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Hello everyone,
another week is over so we have some fresh information to share with you. In the first place we want to inform you about something, some of you may have came through already. We would like to advise you not to buy keys from any third party! It’s a very important issue because you may become a victim of a fraud. Those keys are obtained by abusing the rules of free giveaways we believed to be fair and square. Then those keys are sold by third party websites, therefore all the profit goes to the deciever. That’s why we decided to block all those keys. But don’t worry, if you already own the game and you used such key, the game will stay in your library.
In other words: Do not buy game keys from any third party if you don’t want to get tricked. So if you want to support us, use only the Steam platform. Thank you very much.
So back to the development and updates. Simply put: we are debugging. Except some visible bugs we discovered a lot of different technical problems. Unfortunately, we know that some of the bugs will stay undiscovered even until the final release. Such bugs can be easily reported on our forum or the comments section right here. But if you want to be heard 100%, use the forum.
One of the most visible changes is the dynamic menu scene. Until now, the background in the game menu has been a static image rendered from the 3D model. This scene was originally also meant to be dynamically rendered but because of some technical problems we came down to the compromise of static scene. We don’t know if we manage to add some non-static stuff into the scene (such as moving camera etc), but in the feature we will be adding something. At least the new environment will be recognizable
Regarding the tutorial, it has got some fixes and right now, we are working on a special map, so we don’t have to use a real arena for the tutorial. We will have some results very soon.
The last feature concerns the 2D graphics. We started reworking the new icons for achievements and madness mode. We are curious how the results will look like. When it’s finished, we will start to rework the whole GUI.
So that’s everything for today. There's a stable beta version of the game with all the mentioned features available already. If you have questions, use the comments below and as always - Good luck at the arena.
Hello everyone,
another week is over so we have some fresh information to share with you. In the first place we want to inform you about something, some of you may have came through already. We would like to advise you not to buy keys from any third party! Its a very important issue because you may become a victim of a fraud. Those keys are obtained by abusing the rules of free giveaways we believed to be fair and square. Then those keys are sold by third party websites, therefore all the profit goes to the deciever. Thats why we decided to block all those keys. But dont worry, if you already own the game and you used such key, the game will stay in your library.
In other words: Do not buy game keys from any third party if you dont want to get tricked. So if you want to support us, use only the Steam platform. Thank you very much.
So back to the development and updates. Simply put: we are debugging. Except some visible bugs we discovered a lot of different technical problems. Unfortunately, we know that some of the bugs will stay undiscovered even until the final release. Such bugs can be easily reported on our forum or the comments section right here. But if you want to be heard 100%, use the forum.
One of the most visible changes is the dynamic menu scene. Until now, the background in the game menu has been a static image rendered from the 3D model. This scene was originally also meant to be dynamically rendered but because of some technical problems we came down to the compromise of static scene. We dont know if we manage to add some non-static stuff into the scene (such as moving camera etc), but in the feature we will be adding something. At least the new environment will be recognizable
Regarding the tutorial, it has got some fixes and right now, we are working on a special map, so we dont have to use a real arena for the tutorial. We will have some results very soon.
The last feature concerns the 2D graphics. We started reworking the new icons for achievements and madness mode. We are curious how the results will look like. When its finished, we will start to rework the whole GUI.
So thats everything for today. There's a stable beta version of the game with all the mentioned features available already. If you have questions, use the comments below and as always - Good luck at the arena.
Hello everyone, As you know, there were no posts about the development progress during the last few weeks. And if youre observant enough, you noticed there was actually a new update of the beta version available on Steam. Yes, we are still working on the new update, but we changed our plan a little bit. The update is much bigger than we originally planned it to be. This is happening for one simple reason, the domino effect. When we finished the first iteration of madness mode, we found out that we need to rework the whole mission system from the scratch. We needed to keep the replayability in the game. On top of that, we had to rework the EXP system and the algorithm of how slow/fast will the players gain the experience points. This system is not fully debugged yet, but we think it is ready to be released in the update. So the game has underwent major changes in the last few weeks. The madness mode was added, the missions and exp systems were reworked. There is now 22 missions totally and a lot of them are scalable, so you can gain some more rewards from higher levels of certain missions. As regards the leveling, the player should gain experience faster in the initial phase and then the progress will be slowing down. However, unlike the normal progress, the rising differences will decrease at the end. This means that the progress will be slower and slower but the process of slowing will not decrease. Apart from this, we added more stable rewards for reaching new levels, so the player has enough madness points to try out new events in Madness Mode. The next big change is the fourth one, the Tutorial (we haven't been mentioning it until now). When you start the game for the first time, the tutorial will be automatically launched. This lets player come through the basic mechanics of the game and limits the confusion after connecting to a server for the first time. The tutorial will show you most of the mechanics, that are needed for understanding the basics of the whole game. We hope this will not disturb the players that already had done this. (Shall we add the Skip tutorial button?). The tutorial is in some sort of raw form for now but for total newbies its enough for understanding the game. We are now thinking of creating a Madnesspedia" but we will not give you any date since we are still focused on the development itself. The last thing is the change regarding to Achievements. Those changes apply together with the missions so you will see this in Steam already. Okay, there are lot of new things but lets get back to work :) You can try the latest version in the beta version, but the build can be unstable and most probably it will freeze sometimes. Better said, we put the dev version into the beta. If you would like to help us to debug the glitches, let us know on the game forums.
Hello everyone, As you know, there were no posts about the development progress during the last few weeks. And if you’re observant enough, you noticed there was actually a new update of the beta version available on Steam. Yes, we are still working on the new update, but we changed our plan a little bit. The update is much bigger than we originally planned it to be. This is happening for one simple reason, the domino effect. When we finished the first iteration of madness mode, we found out that we need to rework the whole mission system from the scratch. We needed to keep the replayability in the game. On top of that, we had to rework the EXP system and the algorithm of how slow/fast will the players gain the experience points. This system is not fully debugged yet, but we think it is ready to be released in the update. So the game has underwent major changes in the last few weeks. The madness mode was added, the missions and exp systems were reworked. There is now 22 missions totally and a lot of them are scalable, so you can gain some more rewards from higher levels of certain missions. As regards the leveling, the player should gain experience faster in the initial phase and then the progress will be slowing down. However, unlike the normal progress, the “rising differences” will decrease at the end. This means that the progress will be slower and slower but the process of slowing will not decrease. Apart from this, we added more stable rewards for reaching new levels, so the player has enough madness points to try out new events in Madness Mode. The next big change is the fourth one, the Tutorial (we haven't been mentioning it until now). When you start the game for the first time, the tutorial will be automatically launched. This lets player come through the basic mechanics of the game and limits the confusion after connecting to a server for the first time. The tutorial will show you most of the mechanics, that are needed for understanding the basics of the whole game. We hope this will not disturb the players that already had done this. (Shall we add the Skip tutorial button?). The tutorial is in some sort of raw form for now but for total newbies it’s enough for understanding the game. We are now thinking of creating a “Madnesspedia" but we will not give you any date since we are still focused on the development itself. The last thing is the change regarding to Achievements. Those changes apply together with the missions so you will see this in Steam already. Okay, there are lot of new things but let’s get back to work :) You can try the latest version in the beta version, but the build can be unstable and most probably it will freeze sometimes. Better said, we put the dev version into the beta. If you would like to help us to debug the glitches, let us know on the game forums.
Hello everyone, another week is over and this time we are posting a week a head than ussually, because Jouki(me) has moved his ass and started doing some design reworks!(huraaay!) Besides some new features I had a chance to test the game with real players so I'm starting to see the shortcomings from the players perspective and we have now a few things to be done that are really important for the multiplayer experience. Those are for example the player nicknames above the characters (yeah we know about this for a long time, but this was not a priority yet), a lobby interface for creating games with your friends - yes, it's not very good experience to start the game and then wait until all your friends connect. #8
Hello everyone, another week is over and this time we are posting a week a head than ussually, because Jouki(me) has moved his ass and started doing some design reworks!(huraaay!) Besides some new features I had a chance to test the game with real players so I'm starting to see the shortcomings from the players perspective and we have now a few things to be done that are really important for the multiplayer experience. Those are for example the player nicknames above the characters (yeah we know about this for a long time, but this was not a priority yet), a lobby interface for creating games with your friends - yes, it's not very good experience to start the game and then wait until all your friends connect. #8
Hello everyone, 2 weeks past pretty quickly and now it's time for some Weekly News. Yeah we know it's monday already #laziness so let's take a really briefly what's new. #7
Hello everyone, 2 weeks past pretty quickly and now it's time for some Weekly News. Yeah we know it's monday already #laziness so let's take a really briefly what's new. #7
Aloha everyone, the summer holiday is in full swing, another week is over and we’ve, again, pushed a little bit forward. As I mentioned the last time, we are getting sooo lazy in the hot weather! Let’s make this straight, I’ll tell you what we’ve managed to get done.
#6
Madness Mode,
Ok, we talk about this every time, but no wonder we do, we are still working this feature. Let’s say it’s not a one day job because there are lot of mechanisms to be implemented from scratch.
So to make this a little bit more than a chit chat about everything taking so long, the current progress is that we have more than half of the madness events implemented. Unfortunately, there are a lot of complex events we have left. One of the biggest problems is that except the basic implementation, we are facing a complicated synchronization with server. Some of the events are more though to sync that the other ones. We also had to solve the situation where a new player connects to a server while lots of events of madness mode are already activated. Whether we should let the player connect (the harder variant) or to hide such servers while madness mode events are active (easier to implement but not so user friendly).
Madness Mode #2
Except the in-game progress itself, we have a provisional GUI for the Madness Mode. As for the graphic, a lot of things are WIP. Although the menu doesn’t look like a piece of Michelangelo’s art, it has a lot of functions. We would like to replace the text values with pictures (and leave the names in the background so the players know the events names), but it takes a lot of creativity and we have no time to lose.
Glow
Ok, so the last thing relates to the new glow system. We have fixed the glitch with a weird power-up glow that was shining thorough walls. But primarily we added the glow to more effects in the game. Those effects are still in its infancy but we are trying to get more beautiful into the game so it has some sex appeal. Perhaps the most visible changes are grenade launchers, glowing robots and boxes, explosions and box destroying effect.
Indeed, this is the end, again. We hope that you like the latest changes and if you have anything to say, leave your idea in the comments below so we have some feedback. And as always, enjoy the summer and good luck at the arena.
Jouki // posted by Dzetro
Aloha everyone, the summer holiday is in full swing, another week is over and weve, again, pushed a little bit forward. As I mentioned the last time, we are getting sooo lazy in the hot weather! Lets make this straight, Ill tell you what weve managed to get done.
#6
Madness Mode,
Ok, we talk about this every time, but no wonder we do, we are still working this feature. Lets say its not a one day job because there are lot of mechanisms to be implemented from scratch.
So to make this a little bit more than a chit chat about everything taking so long, the current progress is that we have more than half of the madness events implemented. Unfortunately, there are a lot of complex events we have left. One of the biggest problems is that except the basic implementation, we are facing a complicated synchronization with server. Some of the events are more though to sync that the other ones. We also had to solve the situation where a new player connects to a server while lots of events of madness mode are already activated. Whether we should let the player connect (the harder variant) or to hide such servers while madness mode events are active (easier to implement but not so user friendly).
Madness Mode #2
Except the in-game progress itself, we have a provisional GUI for the Madness Mode. As for the graphic, a lot of things are WIP. Although the menu doesnt look like a piece of Michelangelos art, it has a lot of functions. We would like to replace the text values with pictures (and leave the names in the background so the players know the events names), but it takes a lot of creativity and we have no time to lose.
Glow
Ok, so the last thing relates to the new glow system. We have fixed the glitch with a weird power-up glow that was shining thorough walls. But primarily we added the glow to more effects in the game. Those effects are still in its infancy but we are trying to get more beautiful into the game so it has some sex appeal. Perhaps the most visible changes are grenade launchers, glowing robots and boxes, explosions and box destroying effect.
Indeed, this is the end, again. We hope that you like the latest changes and if you have anything to say, leave your idea in the comments below so we have some feedback. And as always, enjoy the summer and good luck at the arena.
Jouki // posted by Dzetro
Hello everyone, As you probably noticed, the progress and the buzz about Grenade Madness faded away somehow in the past few weeks. The main reason is that we switched to what we call a holiday development regime. That’s why there was no news posted last week. On the other side, this doesn’t mean we are stopping the development for the next two months, we are just going to slow down a little. Before we dig into the changes in the game, I’d like to mention something about the activity and the player counts in the game. We know about it and we are now doing our best to have the game in a notional level where we all will be satisfied. Of course we welcome your willingness in sharing the game and letting more people know it’s still in development and changing a lot ( for the better, we hope :) ). As regards the “notional level” - this includes having Madness Mode completed, as well as the Traits, a lots of balancing with some other smaller changes, rework of the achievements and missions, graphic update (we have not yet scheduled the graphical update due to the problems with Unity update ) and other changes.
Hello everyone, As you probably noticed, the progress and the buzz about Grenade Madness faded away somehow in the past few weeks. The main reason is that we switched to what we call a holiday development regime. Thats why there was no news posted last week. On the other side, this doesnt mean we are stopping the development for the next two months, we are just going to slow down a little. #5 Before we dig into the changes in the game, Id like to mention something about the activity and the player counts in the game. We know about it and we are now doing our best to have the game in a notional level where we all will be satisfied. Of course we welcome your willingness in sharing the game and letting more people know its still in development and changing a lot ( for the better, we hope :) ). As regards the notional level - this includes having Madness Mode completed, as well as the Traits, a lots of balancing with some other smaller changes, rework of the achievements and missions, graphic update (we have not yet scheduled the graphical update due to the problems with Unity update ) and other changes.
The week is gone, the update is behind us and i have a short summary for you. Today it's going to be a little tungled, because we have run into some troubles.
Graphics
Ok, i won't beat about the bush. The Unity update won't be happening. Yeah I know, unfortunately we tried to move to the new version, but the Unity developers have not yet fixed the bug, that is strongly influencing the light rendering, which is making the game look bad.
But do not panic (like someone is panicing...), we surely have a lot to try out. Not updating to the new Unity is not the end and we have a lot of graphic stuff to implement and stylize the game.
Update 0.6
We hope that you like the new patch 0.6, it's an update that is mainly focused on balancing the gameplay and tiding up the features to make more sense while combining with each other. We will continue to make such changes and we will add two new features in the next one or two patches; a bigger one - the Madness mode, and the other one - Traits, that will replace the melee weapon slot. If we manage to be effective, the Traits are likely to be a part of the 0.7 update.
Madness Mode
As I mentioned before, the main purpose of this update will be the Madness mode. This feature is still in it's infancy but the basic principle is very clear already. I don't have a plan for the specific events, however. In this phase the technical implementation will also be important. But it should not be problem because, as I mentioned the Madness Mode is the main purpose of the update.
Visualisation how Madness Mode might look like in game (not final)
Today, as I noted at the beggining, the report is a shorter one, because not many things actually happened while realising the update 0.6. If you have any questions, feel free to ask me below this post (your ideas, visions or any questions for us about the development). I will reply to you as soon as possible. It's all for now and as always - good luck at the arena!
Jouki // posted by Dzetro
The week is gone, the update is behind us and i have a short summary for you. Today it's going to be a little tungled, because we have run into some troubles.
Graphics
Ok, i won't beat about the bush. The Unity update won't be happening. Yeah I know, unfortunately we tried to move to the new version, but the Unity developers have not yet fixed the bug, that is strongly influencing the light rendering, which is making the game look bad.
But do not panic (like someone is panicing...), we surely have a lot to try out. Not updating to the new Unity is not the end and we have a lot of graphic stuff to implement and stylize the game.
Update 0.6
We hope that you like the new patch 0.6, it's an update that is mainly focused on balancing the gameplay and tiding up the features to make more sense while combining with each other. We will continue to make such changes and we will add two new features in the next one or two patches; a bigger one - the Madness mode, and the other one - Traits, that will replace the melee weapon slot. If we manage to be effective, the Traits are likely to be a part of the 0.7 update.
Madness Mode
As I mentioned before, the main purpose of this update will be the Madness mode. This feature is still in it's infancy but the basic principle is very clear already. I don't have a plan for the specific events, however. In this phase the technical implementation will also be important. But it should not be problem because, as I mentioned the Madness Mode is the main purpose of the update.
Visualisation how Madness Mode might look like in game (not final)
Today, as I noted at the beggining, the report is a shorter one, because not many things actually happened while realising the update 0.6. If you have any questions, feel free to ask me below this post (your ideas, visions or any questions for us about the development). I will reply to you as soon as possible. It's all for now and as always - good luck at the arena!
Jouki // posted by Dzetro
Hey everyone, the week is behind us (and another busy week ahead) and its time for the next summary. This time I will give you less information than normally, because we are finishing with the 0.6.0 update. Lets see what weve managed to get done.
Hey everyone, the week is behind us (and another busy week ahead) and it’s time for the next summary. This time I will give you less information than normally, because we are finishing with the 0.6.0 update. Let’s see what we’ve managed to get done.
Hi everyone,
the week has gone by in a split second so it’s time to inform you what was going on with our game and what was not. In a nutshell - as for the graphics improvements, there’s no progress yet, we are finishing the reworks of grenades behavior and the overall environment. And a few other smaller changes, such as the new teaser model, bigger power-up radius or the adjustment of explode time.
#2
Grenades: Okay, let’s analyze the grenades first. In the last post I mentioned that we changed the grenade launchers magazines, this week we did some other changes related also to power-ups. We have removed the global time speed-up completely (as a power-up) and it will only remain as an event for the Madness mod (the mod we plan to release in two months approx., no promises). This power-up was originally meant to maintain the tempo of the gameplay, but it was too hectic in the last minutes of the round. It was just too much confusing.
So we decided to put this power-up on ice and we will replace it with a new one, that would hold on the original purpose of “maintaining the tempo”, but at the same time won’t be ruining the whole game. The "Quick Explosions" power-up will shorten the sticky grenade detonation time by 0.2 seconds of explosions after it sticks to surface. The default time before explosion is 1.8 seconds. This power-up is passive, not global, and it will not reset after you die. (we can change this eventually).
Furthermore, we are nearly finished with the Holy grenade. This is a weapon of massive destruction. But keep in mind that it’s not easy to get and it’s very easy to lose. The holy grenade has an infinite blast radius, as long as you are not in the cover. If you cover yourself behind a wall or a crate, the holy grenade won’t even tickle you. So the crate gun is becoming very useful in this case ;) If you die you loose all holy grenades so be careful!
Gun Upgrade: Let’s talk about the grenades a little bit more (onixpexted). The Gun Upgrade was a part of the original concept and was meant to add a special feature to grenade launchers. It would suck in grenades to itself and then fire them again from your own weapon (similar to gravity gun in Half-Life). However, because of the complicated implementation and risk of bugs, we came up with a substitute feature that would be a bit more helpful; the Predictor. A laser sight for grenades.
The gun upgrade that allows you to place barrels will have effect on grenade launchers too. There will be a special vision attached to the weapon that would show you the track of the grenade before you shot it. This laser vision won’t be 100% exact but it will surely help you.
Traits: This topic is just in its infancy, but I can tell you something about it. I would like to modify the functionality of the third weapon slot, which is now only for utilities / melee weapons. I would like to prioritize players preferences in this. They will get benefits based on their decisions. Basically i want to replace the third weapon slot with a trait. This will include for example faster explosions, bigger magazines (from the start of the round), more speed or some melee weapons. However this feature is not the priority now and will be included after we finish the madness mode.
Besides traits I would like to modify one detail that may influence the gameplay a lot. Right now you are able to change weapons whenever you want, but this doesn’t fit to the game design. The idea is that you would be able to change weapons after you die (before spawning). This sketch is showing how the feature could look like (technical preview)
There’s a lot of other things to tell you, but I don’t want these posts to get too long or boring. To sum the latest information: Besides the regular tuning of the power-up drops probability, we plan other changes, that would not be part of the 0.6 update. Such as the half-block (allowing you to protect yourself and attack at the same time) or a variable probability of power-up drops during the game round.
Ok, I really need to end this right now or nobody will ever read this to the end. As I promised you the last time I gave you more detailed information today to make myself as clear as I can and let you stay updated. If you have any questions, post them below this post and I will try to give you the exact answer. Thank you for reading this to the end and have a good luck at the arena!
Jouki // posted by Dzetro
Hey guys,
We have just told ourselves that we would like to communicate and interact with you more than before using the Steam announcements, so you know what’s going on right now, what we are working on and how are we (developers) doing overall…
Sometimes we would like to share what problems we are facing, what we are thinking about and to share some newbie developers experience with you, right?
We will try hard to make these announcments a weekly routine (new post every friday - sunday). In this first one, we would like to tell you more about the upcoming goals we want to finish ASAP before the release of update number 0.6 (it’s coming in June!)
#1
Okay so, maybe you noticed that we haven’t posted any news for a while. Don't worry, we are still wokring as hard as we can (we still have our daily jobs). Right now we are adding some new features and we are balancing the gameplay. Also we are reworking the power-ups. Some of them had already been changed and they are now divided by color to categories to make this more intuitive for you.
blue - active ability
purple - passive ability
orange - rare/special ability
red - negative ability (magnet)
green - Heal
grey - others (experience points)
We already made some little changes, for example the Fast Run power-up is now a passive ability and Detonation radius is twice more bigger than before.
Except power-ups we have reworked the magazine system of grenade launchers. We have to balance this a little bit to make the game playable even with 8 players online. Madness is real! Yeah we know... the game is called grenade madness but sometimes it’s a little bit too much mad and you know what we are talking about if you tried it.
Grenades are now renewed after they explode - in other words, a fired grenade is back in the magazine just after it explodes so you can just fire all grenades almost at once. However we will nerf the time before explosion because this change is great catalyst of crazy gameplay. We love all the booms and beams but still we have to keep the game playable and fun at the same time :)
We also updated the collision system of explosions. Now it won’t happen again that you will get hit through a crate or a wall.
As for the graphics, we have some plans but it’s not the priority right now since the game doesn't look ugly anymore. We will give you more details in the next post.
Well that's all for now. I will be more specific the next time (I will try), but you can comment your own suggestions and questions below and I will try to answer them in the next post. Thank you for reading this to the end.. Wish you a good luck when playing the game!
We’ve spent the last week date tuning up the gameplay, to make the game more fun and enjoyable. As we are getting feedback from players and youtubers, we focused on several important things.
Have some suggestions about the game? Did you find a bug or just want to ask something? We are ready to receive your feedback and answer all the questions on the community forum: http://community.grenademadness.com We will be answering under accounts [dev]Petr and [dev] Milan
We are receiving questions from the community whether there are going to be multi-packs for a better price (per copy) so you can purchase Grenade Madness together with your friends. The fact is that this feature is not available for all developers in the steam store anymore. We are now doing our best to have those packs available for you.
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