multi-round FFA matches with scoring would not select the correct round score leader (was using roundVictories instead)
- Fixed changes to custom mode title / description getting discarded if you added a rule before you saved
- Fixed label hovering over your head if doing 1st person spectating
- Fixed 'Speedy Bots' Arcade waves not using correct speed value
Big update ready for everyone!
New Level: Diamond
Introducing a brand new level called "Diamond". It's a very large level with a giant glowing suspended diamond in the center, surrounded by elevated walkways, an inner pit with mini jumps, and an outer ledge. Tons of opportunities for trick shots and long distance hits.
New Mode: Tank Battle
This new mode is unique in that each player starts with a health bar that must be whittled down by scoring trick shots on them. Once the health bar is depleted, that player is eliminated! Also all players have fireballs and stronger shots. The lack of catching means you must use level geometry to your tactical advantage and avoid being caught out in the open.
New Mode: Lightning Round
This is a hyperactive Deathmatch mode where you must go all out in order to win! You get points for KOs, but rounds only last 30 seconds (first to 5 round victories will win the match). So every kill makes a huge difference, and there's no time to waste.
Reporting & muting Tools
The Dodgeball community is generally very friendly. But every now and then you might run into a player not living up to this standard. So there's some helpful tools now:
- Muting a player now persists across games and play sessions. They get added to your permanent 'individual mute' list (until if/when you choose to unmute them)
- Mods can now mute a player for all players in a room. This isn't a permanent mute, but serves as a 'time out' for players that need one.
- Players repeatedly abusing the chat function can be globally muted in all games, all rooms.
- The Players panel now has a 'Report' option that prints out the chat log into a format that can be mailed to the developer. This provides useful context and can be used to make a permanent mute as described above.
- Lowered AI bot acceleration to give them more human-like movement and responsiveness
- Decreased cooldown period after bots throw a ball before they find a new target
- Lowered bot rotation speed, so they don't rapidly swivel and hit you with a superhuman shot
- Adjusted bot aim slightly higher if target is elevated, as they were previously bad at hitting targets above them
- Bots will stop crowding the capture point, looking for a pass, if the friendly cube carrier gets within reasonable distance of capture
- Collecting the Power Cube will result in a 3 second window where you can not throw it. This is done to prevent extremely spammy passing strategies.
- Collecting the Super Ball will activate a very short temporary shield
- Added "Motion Blur" option in video settings
- Custom game modes now save in Steam cloud
- Added "Default" score limit option, to ensure the ideal score limit is always picked (based on num players & teams) when manually choosing game mode types.
- New custom rule: Ball Collect Shield, that applies a shield to a player after they pick up a ball. The shield does not reactivate if they quickly pick up the same ball.
- New custom rule: Cube Throw Delay: prevents player from throwing for a specified time range after collecting the Power Cube
- New custom rule: Player Health. Grants players a health value that is decreased based on the score value of hits against them. Players are only
- KO'd once their health is depleted.
- Added "Sudden Death" announcer clip for time limit modes when the score is tied at the end of the time limit
- Increased color saturation of held dodgeballs
- Decreased fog brightness for Glow In The Dark modifier (wasn't dark enough!)
- Moved Show Clan Decals to misc preferences, from video preferences
- Lowered default mouse sensitivity Leaderboard is always shown when in Challenge mode (used to hide while playing)
- If the score value for a hoop or capture is worth more than 1 point (based on game rules), then the point value is displayed on the score alert
- Added more clear popup text message when joining room fails, instead of just updating small label on Find Match panel
- Match Settings now hides main Game state HUD
- Fixed announcer not working in main lobby menu
- Satellite ball now correctly uses the Rare exchange (3x AP) not the Uncommon exchange (2x AP)
- Fixed errors / hangs that might occur if switching into 1st person spectator mode onto a KOd bot
- Fixed bots getting stuck in place due to improperly prioritizing top-ranked vs. closest players in non-objective modes Added protection against round survival bonuses being awarded more than once
- Fixed XP gain bar not animating additional XP gain after gaining a level
- Fixed time display in time trials mode
- Fixed jump height upgrade not working
- Mod ability to chagne a players team now works as expected
- Fixed bug where multi-round FFA matches with scoring would not select the correct round score leader (was using roundVictories instead)
- Fixed changes to custom mode title / description getting discarded if you added a rule before you saved
- Fixed label hovering over your head if doing 1st person spectating
- Fixed 'Speedy Bots' Arcade waves not using correct speed value
Features
- Added Catacombs to the official map list (had been temporarily available as a preview earlier)
- Customize panel now shows all possible items, so you can preview what they look like when equipped. Has a handy 'buy' button if you want to purchase it outright - hint hint ːdd_botː
- Added separate rebindable 'Catch' button
- Voting options are rebindable as well
- Add workshop support for custom localizations - instructions to be added to Workshop guide soon!
Adjustments
- Added menu button animations (which can be disabled via Options / Misc / Menu Button Animations)
- Mission for Advanced Kills (Ninja, Long Distance, Backfire, Helicopter, Mid Air Catches, -
Flying Squirrel, Dunk, Air Strike, Top Gun, and Duck Hunt) only require 5 KOs instead of 15. The reward decreased from 5 to 4. (Except Mid Air Catches, reward for that went to 3 since they're more reliable to pull off)
- Combo Kills now only requires 5 kills instead of 10. Reward increased from 2 to 3.
- Added built-in credits panel
- Players not alive are greyed out in scoreboard
- Added 'Ball' tag option to Workshop Files configuration page
- Host changes if current host ping is 150 (raised threshold from 100)
- Added subtle pulse to ambient lighting, raised brightness overall (especially when visualizer and/or reflection probes are off)
Fixes
- Fixed Zombie KO not being counted
- Fixed bug where activating scoreboard would cause a held jump input to be released
- Fixed failure to initialize a singleplayer match if you had backed out of the Local Multilpayer menu without going back to the full menu root
- Fixed appearance of 'negative xp' if you match ended without any kills
- Fixed AI bots stalling out at times when equipped with Bulldozer powerup
- Fixed missing reflections on Crescent map
- Fixed navigation in Arena, causing bots to go back-and-forth before jumping off spawn platforms
Enjoy, and thanks everyone for reporting bugs & sending in feedback - was critical in putting this update together!
Features
- Added Catacombs to the official map list (had been temporarily available as a preview earlier)
- Customize panel now shows all possible items, so you can preview what they look like when equipped. Has a handy 'buy' button if you want to purchase it outright - hint hint :dd_bot:
- Added separate rebindable 'Catch' button
- Voting options are rebindable as well
- Add workshop support for custom localizations - instructions to be added to Workshop guide soon!
Adjustments
- Added menu button animations (which can be disabled via Options / Misc / Menu Button Animations)
- Mission for Advanced Kills (Ninja, Long Distance, Backfire, Helicopter, Mid Air Catches, -
Flying Squirrel, Dunk, Air Strike, Top Gun, and Duck Hunt) only require 5 KOs instead of 15. The reward decreased from 5 to 4. (Except Mid Air Catches, reward for that went to 3 since they're more reliable to pull off)
- Combo Kills now only requires 5 kills instead of 10. Reward increased from 2 to 3.
- Added built-in credits panel
- Players not alive are greyed out in scoreboard
- Added 'Ball' tag option to Workshop Files configuration page
- Host changes if current host ping is 150 (raised threshold from 100)
- Added subtle pulse to ambient lighting, raised brightness overall (especially when visualizer and/or reflection probes are off)
Fixes
- Fixed Zombie KO not being counted
- Fixed bug where activating scoreboard would cause a held jump input to be released
- Fixed failure to initialize a singleplayer match if you had backed out of the Local Multilpayer menu without going back to the full menu root
- Fixed appearance of 'negative xp' if you match ended without any kills
- Fixed AI bots stalling out at times when equipped with Bulldozer powerup
- Fixed missing reflections on Crescent map
- Fixed navigation in Arena, causing bots to go back-and-forth before jumping off spawn platforms
Enjoy, and thanks everyone for reporting bugs & sending in feedback - was critical in putting this update together!
The game is currently available for a big discount, so tell your friends who've been on the sidelines to finally pick up their own copy! Or if you're feeling particularly generous, pick up a gift copy for them!
Have a huge new update live. Here's the details:
New map: Epicenter
New map: Skate Park (based on workshop submission by Axogandr)
New map: Crescent (based on workshop submission by X Kirby)
Features
- Tired of flying accidentally off the top of ramps? Bots now 'stick' to the surface when moving up a ramp, giving you much better movement control.
- Added level shuffle options ‘Random Large’ and ‘Random Small’, if you have a large or small lobby of players and don’t want levels that are a size mismatch
- Added new ‘Arena Tint Lighting’, which is a dynamic pixel light that provides additional shading to arena textures with a small performance cost.
- Can trade 15x dodgecoins for random Rare+ item (chances: Rare 65%, Epic 25%, Legendary 10%)
Fixes
- Fixed getting stuck on ramps by changing the shape of the player's wall collider
- Bots are better at targeting navigation points directly beneath them
- Fixed missing lighting in end-round bot portraits
- Fixed Arcade not ending if bot was killed by EMP self-destruction
- Fixed bots sometimes respawning with EMP state if previous bots KOd with it in Arcade
- Improved bot navigation when target is directly below them
- Fixed and re-enabled Incognito Mode
- Fixed bug where changing customization mid-match would cause your own meshes to be shown in your first-person view
- Ball ignores throwing player's colliders temporarily, prevents issue where backwards-moving bots in online multilplayer would throw a ball that collides with themselves
- Fixed loading hitch with Chodge Darger
- Fixed bug where FFA Team Colors from being applied in modes where 2-team settings were fixed and not selectable in match settings
Adjustments
- You now shoot at the hoop that matches your team color, not the ‘enemy hoop’
- Ball deflection mission only takes 10 deflections (down from 25), MP value reduced from 3 to 2
- Added ‘quit’ buttons back to Challenge and Arcade final menus
- Made craft recipe icons larger for improved readability
Have a huge new update live. Here's the details:
New map: Epicenter
New map: Skate Park (based on workshop submission by Axogandr)
New map: Crescent (based on workshop submission by X Kirby)
Features
- Tired of flying accidentally off the top of ramps? Bots now 'stick' to the surface when moving up a ramp, giving you much better movement control.
- Added level shuffle options Random Large and Random Small, if you have a large or small lobby of players and dont want levels that are a size mismatch
- Added new Arena Tint Lighting, which is a dynamic pixel light that provides additional shading to arena textures with a small performance cost.
- Can trade 15x dodgecoins for random Rare+ item (chances: Rare 65%, Epic 25%, Legendary 10%)
Fixes
- Fixed getting stuck on ramps by changing the shape of the player's wall collider
- Bots are better at targeting navigation points directly beneath them
- Fixed missing lighting in end-round bot portraits
- Fixed Arcade not ending if bot was killed by EMP self-destruction
- Fixed bots sometimes respawning with EMP state if previous bots KOd with it in Arcade
- Improved bot navigation when target is directly below them
- Fixed and re-enabled Incognito Mode
- Fixed bug where changing customization mid-match would cause your own meshes to be shown in your first-person view
- Ball ignores throwing player's colliders temporarily, prevents issue where backwards-moving bots in online multilplayer would throw a ball that collides with themselves
- Fixed loading hitch with Chodge Darger
- Fixed bug where FFA Team Colors from being applied in modes where 2-team settings were fixed and not selectable in match settings
Adjustments
- You now shoot at the hoop that matches your team color, not the enemy hoop
- Ball deflection mission only takes 10 deflections (down from 25), MP value reduced from 3 to 2
- Added quit buttons back to Challenge and Arcade final menus
- Made craft recipe icons larger for improved readability
Update 8.1 is finally out and ready to play!
The biggest addition is more than 50 items, many of which were created by players in the workshop:
This includes a brand new category of cosmetic item: ball reskins!
Additionally a ton of improvements and fixes were made. The game will look better and play more smoothly than ever. Download the update and check out all the changes!
Features
Performance Improvements
Visual Improvements
Fixes / Adjustments
Update 8.1 is finally out and ready to play!
The biggest addition is more than 50 items, many of which were created by players in the workshop:
This includes a brand new category of cosmetic item: ball reskins!
Additionally a ton of improvements and fixes were made. The game will look better and play more smoothly than ever. Download the update and check out all the changes!
Features
Performance Improvements
Visual Improvements
Fixes / Adjustments
Been putting out a bunch of updates over the past few weeks, and I wanted to post an announcement for them for anyone not following along on the Release Notes thread. The big new features are: Steam Friends integration into room search, A room inspector to let you see who's in a room before you join, stackable inventory items, chat scrolling, and a bunch of new video and misc settings to customize your gameplay experience. Here's the full patch notes:
8.0.1
- Fixed issue where mode / level randomization was not totally random
- AI bots will try to avoid players in their way, prevents bunching
- Prevented error where passive bots (e.g. Juggernaut, Pinball, Teamwork) get stuck in ‘Target Threat’ behavior without being able to collect a ball, forcing them to wander and stack up near the player
- Halved XP gain for juggernaut mode
- Can no longer increment individual missions in Juggernaut
8.0.2
- Fixed time limit matches not counting as regulation PvP for mission accounting
- Reduced delay / stutter when saving mission progress
- Added leaderboard for badge level
8.0.3
Features:
- Crafting ingredients and DodgeCoins will now stack in your inventory. They’ll stack automatically when you launch the game. Any new individual items you’ve acquired will be stacked at this time. Items purchased off the market, that have trade restrictions, will apply to the whole stack. Crafting works the same for stacked items - it just picks one item out of the stack for crafting.
- Improved formatting of end-round stats. Right-hand level / badge display only shown if player has a badge. Level label is easier to read. Bot profile pic has less washed-out glow.
- Added back original StatBrag notification, now with particle effect and ensures that it doesn’t overlap with notification bar
- Godlikes can no longer count as hot potatoes or mid-air throws
- Ninjas and Alley Oops no longer count as mid-air throws
- Fixed navigation buttons disappearing from ‘Search’ panel if the join room process failed
- Fixed hung state if you were currently connected to a server and tried to create a match on a different server
- Bar indicating mission progress made during round now flashes & animates
- Fixed laser lights appearing as black bands in Glow In The Dark mode
8.0.4
- Fixed issue preventing stacked Dodgecoins from being used in badge crafting
- New menu: Options / Misc. Currently has just one setting: 'Show tips on match start'. Many more items will be added to this menu over time.
- Singleplayer, Local Multiplayer, and Online Multiplayer now grouped as their own menu, accessible via the new 'Play' button.
- New “Help” menu contains Guide and About links (and “Mode Details”) if in a match. About removed from Options menu.
8.0.5
Features
- Friends Integration. On the Search panel, you'll see a friendly robot head next to the player count if the room contains one of your Steam friends. (Note: this only works if the room host has updated to 8.0.5, so while this is on the beta it's not fully operational)
- Player Inspector. On the Search panel, select a room and hit 'Info' to view all the players in the room, their levels, and whether they are Steam friends with you.
- Chat scrolling! Can scroll chat with page up, page down, home, and end keys. Hold down page up or down to scroll quickly.
- Added Misc option: "Show KO Text in arena". This can suppress the 3D text that appears at the location where a bot was KOd.
- Added Misc option: “Scoreboard Hold / Toggle”.
- Added MIsc option "Kudos filter": show all, or show only mine (default is 'show all')
- Added ‘refresh’ button to inventory to scan for newly acquired items (marketplace or item store)
- Added Video option: Arena Brightness. This slider adjusts the intensity of the dance club lights.
- Added Video option: Self Particle FX - disables particle effects for ball hold / charge / and on Fire (killstreak) for the local player for increased visibility
- Added functionality to ban specified Steam IDs from uploading scores to leaderboards
- PowerUp missions no longer advanced by catching a ball thrown by a player with that power-up. Some PowerUp missions (Pogo, Super Boost, Jetpack) can be advanced by catching if you have the PowerUp.
- Fixed null refs causing Arcade Boss particles to last forever
- Quitting Online MP match brings you back to the Online MP menu
- Find Match panel says ‘Random’ for mode entry if it’s a random mode
- Added clear warning on launch if Steamworks did not initialize
- Toned down brightness flash on ‘slo mo boost’
- “Match Settings” to “Call vote” if not the host
- Kudos only appear for you and the recipient
- Added team tint to usernames in chat
- ‘No Look’ KOs are tracked
- Changed Basic KO mission to hits required 15, reward 3 MP (down from 25 / 5)
- Slightly improved performance gain when lasers are set to Off
Been putting out a bunch of updates over the past few weeks, and I wanted to post an announcement for them for anyone not following along on the Release Notes thread. The big new features are: Steam Friends integration into room search, A room inspector to let you see who's in a room before you join, stackable inventory items, chat scrolling, and a bunch of new video and misc settings to customize your gameplay experience. Here's the full patch notes:
8.0.1
- Fixed issue where mode / level randomization was not totally random
- AI bots will try to avoid players in their way, prevents bunching
- Prevented error where passive bots (e.g. Juggernaut, Pinball, Teamwork) get stuck in Target Threat behavior without being able to collect a ball, forcing them to wander and stack up near the player
- Halved XP gain for juggernaut mode
- Can no longer increment individual missions in Juggernaut
8.0.2
- Fixed time limit matches not counting as regulation PvP for mission accounting
- Reduced delay / stutter when saving mission progress
- Added leaderboard for badge level
8.0.3
Features:
- Crafting ingredients and DodgeCoins will now stack in your inventory. Theyll stack automatically when you launch the game. Any new individual items youve acquired will be stacked at this time. Items purchased off the market, that have trade restrictions, will apply to the whole stack. Crafting works the same for stacked items - it just picks one item out of the stack for crafting.
- Improved formatting of end-round stats. Right-hand level / badge display only shown if player has a badge. Level label is easier to read. Bot profile pic has less washed-out glow.
- Added back original StatBrag notification, now with particle effect and ensures that it doesnt overlap with notification bar
- Godlikes can no longer count as hot potatoes or mid-air throws
- Ninjas and Alley Oops no longer count as mid-air throws
- Fixed navigation buttons disappearing from Search panel if the join room process failed
- Fixed hung state if you were currently connected to a server and tried to create a match on a different server
- Bar indicating mission progress made during round now flashes & animates
- Fixed laser lights appearing as black bands in Glow In The Dark mode
8.0.4
- Fixed issue preventing stacked Dodgecoins from being used in badge crafting
- New menu: Options / Misc. Currently has just one setting: 'Show tips on match start'. Many more items will be added to this menu over time.
- Singleplayer, Local Multiplayer, and Online Multiplayer now grouped as their own menu, accessible via the new 'Play' button.
- New Help menu contains Guide and About links (and Mode Details) if in a match. About removed from Options menu.
8.0.5
Features
- Friends Integration. On the Search panel, you'll see a friendly robot head next to the player count if the room contains one of your Steam friends. (Note: this only works if the room host has updated to 8.0.5, so while this is on the beta it's not fully operational)
- Player Inspector. On the Search panel, select a room and hit 'Info' to view all the players in the room, their levels, and whether they are Steam friends with you.
- Chat scrolling! Can scroll chat with page up, page down, home, and end keys. Hold down page up or down to scroll quickly.
- Added Misc option: "Show KO Text in arena". This can suppress the 3D text that appears at the location where a bot was KOd.
- Added Misc option: Scoreboard Hold / Toggle.
- Added MIsc option "Kudos filter": show all, or show only mine (default is 'show all')
- Added refresh button to inventory to scan for newly acquired items (marketplace or item store)
- Added Video option: Arena Brightness. This slider adjusts the intensity of the dance club lights.
- Added Video option: Self Particle FX - disables particle effects for ball hold / charge / and on Fire (killstreak) for the local player for increased visibility
- Added functionality to ban specified Steam IDs from uploading scores to leaderboards
- PowerUp missions no longer advanced by catching a ball thrown by a player with that power-up. Some PowerUp missions (Pogo, Super Boost, Jetpack) can be advanced by catching if you have the PowerUp.
- Fixed null refs causing Arcade Boss particles to last forever
- Quitting Online MP match brings you back to the Online MP menu
- Find Match panel says Random for mode entry if its a random mode
- Added clear warning on launch if Steamworks did not initialize
- Toned down brightness flash on slo mo boost
- Match Settings to Call vote if not the host
- Added team tint to usernames in chat
- No Look KOs are tracked
- Changed Basic KO mission to hits required 15, reward 3 MP (down from 25 / 5)
- Slightly improved performance gain when lasers are set to Off
This is a huge update that's been in the works for a long time and am very excited to be able to let players finally get their hands on it!
It's the "Missions and Badges" update, and it will probably dramatically change the way you play the game.
Basically, you're now rewarded with Mission Points for winning matches, earning end-round awards, doing well in Challenges and Arcade mode, and for completing new random skill-based Missions that are assigned to you. More Mission Points will unlock higher-level profile Badges, which unlock new and more challenging missions to complete.
It's meant to be a fun meta-game to keep new players around longer and bring new challenges to veteran players. Winning matches will be more meaningful, your moment-to-moment tactics will change based on your Mission incentives, and you'll have a good use for any spare parts or decals laying around.
More information can be found in this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=823456701
There's also a large number of smaller features & bug fixes that people have been asking for. Here's the other patch notes:
Features
- Kill types can now stack. So you can score a Helicopter Dunk, or a Ninja Dunk. Score, XP, and DodgeBux are calculated by using the full normal value of the primary KO type, and each additional (stacked) KO type is worth half their normal value.
- Steam Cloud now syncs your cosmetic choices, and mission data.
- Added ‘advanced shaders’ video setting, which when off disables water in level Aquarium. Setting defaults to Off, and is off for low and medium presets, but is ON for High presets
- Added ‘frame rate cap’ option: None, 30, 45, 60, 75, 85, 120, 144, 160, 165, 180, 200, 240
- End round flow of: round stats / XP & Items Gained / Mission progress is no longer timed, players click through them
- Got rid of theArcade unlockable perks system, was mostly redundant with the addition of Missions. All Arcade perks are unlocked by default, but still may only appear at certain Arcade rounds.
Fixes / Improvments
- Fixed getting stuck in chat if chat input window open when online match advanced to next match
- Fixed bug where catches were sometimes getting scored as combos (when victim thrower was throwing a potential combo ball)
- Fixed pathfinding issue in Fort
- Fixed team option being hidden when mode set to random
- Fixed missing spawn ceiling colliders in Nexus, Octagon, and Trifecta
- Fixed issue where passing the cube to an online player who was close to the capture point could sometimes results in them re-collecting the cube after they captured it
- Fixed crafting panel getting ‘stuck’ when crafting while game paused in offline matches
- Fixed bug that was treating friendly and enemy targets as equal priority when determining homing target
- If item schema fails to download, item drops will not be displayed (but can still be collected)
- Decreased Fire Wave emission rate to improve performance
- Fixed Arcade saying ‘Round Won’ when you lost
- Stopped particle effect from playing again when returning to craft result panel after viewing detail
- Crafting ingredients are sorted by advanced first, then basic
This is a huge update that's been in the works for a long time and am very excited to be able to let players finally get their hands on it!
It's the "Missions and Badges" update, and it will probably dramatically change the way you play the game.
Basically, you're now rewarded with Mission Points for winning matches, earning end-round awards, doing well in Challenges and Arcade mode, and for completing new random skill-based Missions that are assigned to you. More Mission Points will unlock higher-level profile Badges, which unlock new and more challenging missions to complete.
It's meant to be a fun meta-game to keep new players around longer and bring new challenges to veteran players. Winning matches will be more meaningful, your moment-to-moment tactics will change based on your Mission incentives, and you'll have a good use for any spare parts or decals laying around.
More information can be found in this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=823456701
There's also a large number of smaller features & bug fixes that people have been asking for. Here's the other patch notes:
Features
- Kill types can now stack. So you can score a Helicopter Dunk, or a Ninja Dunk. Score, XP, and DodgeBux are calculated by using the full normal value of the primary KO type, and each additional (stacked) KO type is worth half their normal value.
- Steam Cloud now syncs your cosmetic choices, and mission data.
- Added advanced shaders video setting, which when off disables water in level Aquarium. Setting defaults to Off, and is off for low and medium presets, but is ON for High presets
- Added frame rate cap option: None, 30, 45, 60, 75, 85, 120, 144, 160, 165, 180, 200, 240
- End round flow of: round stats / XP & Items Gained / Mission progress is no longer timed, players click through them
- Got rid of theArcade unlockable perks system, was mostly redundant with the addition of Missions. All Arcade perks are unlocked by default, but still may only appear at certain Arcade rounds.
Fixes / Improvments
- Fixed getting stuck in chat if chat input window open when online match advanced to next match
- Fixed bug where catches were sometimes getting scored as combos (when victim thrower was throwing a potential combo ball)
- Fixed pathfinding issue in Fort
- Fixed team option being hidden when mode set to random
- Fixed missing spawn ceiling colliders in Nexus, Octagon, and Trifecta
- Fixed issue where passing the cube to an online player who was close to the capture point could sometimes results in them re-collecting the cube after they captured it
- Fixed crafting panel getting stuck when crafting while game paused in offline matches
- Fixed bug that was treating friendly and enemy targets as equal priority when determining homing target
- If item schema fails to download, item drops will not be displayed (but can still be collected)
- Decreased Fire Wave emission rate to improve performance
- Fixed Arcade saying Round Won when you lost
- Stopped particle effect from playing again when returning to craft result panel after viewing detail
- Crafting ingredients are sorted by advanced first, then basic
Finally got a chance to add some often-requested features in this one. Most importantly, you can now select from the servers US West (San Diego) Canada East (Montreal) and South America (Sao Paulo). This will give a much better online experience for players closer to those regions. You can also now create a 'Playlist' of game modes (or levels). Holding down Left Control will allow you to select multiple items on the match settings menu, and your mates will shuffle between these options. So if you want to create a room that only cycles between Hoops and Elimination, or whatever number of classic, expert, or custom modes, you can do that! This also works for powerup pickups. Previously, you could only turn them On or Off. But now you can select which individual powerup pickups you want available in your matches. Other improvements:
- Fixed flickering back wall in Aquarium
- Fixed jetpack remaining on if you switched powerups while using the jetpack boost Added ‘5’ score limit option to Hoops
- Super ball spawn on Octagon moved to middle level
- Elim hoops - also move hoops closer to forts on Fort to prevent quick wins
- Attrition, Headhunter, and Elim hoops back in Expert modes
- Adjusted some textures in Fort
- Fixed checkpoint formatting in Time Trials
Finally got a chance to add some often-requested features in this one. Most importantly, you can now select from the servers US West (San Diego) Canada East (Montreal) and South America (Sao Paulo). This will give a much better online experience for players closer to those regions. You can also now create a 'Playlist' of game modes (or levels). Holding down Left Control will allow you to select multiple items on the match settings menu, and your mates will shuffle between these options. So if you want to create a room that only cycles between Hoops and Elimination, or whatever number of classic, expert, or custom modes, you can do that! This also works for powerup pickups. Previously, you could only turn them On or Off. But now you can select which individual powerup pickups you want available in your matches. Other improvements:
- Fixed flickering back wall in Aquarium
- Fixed jetpack remaining on if you switched powerups while using the jetpack boost Added 5 score limit option to Hoops
- Super ball spawn on Octagon moved to middle level
- Elim hoops - also move hoops closer to forts on Fort to prevent quick wins
- Attrition, Headhunter, and Elim hoops back in Expert modes
- Adjusted some textures in Fort
- Fixed checkpoint formatting in Time Trials
7.4 was just made available to all players. It has a ton of new content, improvements, and fixes.
New Levels
This is Fort. It's a throwback to the classic Mario Kart 64 multiplayer level Block Fort, remade and optimized for Disco Dodgeball. The one big difference is there's a route onto the forts from near the middle, and of course the addition of glowy LED lights. It adds a lot of verticality to the combat and confers a great advantage to those able to maintain the high ground. It's particularly good for objective-based modes like Capture The Cube.
This is Aquarium, and is a level created by the player SerialHugger (thanks!!). It involves a single walkway connecting the two spawns, some curved ramps leading to a lower fish observation area and some higher side walkways as well. It's very open and rewards those with good long range timing & accuracy.
New Modes
Elimination Hoops A hybrid of two classic modes. To win a round, either score a single hoop or eliminate the entire enemy team. The first team or FFA player to the target number of round victories will win the match. It's an intense mode that requires the right balance of caution and aggressiveness, and players will need to use their intuition to know when is the right time to go for the goal. Bonus Ball This is Deathmatch with a Super Ball twist. Most KOs count for one point, but KOs with the golden ball are worth 5. Additionally, players can toss the Super Ball through the hoop for a bonus 5 points. Score Hunter Similar to Headhunter, this is an Elimination variant where the winner is determined by reaching a particular Score. Rounds will continue until the score target is reached. It forces players to abandon their cautious Elimination strategy and go all-out. But of course, acting too bold can easily get you eliminated as well.
New Features
- You can now choose the team setting 'Random', which will shuffle between 2 Team and FFA modes.
- You can now choose the mode setting 'Random + Expert', which will select a random mode including the more complex Expert modes. A good way to add some variety to your rooms if you've been playing for a while and are comfortable with advanced rule sets.
New Custom Mode rule options
- Allow Time Limit Options (makes default time limit options appear in match settings)
- Score Limit Option (displays specified score limit option in match settings)
- Round Victory Limit Option (same, with round victories)
- Time Limit Option (same, with time limits)
- DefaultRoundVictoryLimit2P...12P (specifies default round victory limit based on number of players if mode is rotated to via Random mode settings)
- UseCumulativeScore (makes match victory dependent on sum of round scores, useful when making elimination hybrid modes like Headhunter
Adjustments / Improvements / Fixes
- Attrition and Headhunter are now part of the Classic modes, so they'll pop up during default random mode rotation
- Grand Prix removed from Classic modes, is now part of Expert modes
- Headhunter is now FFA only
- Nerfed homing ball strength
- Homing on friendly target is much stronger
- Increased aim proximity requirement for selecting friendy player as homing target
- Pooled some 3D score text objects and Kill Log items to prevent frame hiccups
- Added new cylinder mesh to Capture Point to increase visibility (especially when particles are turned off in video settings)
- Removed lock-on that prevents homing target from changing after reaching certain charge threshold
- Checkpoints new cylinder mesh, and do a better job of fading in and out
- Removed extraneous ‘First to 1’ header text in Hunter v Hunted and Hoop Defense modes
- Fixed random Elimination FFA matches not using the correct round victory limit (3)
- Fixed Kart Race summing all participants’ scores instead of using leader score
- Match Settings will load default score limit when changing game mode even if that new mode has a score limit option that matches the currently loaded limit (prevening things like inadvertently setting a Hoops match to 100 if switching from a Super Ball match with limit 100)
- Fixed switching teams making you ineligible to vote on match settings
- Bots can prioritize the Super Ball if a KO with it is worth more points
- Fixed admin Kick function kicking all players in room
- Team / FFA rule is incorporated into main score subtitle (e.g. “Team Deathmatch”)
- Headhunter has match score limit (via useCumulativeScore), not a set number of rounds
- Added hard limit of 18 for maxTeamPlayers custom rule
- Announcer Says ‘round won’ when you complete an arcade level
- Fixed bot lighting in Chasm
- Fixed jetpack particles on Bots not synching to clients
- Fixed error in sometimes initializing perk progress items before stats were downloaded, resulting in extraneous progress notifications
- Fixed VO clips sometimes overlapping
- Better prioritization of VO clips - multiKill > rare trick shots > rampage > on Fire > extinguish > 4+ streak > random taunt > common trick shots > 2+ streak
- Easy Bots speed restriction is now overridden by Behavior Zones, allowing them to jump across gaps
- Fixed inventory display counts not updating when returning to inventory after crafting
- Fixed hyphens being disallowed in player names
7.4 was just made available to all players. It has a ton of new content, improvements, and fixes.
New Levels
This is Fort. It's a throwback to the classic Mario Kart 64 multiplayer level Block Fort, remade and optimized for Disco Dodgeball. The one big difference is there's a route onto the forts from near the middle, and of course the addition of glowy LED lights. It adds a lot of verticality to the combat and confers a great advantage to those able to maintain the high ground. It's particularly good for objective-based modes like Capture The Cube.
This is Aquarium, and is a level created by the player SerialHugger (thanks!!). It involves a single walkway connecting the two spawns, some curved ramps leading to a lower fish observation area and some higher side walkways as well. It's very open and rewards those with good long range timing & accuracy.
New Modes
Elimination Hoops A hybrid of two classic modes. To win a round, either score a single hoop or eliminate the entire enemy team. The first team or FFA player to the target number of round victories will win the match. It's an intense mode that requires the right balance of caution and aggressiveness, and players will need to use their intuition to know when is the right time to go for the goal. Bonus Ball This is Deathmatch with a Super Ball twist. Most KOs count for one point, but KOs with the golden ball are worth 5. Additionally, players can toss the Super Ball through the hoop for a bonus 5 points. Score Hunter Similar to Headhunter, this is an Elimination variant where the winner is determined by reaching a particular Score. Rounds will continue until the score target is reached. It forces players to abandon their cautious Elimination strategy and go all-out. But of course, acting too bold can easily get you eliminated as well.
New Features
- You can now choose the team setting 'Random', which will shuffle between 2 Team and FFA modes.
- You can now choose the mode setting 'Random + Expert', which will select a random mode including the more complex Expert modes. A good way to add some variety to your rooms if you've been playing for a while and are comfortable with advanced rule sets.
New Custom Mode rule options
- Allow Time Limit Options (makes default time limit options appear in match settings)
- Score Limit Option (displays specified score limit option in match settings)
- Round Victory Limit Option (same, with round victories)
- Time Limit Option (same, with time limits)
- DefaultRoundVictoryLimit2P...12P (specifies default round victory limit based on number of players if mode is rotated to via Random mode settings)
- UseCumulativeScore (makes match victory dependent on sum of round scores, useful when making elimination hybrid modes like Headhunter
Adjustments / Improvements / Fixes
- Attrition and Headhunter are now part of the Classic modes, so they'll pop up during default random mode rotation
- Grand Prix removed from Classic modes, is now part of Expert modes
- Headhunter is now FFA only
- Nerfed homing ball strength
- Homing on friendly target is much stronger
- Increased aim proximity requirement for selecting friendy player as homing target
- Pooled some 3D score text objects and Kill Log items to prevent frame hiccups
- Added new cylinder mesh to Capture Point to increase visibility (especially when particles are turned off in video settings)
- Removed lock-on that prevents homing target from changing after reaching certain charge threshold
- Checkpoints new cylinder mesh, and do a better job of fading in and out
- Removed extraneous First to 1 header text in Hunter v Hunted and Hoop Defense modes
- Fixed random Elimination FFA matches not using the correct round victory limit (3)
- Fixed Kart Race summing all participants scores instead of using leader score
- Match Settings will load default score limit when changing game mode even if that new mode has a score limit option that matches the currently loaded limit (prevening things like inadvertently setting a Hoops match to 100 if switching from a Super Ball match with limit 100)
- Fixed switching teams making you ineligible to vote on match settings
- Bots can prioritize the Super Ball if a KO with it is worth more points
- Fixed admin Kick function kicking all players in room
- Team / FFA rule is incorporated into main score subtitle (e.g. Team Deathmatch)
- Headhunter has match score limit (via useCumulativeScore), not a set number of rounds
- Added hard limit of 18 for maxTeamPlayers custom rule
- Announcer Says round won when you complete an arcade level
- Fixed bot lighting in Chasm
- Fixed jetpack particles on Bots not synching to clients
- Fixed error in sometimes initializing perk progress items before stats were downloaded, resulting in extraneous progress notifications
- Fixed VO clips sometimes overlapping
- Better prioritization of VO clips - multiKill > rare trick shots > rampage > on Fire > extinguish > 4+ streak > random taunt > common trick shots > 2+ streak
- Easy Bots speed restriction is now overridden by Behavior Zones, allowing them to jump across gaps
- Fixed inventory display counts not updating when returning to inventory after crafting
- Fixed hyphens being disallowed in player names
A short time ago I added support for custom announcer packs. Now, the first one has been completed and is a highly recommended (and free) download! It's by Videogre and here's the preview video: https://www.youtube.com/watch?v=WURBUbrEP8M It's very simple to add to your game - just go to its workshop item page (below), click Subscribe, then next time you launch the game you'll have it available to select within Options / Audio / Announcer: http://steamcommunity.com/sharedfiles/filedetails/?id=730417152 If you want to submit your own pack, it's straightforward and the instructions are in this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=425217999 (Friendly reminder that copyrighted material is prohibited) I'm also very close to releasing version 7.4 which is a huge content patch including many new game modes & two new levels. Will post another announcement when that's ready! Erik
For a long time, I've wanted a better way to communicate item drops and XP gain to players. Now, there's a new window that shows up at the end of each PvP match (after the player awards - wait 5 seconds or click the mouse button to show this menu). It'll animate the XP you gained during the match, and show any items that you unlocked (by reaching a level requirement) or dropped randomly during that match.
Note that XP is earned during the match, so resetting or leaving early won't incur any XP penalty. You just won't see the animation.
For PvE matches (e.g. Arcade, Challenges) this screen isn't shown because it doesn't work with the menu flow. But rest assured you are still earning XP and items in those modes - item drops during PvE will be shown as a mini-notification on the right-hand side as it always has.
Also made these changes:
- Fixed ‘Match Won’ announcer clip being played before final ‘Score’ in hoops and Captue The Cube
- Room name is displayed on game pause menu
- Lowered level requirement for many built-in glasses
- Fixed missing text on Arcade perk progress notifications
- Fixed pathfinding issue for bots in Octagon preventing them from reaching some ramps
- Added ‘follow’ button to main menu
- Added ‘Assist’ Announcer line
- Fixed final cube capture saying ‘Score’ in big text isntead of ‘Match Won/Lost’
- Fixed missing buttons when navigating to Dedicated server browser and then back to Find Match panel
- Status label on network panel works
- Fixed fog in Cage being too strong
- Fixed some key commands (like spectator movement) triggering while chatting
- Fixed default Quality settings interfering with and overriding video settings (like reflections)
- Fixed fog not rendering
- Fixed reflection probes picking up unintended colors from powerups
Version 7.2 is now available. It includes a huge batch of new cosmetic items, created by players!
[LEGENDARY Throw FX] Rainbow Helix - twin jets of rainbow particles spin out of your throws
[Epic Wheel] Hamster Wheel - powered by a tiny animated hamster
[Rare Hat] Super Bowler - the hat band pulses in time with the music!
[Rare Hat] Bombastique - a cartoon bomb hat with a lit fuse that produces sparks
[Rare Body] Brute Armor - an intimidating set of space marine armor
[Rare Head] Dice Head - do you feel lucky?
[Uncommon Hat] Banana
[Uncommon Hat] Boogie Bowler
[Uncommon Hat] Traffic Stopper
[Uncommon Hat] Wizard Hat
[Uncommon Throw FX] Energy Shot
Decals:
Target, Radiactive, Biohazard, High Voltage, RoboCola Cap, RoboCola Can, Barcode, Get Dunked, Watermelon, Kitty, Battery Powered
Glasses:
Fox Mask, Pig Mask, Owl Mask, Dog Mask, and Hi-Tech MonoEye
These items will be craftable shortly (once I've given enough time for all players to update) or you can buy them from the Item Store which gives 35% of proceeds to the item creators.
I also added support for custom announcer packs! These will be ready-to-use items that you can create & subscribe to at any time. Check out the Workshop Guide for a list of file specifications. Basically take a bunch of audio files, give them the correct name, upload them as an Announcer Pack and players will be able to replace the standard announcer. Drop a note in the forums if you're interested in making one, but the process is a bit straightforward. The first one should be available shortly!
Other changes:
- Death spiral now a more regular spiral and shows correct tint
- Headphones pulse glow with the beat of the music
- Shortened fire wave trail
- Made fog more prominent
- Ball particle effects pause when charging shot to avoid view obstruction
- Improved charge particles
- Announcer lines don’t overlap, and can queue (e.g. says “Helicopter” and “Triple Kill”)
- Announcer says “On Fire”
[img=http://www.82apps.com/DiscoDodgeball/images/steam/Pass.jpg] Update 7.1 has just been released! Features:
- Can request a pass (Default key is R). Shows 'Pass' over your head to friendly teammates, and bots will attempt to pass to you if they have a ball and are close to you. This lasts for 5 seconds or until you collect a ball. Super ball / Power Cube carrying bots will pass to you if you are closer to the hoop / capture point than them.
- Mode & Description is now more prominently displayed and displayed on each new round start, allowing players to review mode & team before confirming they are ready
- Added new Gif Replay capture setting “insane” - 60 fps and 8 seconds long
- Added visible timer before next round or match starts
- Activating scoreboard pauses in Solo PvE modes
- Time limit is more prominently displayed on scoreboard
- Up to 14 players can now cleanly spawn in each spawn area without bumping into each other and causing physics glitches
- Fixed menu errors if match reset while menu was open
- Recentered arcade unlock notification text
- More descriptive team titles on team Select panel for Lasers vs Jetpacks, Hunters vs Hunted, and Hoop Defense.
- Fixed main game camera just showing robot face if you changed video settings while a bot profile pic existed in scene
- Fixed some invisible triggers from blocking mouse click collect (esp on Arena)
- Dodgeballs reset to neutral on round end, preventing homing / boomerang balls from constantly bumping you after match end
- Fixed bots prioritizing score leader in FFA matches instead of much closer scoring targets
- Increased mouse scroll wheel sensitivity on all scroll views, especially on video settings
- Top-left leaderboard is now hidden during challenges & arcade while in-progress. Is visible when TAB scoreboard is displayed.
- Fixed challenge leaderboard not initializing properly
- Fixed weird camera jump when starting new match and respawning
- More consistent behavior of Tab scoreboard panel & overlaps with less
- Stopped disco lights from updating while game is paused
- Scoreboard highlight of super ball owning player happens immediately on pickup / throw, not just when score changes
- If player had active notification like “Run!” and then switches to spectator, that notification is cleared immediately
- Stopped 1st person spectator mode from showing HUD if the follow user wasn't alive
- Fixed overlap of rules / modifiers with team select panel
- Made scoreboard more opaque and readable
- Fixed weird alpha values on bot explosion
- Removed default homing ability from Jetpack team in lasers v jetpack
- Only plays boost sound effect for local humans
- Fixed failure to remove throw inaccuracy when easier bots are passing to friendly targets
I just released version 7.0 of Disco Dodgeball, which includes one of the most-requested features: split-screen local multiplayer! Yep, you can now play multiplayer dodgeball with your friends on the same computer. Hit "Local Multiplayer" on the main menu, activate your gamepads (up to 4 players), pick your bot appearance, choose any of the classic, expert, co-op challenge or custom matches and go! [img=http://www.82apps.com/DiscoDodgeball/images/steam/local_mp_select.png] [img=http://www.82apps.com/DiscoDodgeball/images/steam/local_mp_room.png] A wide variety of gamepads are supported. And once you're in a match, you can further customize your bot to your liking by picking out from your existing Steam inventory of cosmetics. Other changes:
- New 'Bot Photobooth' feature shows your real bot and all your cosmetics in the round-end stats panel (not just a bot icon)
- Access garage and customize your cosmetics within a match
- Bloodlust KOs in custom modes now gain 0 exp to prevent easy XP gain exploit
- Fixed decal clipping on Alkaline body
- Blanking out Profile Name makes it revert to Steam Profile Name, which updates dynamically
- Added bot self destruct when they get out of room bounds
- Added behavior zones within arenas to make bots slow down & boost to improve their ability to navigate jumps & gaps
- Greatly improved menu controller navigation
- Can easily switch between gamepad & keyboard controls. Just hit the appropriate menu toggle button on the device to activate it.
- Mouse input is now excluded from gamepad look controls, although it can be optionally enabled which is necessary for those using Steam Controllers with High Precision Input template.
- Added rumble sensitivity slider
- ‘Most Kills’ stat now reflects most round kills if in a multi-round match. Most match kills are shown when match is over.
Players now have the option to add a 'Skill Restriction' flag to rooms they create. The 'Novice' option will prevent players level 20 or over from joining. The 'Expert' option will prevent players under level 20 from joining. Hopefully this allows both groups to play matches at a level they prefer. (Note: this replaces the 'Room Type' option from before, which was confusing and didn't have much functionality besides limiting which options were available for basic rooms). Other changes:
- Fixed throw speed being affected by slow-motion
- Fixed throw being overall weaker in 6.1 than it was in previous versions
- Fixed bots aiming too low, b/c they were using the wrong speed calculation (introduced in 6.1)
- Changed homing ball behavior. It will generally home much stronger now, even at high throw speeds. However once it passes by a target player, it won't do a mid-air turn as well. So it's both more accurate but also more straightforward to dodge if timed correctly.
- NumLives value (in custom game modes) now works for PvE bots
- Fixed missing textures in Trifecta
- Updated to Unity 5.3.3, which should fix Linux launch issues - More texture definition on floors / trifecta - Scoreboard kills / deaths no longer overflows to next line - Kill log no longer overflows to next line - Smoothed out movement a bit by decreasing physics update interval - Profile / Customize now selects the equipped Garage item - Fixed Hoops particle effect only playing once - Fixed charge sound effect not playing for laser ball - Fixed green-tinted reflection probes due to including up power-up pickups in cubemap - Fixed FireWave not updating tint correctly to match player
The big feature here is that community members can now host their own public Disco Dodgeball servers. The benefit here is you can host a server with very low ping, especially if you're not near one of the built-in server locations. You can also set flags on the server to restrict the kinds of matches (e.g. always Deathmatch, no powerups, only these maps allowed, etc.) The setup is fairly involved, but I put together this guide (see below) that steps you through the process. I'm very willing to help with this process so let me know if you run into any setup problems. http://steamcommunity.com/sharedfiles/filedetails/?id=580704427 Other community-run servers can be accessed in the revamped Multiplayer / Search panel where you can select the 'Community Server' connection then select from public servers. (There probably won't be many right off the bat, but should grow over time.) In addition this release contains the following improvements and fixes:
- Changed screen effect AA to hardware AA (2x, 4x, and 8x options)
- New Rule: Glow In The Dark (dance club lights are off)
- Item Drop playtime accumulates in Time Trials mode
- Made bot shields more visible
- Fixed Arcade upgrades from applying to enemy bots as well
- Fixed ‘disconnect’ button on Network options panel just reconnecting
- Removed confusing option to connect to offline mode
- More graceful handling of connection failures
- Fixed missing tooltips for match modifiers
- Disabled list items still give tooltips and can be used for scrolling
- Fixed ‘create match’ panel loading incorrect preference for server connection
- Improved current connection status display on main menu
- Item drop check moved to end of match
- Removed votekick for non-mods
- Got rid of excessive debug logging for spectator mode
- Fixed spectate mode controls not working
- Reduced spawn shield duration in Hoop Defense
- Fixed custom PvE modes showing bot scores in end round stats
- Fixed current video setting option not being highlighted
- Fixed “stayin’ alive” stat only incrementing on the final round of an elimination match, now increments after every round
- Fixed fog appearance
- Made arenas generally lighter to improve experience when video settings are off
One very important fix in this is the problem where new players would get stuck 'Connecting' to multiplayer unless they specifically selected a network region. So if you or someone you know was affected by this, it has been resolved!
Additions
- Added new challenge mode: Pinball. Only wall ricochets count for score, 2 minute time limit.
- Added new challenge mode: Teamwork. You can't hit enemies and bot teammates can't pick up dodgeballs, so you must pass to them in order to score Assist points.
- Added rule option: No ball pickups (prevents player from picking up a ball)
- Added rule option: no bot passing (bots won't try to pass)
- Added rule option: assist score (Player / Team score increment for getting a KO assist)
- Added rule option: floors turn balls neutral
- Added rule option & game modifier: No Power Cube Throws. You can only throw the cube a short distance, removing passing as a strategy in Capture The Cube.
- Added new rule: no bot boosting
Fixes
- Fixed players getting stuck ‘Connecting’ unless they specified a network region
- Fixed num lives not being set properly if starting new match after resetting a challenge
- Fixed Arcade mode starting instantly if starting after resetting a challenge
- Changed ‘local network’ name to ‘custom network’
- When connected to a Photon Region, shows region name instead of IP address in bottom left of main menu
- Improved readability of network option drop-down
- Fixed crash if Steamworks failed to initialize and a player with Items entered your game
- (probably) fixed issue where Cube Capture would trigger multiple times on pass into capture zone
- Fixed Grand Prix with time limit showing ‘Finish!’ for all checkpoints
- Fixed rules with more than one modifier requirement not applying correctly if one of the requirements involved a player type (humans / bots)
- Many score rules can now be selectively applied to player type (humans / bots)
- Fixed ESC sometimes failing to close main menu
- Fixed error where clicking on a player in the players list would break and create a jumbled list of actions
- (perhaps) fixed issue of players needing to enter dx9 launch option on computers that don't support dx11
- Fixed non-master-clients having round victory count not updated on round end
New Feature: Item Store
Configured a new web-based Item Store where you can directly purchase cosmetic items. Workshop items created by players get a 35% revenue share. Link to Store: http://store.steampowered.com/itemstore/270450 [img=http://www.82apps.com/DiscoDodgeball/images/steam/item_store_1.png]
New Feature: StatBrag items
StatBrags are a new class of items with many variants, each of which is specific to a KO type. Owning a StatBrag item shows off your KO counts for a specific trick shot to you and your victim. They don't need to be equipped to have this effect. StatBrag items can be traded and sold on the Steam Marketplace, but don’t drop in-game or during crafting. They can only appear within the Mystery Package (see further down below). [img=http://www.82apps.com/DiscoDodgeball/images/steam/stat_brags.PNG] What it looks like to you, and your victim, when you perform a KO for which you have the matching StatBrag item: [img=http://www.82apps.com/DiscoDodgeball/images/steam/stat_brag_hud.PNG]
New Item: Mystery Package
Added purchasable Mystery Package which provides one random Uncommon or better Hat, Head, Body or Wheel AND one random StatBrag. Within the game go to Profile / Inventory / Packages, select the Mystery Box and hit ‘Unpack’. It can be bought from this link: http://store.steampowered.com/itemstore/270450/detail/12000/ My hope is that the guarantee of a good item (potentially worth more than the package price) and these new StatBrag items will make this a compelling purchase. If you're looking for ways to directly support the game beyond just telling your friends, buying one of these is a great way to do it. [img=http://www.82apps.com/DiscoDodgeball/images/steam/mystery_box.PNG]
Other Improvements
Excess inventory items will be equipped randomly on AI bots (in singleplayer, and in multiplayer if you're the host) [img=http://www.82apps.com/DiscoDodgeball/images/steam/item_cosmetics.PNG] PowerUp pickups now display the powerup type [img=http://www.82apps.com/DiscoDodgeball/images/steam/powerup_icon.PNG] Overhauled crafting interface, makes recipe ingredients and results more clear Improved most item icons Can pause during bot matches Wunderkind no longer hsa opaque eye texture occluding eye animations Mode bots not correct vertical aim so much when close to target
Comments
The Item Store is based on a new service that Valve provides and allows developers to very easily list in-game items for sale using Steam’s existing payment processing. With the help of community input, I've decided on a set of rules to avoid any negative impact on the game and community:
- Nothing purchasable in the store will give players a competitive advantage over other players. i.e. items sold will be cosmetic only.
- The vast majority of items should still be freely craftable & earnable from gameplay.
- Purchased items should be tradeable and marketable to help maintain value after purchase.
- I wanted a mechanism for sending revenue back to item creators. This is intended to incentivize players to create even more cosmetic items, which benefits everyone in the game.
- I’ve been working on this game full-time providing free post-launch updates for almost a year, and having additional revenue from the store will help ensure I’m able to keep updating this game (and build future ones).
- Having this source of revenue also allows me to experiment with different discounts and pricing points in order to expand the playerbase.
The latest update is now live and it's stuffed with new cosmetic items created by actual players! This includes a classy Top Hat, a Television Head, a 'Hit Me' decal, a bubbly ball throw FX, and lots more: [img=http://www.82apps.com/DiscoDodgeball/images/steam/item_batch_2.png] All these items will appear as drops in the game or (if Uncommon or better) can appear as the result from combining a set of Advanced Crafting Parts. ...with two exceptions: the Police Cap and the Duke of Dodgeball body. To make them extra special - and to test out a brand way to reward item creators directly - they will be exclusive to an online Item Store which will be coming very soon. I'll post an announcement when the shop is live, and in the meantime you can check out details & ask questions here: http://steamcommunity.com/app/270450/discussions/0/496880503060253009/ Other improvements in this version: - Fixed bug with trying to download inventory item without a background or text color - Fixed Mega Head rendering without face - Adjusted bot lighting in Trifecta - Improved color distribution on Rainbow Trail - Death Spiral throw FX tints your player color - Item descriptions shown on item detail panel updated item icons Removed decal clipping on Mecha body Full list of new items: Hat - Officer Beepsky by Hideous Hat - Construction by Hideous Glasses - Scanner by VideoDoJo Throw FX - Breezy Bubbles by X Kirby Body - Duke of Dodgeball by X Kirby Hat - Top Hop by Husa Wheel - Gear by X Kirby Body - Alkaline by X Kirby Head - Oldschool Observer by X Kirby Decal - Hit Me by Lo-Fi Longcat Decal - Headshot by Lo-Fi Longcat Decal - Dynamite by Lo-Fi Longcat Decal - Kingpin by Lo-Fi Longcat Decal - License by Lo-Fi Longcat Decal - Rodent by Lo-Fi Longcat Decal - Loaded Roller by X Kirby Decal - Redonkeylous by X Kirby Special thanks to everyone that submitted these items to the Workshop. I'm always interested in new stuff, if you think you have something fun to contribute please send it in! http://steamcommunity.com/workshop/browse/?appid=270450&browsesort=trend§ion=mtxitems Cheers, Erik
[img=http://www.82apps.com/DiscoDodgeball/images/steam/Trifecta.PNG] Made up a new map for this update - it's called "Trifecta" and features an intricate network of overlapping walkways, a chaotic basement area to make a mad dash for free dodgeballs, lots of interesting angles and movement options, and of course some sweet disco lights. Also: - Bot accuracy improves when throwing a ball passed from human teammate - Controller no longer rumbles if another bot / player is throwing - Improved color on equalizers - Changed power cube texture Enjoy! Erik
Rare Seasonal Glasses
This latest update includes two rare seasonal glasses. They will drop randomly during gameplay but will only appear until October 31st! [img=http://www.82apps.com/DiscoDodgeball/images/steam/Halloween1.png] (If you own them, you can equip them any time - you just won't be able to receive them as drops).
New Cosmetic Glasses
It also includes a new batch of regular glasses. These also will appear as random drops during gameplay: [img=http://i.imgur.com/JmufNmZ.png]
Trading Card XP Bonus
Additionally, your Trading Card badge now adds a special XP bonus. [img=http://www.82apps.com/DiscoDodgeball/images/steam/Halloween3.png] To learn more about trading cards, go here: http://steamcommunity.com/tradingcards To see trading cards on the market, go here: https://steamcommunity.com/market/search?q=disco+dodgeball+trading+cards Additionally, I've added these fixes/changes since the last announcement:
- Trading card badge now appears at end-of-round stats
- Trading card & XP level visible in Profile page
- Chat log is larger and formatted better (more narrow, accommodates multi-line)
- Chat log is persistent between matches
- Chat input is preserved across matches if you don’t send it before level is changed
- Fixed num lives not being set correctly for non-host players (e.g. in Attrition mode)
- Fixed catch score bonus and mid-air bonus multipliers not working in Arcade
- Fixed some perks appearing in Arcade store even if they were already bought / equipped
- Fixed online opponent players sinking into ground if they didn’t move after spawning
- Fixed self-explosion when quitting match in progress
- Now Hides kill alerts when menu is visible
- Fixed missing scroller button on Profile / Customize screen
- Fixed around the world not working
- Fixed blank row in stats / KO’s where Default KOs should have been
- Robots now tilt their head in direction of target / aim (multiplayer opponents and bots)
- Made the Big Throw perk in Arcade larger
- Further improved chat formatting
- Mode workshop: increased score limit up to 10K
- Mode Workshop: Expanded range of available percentage values
- Time Trials leaderboard shows formatted time instead of milliseconds
- Fixed multikill stat not incrementing
- Fixed easy bots getting too close
- Fixed match list panel sometimes failing to load when public challenge match or other mode without a ‘team’ rule was listed
- Fixed bots sometimes spinning in one spot due to too low of a waypoint advance threshold
- Fixed bots not throwing into Spawn when there was no spawn barrier
- Nerfed XP gain from bloodlust multikill
- Increased aggressiveness of Grand Prix bot leaders
- Fixed game showing game rules when joining classic match in-progress
- Fixed bug where hitting ESC to close Controls panel doesn’t save remapping
- Fixed issue where FFA matches with no time or score limit would end on first KO
- Fixed issue where match votes on Custom Modes would not work properly
- Fixed passed vote result being cleared if host opens match settings menu for the first time after vote passes
- Fixed obsolete rules not being cleared and affecting next round after a vote change
- Better notification if you try to start a match settings vote but are not a round starter
- Chat widget and round score still visible even when accessing in-game menu panels
- Countdown now occurs before start of time trials
- Custom match specifying ‘Num Teams = 1” without “Allow FFA menu option” will correctly start as FFA match, not as a 2 Team match
- Added controller rumble support Fixed blank screen when starting multiplayer match Fixed error when navigating team select popup with controller
I updated the game to handle the new Steam Controllers that will be coming out soon! These have a right-side trackpad that emulates mouse input, giving you high-precision aiming and much greater control over your rotation speed vs. a traditional joystick. Plus there are grip buttons that give you easier access to the boost and jump commands (or whatever you want to map them to). I also replaced my controller plugin with InControl, which means the game will support almost any controller / system combination under the sun. In addition, I greatly improved menu navigation when using a controller. It had been pretty painful before, but now should be very easy and intuitive. Also: - Fixed weak jetpack in Air Raid - Fixed Power Slide not being rebindable
I've been wanting to add a proper time trials mode to the game for a while, and it's finally in! Go to Singleplayer / Challenges, pick Time Trials and any arena you want. You then race 3 laps of a checkpoint course (the same ones that appear in Grand Prix) and your best times are posted to a leaderboard. You'll have to master the art of Power Sliding (hold down RMB while turning) and Mini-Boosting (Power Slide to recharge boost to 125%, then release) to get the best times. You'll need to remember the course layout, time your jumps properly, and find the best racing lines around banked corners and narrow walkways. On top of that, I've been doing tons of bug fixes and tweaking since the huge 5.0 patch went out (releasing 5.1, 5.2, and 5.2.1 in quick succession). Check out the release notes page for the full details. Excited to see all the new custom modes that are coming out, and I hope you're having fun with that feature! Will be adding more and more rules for you to mess with over time. Cheers, Erik
Very happy to announce that Disco Dodgeball REMIX is now live! It's a free expansion to the game that allows you to mix & match all kinds of game rules in order to create your own custom game modes. For example you can create:
- A deathmatch mode where it's always low gravity and everyone has laser balls
- A mode where there's no dodgeballs but everyone can bulldoze each other
- A mode where there's 24 huge dodgeballs that are super bouncy and you have to score ricochets
- A mode where one team has to score 3 Helicopters before the other team completes a checkpoint course or scores a hoop
- Galaxy Jam - Hoops with Jetpacks, Pogo Jumps and KO bonus scores
- Duck Hunter - (Challenge Mode) score Duck Hunt KOs with boomerang ball against jetpack enemies
- Attrition - Elimination but each player has 3 lives
- Lasers v Jetpacks - One team has laser balls, the other team has Jetpacks
- Hoop Defense - One team is trying to score a Hoop, the other must stop them for 60 seconds to win round
- Headhunter - Elimination but you can only win by scoring the most KOs
- Kart Race - A pure racing mode with no dodgeballs
- Hunters v Hunted - One team must survive for 60 seconds, the other team must eliminate them.
Gameplay
- Blocking defaults to off, but can be enabled via Arena Modifier on match settings panel
- Shortened distance required for Air Strike and Duck Hunt KOs
- Increased distance requirement for Top Gun
- MultiKill is now a score bonus (like Combo or On Fire) instead of its own KO type
Improvements
- Updated to DirectX 11 for increased performance
- Menus made more readable ( less transparent)
- Improved glow
- Improved screen reflections
- Improved bot gibs
- Hard bots won't just move towards you when they have a ball and are targeting you
Bug Fixes
- Fixed issue where turning off bot gibs didn't deactivate them
- Fixed spawn shields in Elimination fading before round started
I worked with Humble to get Disco Dodgeball added to their latest bundle, and it's an amazing bundle. Get DiveKick, SportsFriends, No Time To Explain (remastered), Stardust Vanguards, and Phantom Breaker, plus your favorite dodgeball FPS all for just a few bucks. (You will need to Beat the Average to get Disco Dodgeball). Link: https://www.humblebundle.com/weekly If you have been waiting to pick it up, or want to get some friends in on it, now is one of the best chances you'll get for a while. As a bonus, over the next few weeks I'll be updating the Humble copy with DRM-free builds, which will be great for LAN parties. This will be effective retroactively for any Humble purchases. In other news, I've been hard at work on a new expansion called "Disco Dodgeball Remix", which is a game mode creation kit. You will be easily able to mix & match all kinds of game rules, then publish & share on the Steam Workshop. Here's a video with some more information, along with the forum thread about it. Should be available in about 2 weeks. http://steamcommunity.com/app/270450/discussions/0/541907867774872035 https://www.youtube.com/watch?v=tR6w0eoGb2E
There have been a number of posts lately talking about latency in the game, and there are short, medium, and long-term ways to address this. Some of the long-term fixes need to be put off or else it would cause all feature development to grind to a halt, but I wanted to let you know I still felt it was important to deal with so in this patch I took care of some of the short-term fixes. I have a hunch that a lot of players bad latency experiences were due to games where the host had a particularly bad connection, and I know I have recently seen one or two players idling as host with terrible connections, thus creating an environment where most of the available rooms had bad latency issues. So I added some features to alleviate this, as well as some other bugs I found in the latest patch that added Co-op challenges:
- Added host's ping to room list in Find Match panel
- Automatically transfers host to best ping player if current host ping over 100
- Will AFK kick people if they are on an unassigned team, waiting for match to start
- Improved end-round scoreboard for multiplayer challenges. Now shows top three players' contributions and accurately displays the total team score
- Multiplayer challenges now respect the player limit
- Removed 'Show Advanced Options' on create match panel, now simply shown as 'Expert Room on/off'. This allows you to explicitly create an expert room even if you are not playing any expert modes (good if you want to attract high-level players)
- Multiplayer challenges now autorestart at end of match
- Air raid opponents increase with number of humans
- Fixed bots in Reactor not being able to go all the way to the far back wall
- Can equip inventory glasses from inventory screen like all other cosmetics
I'm happy to announce the [return] of co-op play to Disco Dodgeball! - You can now select any of the challenge modes as an option within the Create Multiplayer Match menu. (You will need to enable 'expert options' on the same menu first.). This allows up to 4 human players to battle bots cooperatively and go for high scores on the co-op leaderboards. - If you want to search for a co-op challenge room, go to the Find Match panel and check 'Show Expert'. Challenge rooms are designated 'expert rooms' which are hidden by default to new players to avoid confusion. Eventually, I'll build and enable all kinds of crazy game mode options (many based on your feedback) and place them safely in these expert rooms. Some balance changes: - Fireballs no longer turn neutral after one bounce. They do lose their fireball power after one bounce. - The Kingpin can now accumulate powerups while they are the kingpin, instead of having their auto-granted powerups wiped out. - In Team Kingpin the player is granted Homing Dodgeball instead of Boomerang to encourage team passing. And other fixes / features: - AFK timeout kick after 5 minutes (only applies if you are on a playing team, not spectators) - Game checks for availability of new multiplayer compatibility version when loading Multiplayer options, to prevent confusing fragmentation of playerbase - If name has only symbols and would otherwise appear blank, it will appears as 'Player' - Fixed wheel not rotating on multiplayer-synched bots - Fixed new cosmetic items not getting proper illumination - Handles Steamworks login fail more gracefully - Colliders removed from ceiling light boxes in Airborne and Chasm - Fixed room name not appearing on in-game menu Enjoy! Erik
Hello! I'm happy to announce that my son Alexander was born last week and is happy and healthy. It's been a busy, stressful, crazy, and rewarding time for my wife and I. Everything does change but I'm looking forward to this new chapter in my life.
I wanted to take this time to thank all the players, whether you picked up the game in its alpha stage or one of the many who got it during the latest Summer Sale. Your support of this game has in turn enabled me to spend this important time to focus on my family and not have to worry as much about taking the time off work.
As I mentioned in the forums, the updates are going to slow down for a bit as I adjust and find a way to balance life and work. But I remain committed to the game and will keep putting out updates whenever possible. I've got a decent-sized update in the works that will include co-op challenges as well as 'Expert Rooms'. These server settings will lay the groundwork for more advanced modes & settings that will keep experienced players busy without interfering with the experience for new players.
So thanks again, and I hope to repay your support & patience with many more great additions to the game. Cheers!
- Erik
Bonus pic of kid & I:
3.8 contains a fix for players & bots sometimes spawning in the middle of the map with a shield that lasts too long. In addition, I added eight new Arcade perks: Ball Magnet Attracts neutral dodgeballs to you when you are unarmed Unlocked by cumulatively earning a score of 12500 Assassin Does double damage to bosses Unlocked after dying 100 times Air Brake Allows you to brake mid-air Unlocked after 50 mid-air catches Quick Trigger Bots will throw a ball as soon as they pick it up, at any distance Unlocked after 50 quick draws Dance Party Bots will jump whenever you do Unlocked after 45 combos Chrono Boost Time will slow down whenever you boost Unlocked after 60 combos Zombie Insurance Gives you a life back if you score a zombie KO Unlocked after 250 catches Harmless Catches Allows you to catch enemy balls without KO'ing the thrower Unlocked after 25 godlikes
- Players panel now has option to send friend request or view Steam profile of another player
- Fixed big head mode only making faces bigger
- Fixed hats being visible, obstructing view when looking up
- Arcade bosses equipped with better outfits
- Added 'Market' shortcut item in Inventory panel
- Can equip items directly from inventory
Ok I've gone through all the entries that were submitted and I have to say I am blown away by the crazy stuff you all accomplished. It was seriously challenging to pick favorites, let alone a top 3. Since the entries overall were so good, I decided to expand the prize pool significantly. So any player that had an entry selected as one of my favorites will have a random hat added to their inventory. Any player that made it to my list of 'Honorable Mentions' (listed below) will win one rare item of their choosing and a DD key to share. And the top 3 I chose will win, as promised, any Steam game of their choice, a unique Disco Dodgeball in-game trophy, any DD cosmetic item of their choice of any quality, and a 4-pack of DD keys. It's a bit late here, so I'll send out all the prizes tomorrow. But for now, the results:
Favorites
To see the list of everything I favorited, you can go here: http://steamcommunity.com/profiles/76561198114323090/images/?appid=0&sort=newestfirst&browsefilter=myfavorites&view=imagewall
Honorable Mentions
These are clips that stood out in particular for one reason or another. I honestly think any one of these probably could have won, but they got just barely edged out based on my gut reaction. "Very Far Away Multi Kill" by Sheepisaurus http://steamcommunity.com/sharedfiles/filedetails/?id=451916338 This is from Horde mode, and just a beautifully lucky bounce across the entire Nexus arena to snag a multikill. I'm not sure I've ever seen a multikill at this distance. "Boop" by Bukz http://steamcommunity.com/sharedfiles/filedetails/?id=451444707 The comedic timing and luck on this is just perfect. A nice slow bounce that the enemy robot just walks into. "The Juggler" by Uke http://steamcommunity.com/sharedfiles/filedetails/?id=454881681 I've watched this 50 times and have no idea what happens. I think the Hunter bot is KO'd by the homing ball at the end, but there are two other friendly dodgeballs bouncing around? It's an insane ballet of flaming laser homing balls and worth watching over and over. "Helicopter Alley-Oop Combo" by Karl With A C http://steamcommunity.com/sharedfiles/filedetails/?id=455653748 "Godlike Multi" by Karl with A C http://steamcommunity.com/sharedfiles/filedetails/?id=453267538 I love this duo of clips because they are beautifully framed and super stylish skill shots. They're so cleanly executed I think anyone who hasn't even played the game could appreciate the skill and timing involved. "Not on my watch" by Remy http://steamcommunity.com/sharedfiles/filedetails/?id=454564387 The KO itself is a normal shot, but the timing is perfect and kind of hilarious because it nails a jetpack bot a split second before they're about to grab a capture, and the cube falls harmlessly to the ground. "Killing FlameBot in 1.60 seconds with just 1 ball" by Cherry Pie http://steamcommunity.com/sharedfiles/filedetails/?id=453894903 I think it's safe to say we all hate FlameBot, so watching him get dispatched is always a joy. This is a crazy sequence of a mid-air KO followed by a rare double-dunk ricochet, causing FlameBot to blow up in short order. "Package Protection" by Battle003333 http://steamcommunity.com/sharedfiles/filedetails/?id=451688041 This is a pretty rare combo - it's a mid-air Catch KO on the Super Ball carrier. This is very hard to do because it means you have to catch the regular ball that the target discarded in order to pick up the Super Ball. It looks like it took a weird bounce off a ramp, which Battle then grabbed mid-air and turned into a neat Godlike on another enemy player who was trying to grab the newly-dropped Super Ball. "Lethal game-winning hoops shot" by xKirby http://imgur.com/a/evhLO#7 (imgur link) Ricochet hoops scores are always great to see, and this happens to be a game-winning zombie ricochet hoops shot which is exceedingly rare. "Forcing a teamkill" by SeeBetterFromADistance http://steamcommunity.com/sharedfiles/filedetails/?id=453684654 I absolutely love this shot, it's something I'm not sure I've ever seen. The throw bounces off an enemy block, then the ceiling, and nails another enemy standing next to them. "Droppin like flies" by Kryzoid http://steamcommunity.com/sharedfiles/filedetails/?id=452337796 This is a gorgeous sequence where three bots are taken out in quick succession. It's a Denied shot, then another shot is immediately fired off that bounces off a neutral ball and into an enemy for a Mid-Air, followed up by a slick catch. NOTE:It looks like there's a limit on how many GIFS will render in-line, so you can continue reading from this separate discussion thread if you want: http://steamcommunity.com/app/270450/discussions/0/618463738396542757/ 4-pack of Kalaster shots http://steamcommunity.com/sharedfiles/filedetails/?id=455886999 http://steamcommunity.com/sharedfiles/filedetails/?id=455313923 http://steamcommunity.com/sharedfiles/filedetails/?id=452833308 http://steamcommunity.com/sharedfiles/filedetails/?id=451111239 Kalaster submitted a bunch of totally insane shots and I couldn't pick just one so here are my four favorites. They're all some combination of four or five different skill shots crammed into one throw and crazy lucky timing. 3-pack of Boncottled shots http://steamcommunity.com/sharedfiles/filedetails/?id=450693077 http://steamcommunity.com/sharedfiles/filedetails/?id=451280519 http://steamcommunity.com/sharedfiles/filedetails/?id=451283163 Boncottled also created a huge array of amazing clips, usually focusing on an alley-oop and off-the-roof shot. I picked three that stood out for me as having great timing & composition.
The Winners
For one reason or another, these just resonated with me. I want to emphasize again how difficult it was to pick a top three, but I think you'll see why I decided to pick these. In no particular order: "Calculated Again" by Yacobbb http://steamcommunity.com/sharedfiles/filedetails/?id=455404363 The actual throw here isn't that remarkable, but it involves one-in-a-million luck, perfect framing, and I find it completely hilarious. The throw bounces off an enemy's held ball, then the roof, and then banks down onto the same unsuspecting target from above. I don't think this could ever be replicated. It's just simple and perfect. "Pro Hoops" by Husa http://steamcommunity.com/sharedfiles/filedetails/?id=454774411 There were a number of other Godlikes submitted, but this one is special - the mid-air catch happens to be a Super Ball shot that was going straight for the hoop. So it starts with a super-rare mid-shot catch. But then not only is that converted into a Godlike, but Husa manages to fit in a helicopter on the way. It's an extremely skillful sequence that can only be pulled off in very rare circumstances. "Holy Triple" by Scigatt http://steamcommunity.com/sharedfiles/filedetails/?id=454109340 This is just a beautiful sequence. It starts off with a mid-air catch, followed by a Godlike, but then the ball takes a lucky bounce off the bridge and is re-collected right at the maximum reach distance, which allows Scigatt to get a final Alley-Oop KO. So that's three KOs, two of which are super-rare, all in one tiny jump and maybe two seconds. Yes, it is assisted by the Arcade slow-motion but I actually think that improves the clip because it makes the highlight look fluid and dramatic. So there you go! Thanks again everyone who entered and congratulations to the winners. It means quite a lot to me to see all this enthusiasm towards the game, and hopefully players will continue to share their awesome highlights with the rest of the community. Cheers!
Disco Dodgeball just got a ton of new cosmetic content for you to mix & match to create the ultimate dodgeball machine. For the first time you'll be able to modify your robot's body, wheel, head, and hat - using content included in the first batch of curated Steam Workshop submissions.
Some of these items are super-rare, which will only drop for the luckiest of players. So get playing, trading, and crafting to get your hands on:
12 Hats (8 Uncommon, 4 Rare)
3 Wheels (2 Rare, 1 Epic)
2 Bodies (1 Rare, 1 Epic)
3 Heads (2 Rare, 1 Epic)
1 new Throw FX (Uncommon)
3 new Glasses (Common)
1 new Face (Common)
Common items will drop randomly during gameplay and can be converted to one random Advanced part. All the other items are crafted randomly from a set of 5 Advanced Parts. All items can be bought and sold on the community market or traded with other players for any Steam Inventory item.
Enjoy!
Robot Roller-Derby Disco Dodgeball
Erik Asmussen
82 Apps
2015-02-19
Action Indie Sports Singleplayer Multiplayer Coop
Game News Posts 46
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(2240 reviews)
http://www.82apps.com/DiscoDodgeball/
https://store.steampowered.com/app/270450 
The Game includes VR Support
Linux Content [486.87 M]
Includes:
- 21 different multiplayer modes & solo/co-op challenges to test your skills and teamwork - like Hoops, Grand Prix racing, and of course classic Elimination.
- Deep game mode customization with in-game rule editor allows you to mutate & remix gameplay with near-limitless possibilities
- Offline singleplayer challenges, bot matches, and randomized Arcade mode where you battle waves of bots & bosses using clever combinations of superpowered perks
- Online multiplayer servers provided at no extra cost. Easily create your own public or unlisted online rooms without any server knowledge required.
- No online queues - jump into a match and start playing within seconds of game launch
- Split-screen Local Multiplayer PvP and co-op challenges with up to 4 players
- Cosmetic hats, robot bodies, heads, wheels, decals, sunglasses, moustaches, and ball FX that can be crafted or earned from random in-game drops
- Powerups like Jetpacks, Huge Dodgeballs, Laser Balls, and Boomerang Balls. Pick them up randomly or enable as permanent arena modifiers.
- Co-op challenges that let you team up with friends, equip scenario-specific powerups, destroy bots and aim for leaderboard high scores.
- Random loot drops that you can craft into rare cosmetic items, trade with other players, or sell on the Steam Marketplace.
- LAN support
- Steam Workshop support to submit your own cosmetic items for inclusion in the game
- Capture and share your best shots as replay GIFs
- An amazing electronic music soundtrack and playback of audio files from your own computer. Arena lights pulse dynamically to the beat of the music.
- A monster truck announcer
- AlienFX-equipped computers glow and pulse to match the arena lights
- Persistent stats and achievements
- Still being regularly updated with new content and features based on community suggestions!
PHOTOSENSITIVITY WARNING: This game contains lots of flashing lights. You can enable photosensitive mode in options / video. This will disable lasers, bright explosions and other lights that pulse to the beat of the music.
- OS: 64-bit or 32-bit Ubuntu LinuxMemory: 2 GB RAMStorage: 400 MB available space
- Memory: 2 GB RAMStorage: 400 MB available space
- Storage: 400 MB available space
- OS: 64-bit or 32-bit Ubuntu LinuxMemory: 4 GB RAMNetwork: Broadband Internet connectionStorage: 400 MB available space
- Memory: 4 GB RAMNetwork: Broadband Internet connectionStorage: 400 MB available space
- Storage: 400 MB available space
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