Weekly news #3
Let’s talk about the holy grenade that we mentioned last time. It will be a part of the 0.6.0 update, but its functionality is not 100% finished as we plan it to be. Right now it’s difficult to describe the differences of how HG is implemented. Simply put, the Holy Grenade will have it’s own separated magazine, but it will be limited by the primary magazine limit. This feature will be available in the next update, because we (Dzetro) have to reorganize a huge part of the code working with the magazine system etc.
The indicator of whether you are in range of the Holy grenade
I will be honest with this one, we have found an elementary bug in the power-up probability algorithm. (Dzetro was never friends with math ( ͡° ͜ʖ ͡°) ). After we fixed this, the power-ups started to appear as often as we designed it originally. We will surely continue to fix the probabilities to tune it as best as we can. We want at least 50% of all power-ups to be the basic ones as Grenade++, Quick explosions, Speed up… I’m gonna tell you why right now.
One of the main factors influencing the gameplay are the power-ups. The problem was that after 7 minutes of gameplay, you had enough of everything and the gameplay started to repeat itself because you actually lost the hunger for power-ups, because you had all of them already. This is now over - after you die, you loose all of them. Ok it won’t be that hardcore, because this would demotivate you too much. When you die you loose one stack of passive power-ups. This means that if you have +5 grenades, you will have only +4 when you respawn. Gun Upgrade can only be aquired once so you will loose it too. The exception is the holy grenade. (Right now they function as they will be after the magazine rework). You will be able to stack holy grenades, but you will loose all of them when you die. So be careful, and protect them! We are working on a lot of other bug fixes and changes. For example the fix of gun upgrade bug. It won’t be showing some random point in the middle of the map any longer. We are testing bigger grenades, so you can see them better, or for example, we have fixed the bug that made you have infinite ammo. We are also balancing other weapons that are not used that often. And the last two things I want to inform you about our plans of implementing the Dash and the option of testing beta versions. Dash: Maybe some of you have noticed that SHIFT is now used for a walk. It’s a relic of the old concept, before I started to stir in to the development. All of you will probably agree that walk in Grenade Madness is as useless as walking in Fallout - It just doesn’t fit in to the concept of crazy action game and that’s why we are removing the walk and we will implement the Dash. You will be able to move yourself ahead very fast in intervals. But after you run out of energy, you will have to wait until it's charged again. I will give you more details after the basic implementation. Beta versions: On Steam, you have the ability to play the experimental versions of the game. Once in a while we are updating the game mechanics or power-up probabilities for example. This is, besides our needs, a possibility for you to try new things in the game that are not yet part of the stable version and maybe to give us some feedback. So this is it. I should now go write down the v 0.6.0 patchnotes. Maybe next time I will mention other things, not exactly connected with the game. I give you no promises, because if we will have enough of news about the game, I will rather talk about them. In the next update we plan to move to the new Unity version and with this (I'm too optimistic) some graphics changes will come. To be honest I have no idea if something will go wrong during the development and maybe something will take us much longer than we expect right now. Thank you for reading this to the end. If someone find this more boring than the last time, I’m sorry, finalizing the update is not as fun as some visible changes. Good luck at the arena and see you next time with the 0.6.0 update Jouki // posted by Dzetro
[ 2016-06-12 19:32:06 CET ] [ Original post ]
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.
Holy Grenade
Let’s talk about the holy grenade that we mentioned last time. It will be a part of the 0.6.0 update, but its functionality is not 100% finished as we plan it to be. Right now it’s difficult to describe the differences of how HG is implemented. Simply put, the Holy Grenade will have it’s own separated magazine, but it will be limited by the primary magazine limit. This feature will be available in the next update, because we (Dzetro) have to reorganize a huge part of the code working with the magazine system etc.
The indicator of whether you are in range of the Holy grenade
1st power-up balance
I will be honest with this one, we have found an elementary bug in the power-up probability algorithm. (Dzetro was never friends with math ( ͡° ͜ʖ ͡°) ). After we fixed this, the power-ups started to appear as often as we designed it originally. We will surely continue to fix the probabilities to tune it as best as we can. We want at least 50% of all power-ups to be the basic ones as Grenade++, Quick explosions, Speed up… I’m gonna tell you why right now.
The desire of domination (loosing of power-ups):
One of the main factors influencing the gameplay are the power-ups. The problem was that after 7 minutes of gameplay, you had enough of everything and the gameplay started to repeat itself because you actually lost the hunger for power-ups, because you had all of them already. This is now over - after you die, you loose all of them. Ok it won’t be that hardcore, because this would demotivate you too much. When you die you loose one stack of passive power-ups. This means that if you have +5 grenades, you will have only +4 when you respawn. Gun Upgrade can only be aquired once so you will loose it too. The exception is the holy grenade. (Right now they function as they will be after the magazine rework). You will be able to stack holy grenades, but you will loose all of them when you die. So be careful, and protect them! We are working on a lot of other bug fixes and changes. For example the fix of gun upgrade bug. It won’t be showing some random point in the middle of the map any longer. We are testing bigger grenades, so you can see them better, or for example, we have fixed the bug that made you have infinite ammo. We are also balancing other weapons that are not used that often. And the last two things I want to inform you about our plans of implementing the Dash and the option of testing beta versions. Dash: Maybe some of you have noticed that SHIFT is now used for a walk. It’s a relic of the old concept, before I started to stir in to the development. All of you will probably agree that walk in Grenade Madness is as useless as walking in Fallout - It just doesn’t fit in to the concept of crazy action game and that’s why we are removing the walk and we will implement the Dash. You will be able to move yourself ahead very fast in intervals. But after you run out of energy, you will have to wait until it's charged again. I will give you more details after the basic implementation. Beta versions: On Steam, you have the ability to play the experimental versions of the game. Once in a while we are updating the game mechanics or power-up probabilities for example. This is, besides our needs, a possibility for you to try new things in the game that are not yet part of the stable version and maybe to give us some feedback. So this is it. I should now go write down the v 0.6.0 patchnotes. Maybe next time I will mention other things, not exactly connected with the game. I give you no promises, because if we will have enough of news about the game, I will rather talk about them. In the next update we plan to move to the new Unity version and with this (I'm too optimistic) some graphics changes will come. To be honest I have no idea if something will go wrong during the development and maybe something will take us much longer than we expect right now. Thank you for reading this to the end. If someone find this more boring than the last time, I’m sorry, finalizing the update is not as fun as some visible changes. Good luck at the arena and see you next time with the 0.6.0 update Jouki // posted by Dzetro
Weekly news #3
Lets talk about the holy grenade that we mentioned last time. It will be a part of the 0.6.0 update, but its functionality is not 100% finished as we plan it to be. Right now its difficult to describe the differences of how HG is implemented. Simply put, the Holy Grenade will have its own separated magazine, but it will be limited by the primary magazine limit. This feature will be available in the next update, because we (Dzetro) have to reorganize a huge part of the code working with the magazine system etc.
The indicator of whether you are in range of the Holy grenade
I will be honest with this one, we have found an elementary bug in the power-up probability algorithm. (Dzetro was never friends with math ( ) ). After we fixed this, the power-ups started to appear as often as we designed it originally. We will surely continue to fix the probabilities to tune it as best as we can. We want at least 50% of all power-ups to be the basic ones as Grenade++, Quick explosions, Speed up Im gonna tell you why right now.
One of the main factors influencing the gameplay are the power-ups. The problem was that after 7 minutes of gameplay, you had enough of everything and the gameplay started to repeat itself because you actually lost the hunger for power-ups, because you had all of them already. This is now over - after you die, you loose all of them. Ok it wont be that hardcore, because this would demotivate you too much. When you die you loose one stack of passive power-ups. This means that if you have +5 grenades, you will have only +4 when you respawn. Gun Upgrade can only be aquired once so you will loose it too. The exception is the holy grenade. (Right now they function as they will be after the magazine rework). You will be able to stack holy grenades, but you will loose all of them when you die. So be careful, and protect them! We are working on a lot of other bug fixes and changes. For example the fix of gun upgrade bug. It wont be showing some random point in the middle of the map any longer. We are testing bigger grenades, so you can see them better, or for example, we have fixed the bug that made you have infinite ammo. We are also balancing other weapons that are not used that often. And the last two things I want to inform you about our plans of implementing the Dash and the option of testing beta versions. Dash: Maybe some of you have noticed that SHIFT is now used for a walk. Its a relic of the old concept, before I started to stir in to the development. All of you will probably agree that walk in Grenade Madness is as useless as walking in Fallout - It just doesnt fit in to the concept of crazy action game and thats why we are removing the walk and we will implement the Dash. You will be able to move yourself ahead very fast in intervals. But after you run out of energy, you will have to wait until it's charged again. I will give you more details after the basic implementation. Beta versions: On Steam, you have the ability to play the experimental versions of the game. Once in a while we are updating the game mechanics or power-up probabilities for example. This is, besides our needs, a possibility for you to try new things in the game that are not yet part of the stable version and maybe to give us some feedback. So this is it. I should now go write down the v 0.6.0 patchnotes. Maybe next time I will mention other things, not exactly connected with the game. I give you no promises, because if we will have enough of news about the game, I will rather talk about them. In the next update we plan to move to the new Unity version and with this (I'm too optimistic) some graphics changes will come. To be honest I have no idea if something will go wrong during the development and maybe something will take us much longer than we expect right now. Thank you for reading this to the end. If someone find this more boring than the last time, Im sorry, finalizing the update is not as fun as some visible changes. Good luck at the arena and see you next time with the 0.6.0 update Jouki // posted by Dzetro
[ 2016-06-12 19:32:06 CET ] [ Original post ]
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.
Holy Grenade
Lets talk about the holy grenade that we mentioned last time. It will be a part of the 0.6.0 update, but its functionality is not 100% finished as we plan it to be. Right now its difficult to describe the differences of how HG is implemented. Simply put, the Holy Grenade will have its own separated magazine, but it will be limited by the primary magazine limit. This feature will be available in the next update, because we (Dzetro) have to reorganize a huge part of the code working with the magazine system etc.
The indicator of whether you are in range of the Holy grenade
1st power-up balance
I will be honest with this one, we have found an elementary bug in the power-up probability algorithm. (Dzetro was never friends with math ( ) ). After we fixed this, the power-ups started to appear as often as we designed it originally. We will surely continue to fix the probabilities to tune it as best as we can. We want at least 50% of all power-ups to be the basic ones as Grenade++, Quick explosions, Speed up Im gonna tell you why right now.
The desire of domination (loosing of power-ups):
One of the main factors influencing the gameplay are the power-ups. The problem was that after 7 minutes of gameplay, you had enough of everything and the gameplay started to repeat itself because you actually lost the hunger for power-ups, because you had all of them already. This is now over - after you die, you loose all of them. Ok it wont be that hardcore, because this would demotivate you too much. When you die you loose one stack of passive power-ups. This means that if you have +5 grenades, you will have only +4 when you respawn. Gun Upgrade can only be aquired once so you will loose it too. The exception is the holy grenade. (Right now they function as they will be after the magazine rework). You will be able to stack holy grenades, but you will loose all of them when you die. So be careful, and protect them! We are working on a lot of other bug fixes and changes. For example the fix of gun upgrade bug. It wont be showing some random point in the middle of the map any longer. We are testing bigger grenades, so you can see them better, or for example, we have fixed the bug that made you have infinite ammo. We are also balancing other weapons that are not used that often. And the last two things I want to inform you about our plans of implementing the Dash and the option of testing beta versions. Dash: Maybe some of you have noticed that SHIFT is now used for a walk. Its a relic of the old concept, before I started to stir in to the development. All of you will probably agree that walk in Grenade Madness is as useless as walking in Fallout - It just doesnt fit in to the concept of crazy action game and thats why we are removing the walk and we will implement the Dash. You will be able to move yourself ahead very fast in intervals. But after you run out of energy, you will have to wait until it's charged again. I will give you more details after the basic implementation. Beta versions: On Steam, you have the ability to play the experimental versions of the game. Once in a while we are updating the game mechanics or power-up probabilities for example. This is, besides our needs, a possibility for you to try new things in the game that are not yet part of the stable version and maybe to give us some feedback. So this is it. I should now go write down the v 0.6.0 patchnotes. Maybe next time I will mention other things, not exactly connected with the game. I give you no promises, because if we will have enough of news about the game, I will rather talk about them. In the next update we plan to move to the new Unity version and with this (I'm too optimistic) some graphics changes will come. To be honest I have no idea if something will go wrong during the development and maybe something will take us much longer than we expect right now. Thank you for reading this to the end. If someone find this more boring than the last time, Im sorry, finalizing the update is not as fun as some visible changes. Good luck at the arena and see you next time with the 0.6.0 update Jouki // posted by Dzetro
Grenade Madness
Touch Orchestra
Touch Orchestra
2016-04-15
Action Indie EA
Game News Posts 25
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
2 user reviews
(2 reviews)
http://grenademadness.com/
https://store.steampowered.com/app/432480 
The Game includes VR Support
Grenade Madness Depot - Linux [1.37 G]
Grenade Madness is a crazy round-based multiplayer shooter with lots of explosions. Start your room, customize your loadout and challenge your friends now! The game is running on Unity 3D engine.
Are you ready to test all the various explosives and humiliate your enemies? Choose your gear and find your own gameplay style. The arena is full of robots and it’s just up to you how long you are going to survive.
Are you ready to test all the various explosives and humiliate your enemies? Choose your gear and find your own gameplay style. The arena is full of robots and it’s just up to you how long you are going to survive.
Boost your abilities using power-ups
- Collect power-ups and get a huge advantage over your enemies
- Combine your power-ups with different weapons to boost your abilities and become an invincible warrior
Choose the right weapon and find your own style
- Try various types of powerful grenade launchers
- Blow up your enemies with frag grenades
- Demolish the box-based arena using sticky grenades
- Place traps using tactical mines
- Or do it the old way using different melee weapons
- Unlock new weapons by gaining experience points and leveling up
Modify the environment using the crate gun
- With crate gun you become literally untouchable
- Trap your enemies between the blocks you build and let them suffer
- Protect yourself when outnumbered and run away as a coward
- Explore different ways to make the crate gun more effective with power-ups.
Accomplish the missions and win rewards
- Learn to use the right weaponry in every situation by finishing the training missions throughout the game
- You get reward for every mission you accomplish.
With Grenade Madness you will experience:
- Epic battles and infinite loads of explosives
- Original visuals and sounds including funny voice-over commentary
- Powerful experimental weapons
- Tactical and devastating power-ups
- Advanced ragdoll physics
- Level system based on experience points
- Unlock new weapons and create the ultimate arsenal
- Competitive leaderboards with players from all over the world
- Unique training missions with special rewards
MINIMAL SETUP
- OS: Ubuntu 32-bit
- Processor: 1.8GHz dual-coreMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: Intel HD Graphics 4000Network: Broadband Internet connection
- Storage: 2 GB available space
- OS: Ubuntu 64-bit
- Processor: 2.0GHz Intel Core i7Memory: 4096 MB RAM
- Memory: 4096 MB RAM
- Graphics: NVIDIA GeForce GTX 560 / AMD Radeon HD 7800 series or betterNetwork: Broadband Internet connection
- Storage: 2 GB available space
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