The most requested aspect of Chronoclysm is finally available!
Cascading time paradoxes are no longer limited to a simple couch phenomenon. Players can now collapse realities with both local, online and mixed multiplayer!
Along with adding multiplayer you will notice most of the game has gotten a rather large overhaul: code, visuals and sounds.
Patch Notes
- Added mixed local/online multiplayer
- Added new class: The Ninja!
- Rewrote time paradox engine code
- New controller/input code
- More level skins
- Added level editor and remade level code
- Integrated level editor with Steam Workshop
- Added in logical integration to editor for custom map rules
- Removed Challenge and Survival Modes (Replaced by custom maps)
- Made maps shareable in game
- New and improved team skins
- Removed several arena hazards and added others
- Changed equipment to focus on arena gameplay rather than survival
- Removed half baked status/element system
- Created new menu systems
- Increased builder bridge length from 3 sec to 5 sec
- Sudden death mode tweaked to use explosions as encouragement
- Added in Alliances (enables team battles)
- Made water no longer act like solid walls but like an edge characters avoid
- Added round rewind effect
- More variety of effects
- Larger maps and dynamic camera
- Tweaked Scoring, Selection and Drafting options
[ 2017-05-03 04:56:34 CET ] [ Original post ]
The most requested aspect of Chronoclysm is finally available!
Cascading time paradoxes are no longer limited to a simple couch phenomenon. Players can now collapse realities with both local, online and mixed multiplayer!
Along with adding multiplayer you will notice most of the game has gotten a rather large overhaul: code, visuals and sounds.
Patch Notes
- Added mixed local/online multiplayer
- Added new class: The Ninja!
- Rewrote time paradox engine code
- New controller/input code
- More level skins
- Added level editor and remade level code
- Integrated level editor with Steam Workshop
- Added in logical integration to editor for custom map rules
- Removed Challenge and Survival Modes (Replaced by custom maps)
- Made maps shareable in game
- New and improved team skins
- Removed several arena hazards and added others
- Changed equipment to focus on arena gameplay rather than survival
- Removed half baked status/element system
- Created new menu systems
- Increased builder bridge length from 3 sec to 5 sec
- Sudden death mode tweaked to use explosions as encouragement
- Added in Alliances (enables team battles)
- Made water no longer act like solid walls but like an edge characters avoid
- Added round rewind effect
- More variety of effects
- Larger maps and dynamic camera
- Tweaked Scoring, Selection and Drafting options
[ 2017-05-03 04:49:27 CET ] [ Original post ]
Things seem to be going pretty well thus far. Some bugs but smoothed them out. And here's what's been addressed:
- Quick play sends the server and the client the same map now
- Fixed strange GUI issues with 3 non local players
- Turrets no longer rotate lazily
- Name entry defaults to steamID on first start entry
- Fixed error in text key not matching up and making some symbols not the right ones
- Added cursor to chat window for clarity
- Launching now seats non sitting players.
- Extra emphasis added to timer during final 5 seconds
- Losing potential points now has a visual indication
- Sudden death now eliminates all non qualifying players
- Fixed a few odd cases where the lobby would not properly assign team colors
[ 2017-04-06 20:58:30 CET ] [ Original post ]
Things seem to be going pretty well thus far. Some bugs but smoothed them out. And here's what's been addressed:
- Quick play sends the server and the client the same map now
- Fixed strange GUI issues with 3 non local players
- Turrets no longer rotate lazily
- Name entry defaults to steamID on first start entry
- Fixed error in text key not matching up and making some symbols not the right ones
- Added cursor to chat window for clarity
- Launching now seats non sitting players.
- Extra emphasis added to timer during final 5 seconds
- Losing potential points now has a visual indication
- Sudden death now eliminates all non qualifying players
- Fixed a few odd cases where the lobby would not properly assign team colors
[ 2017-04-06 20:57:56 CET ] [ Original post ]
After many months of finger breaking work I'm happy to announce that the Online version of Chronoclysm is nearly complete. It just needs some further testing Sign Up Here to Help Test, if you would ever so kindly A small sampling of screens of the upcoming version
- New controller code, sign in process and team colors
- New map engine meaning workshop backed content
- Online play means new lobby based map creation
- Gameflow has changed to accomodate online play
- Equipment changed to focus on the battle arena gameplay with improved UX
- Gameplay remains the same chaotic fun it has always been. Now including a new class: The Ninja.
- An included level editor is workshop capable and includes an inbuilt logic editor to really open up the rules of Chronoclysm. Gameplay has been segmented into battle and custom arenas.
- Multiplayer is now mixed online/local.
- New class: Ninja
- Added Alliances, allowing for team battles.
- Pit avoidance made elastic not solid. Meaning knockback can kill
- New team colors. Beyond blue, red, yellow and purple.
- Added workshop enabled level editor.
- Reworked maps to be categorized 'Battle' and 'Custom' instead of Arena, Challenge and Survival.
- More Level skins added.
- Reworked music and sound effects.
- Added more particle effects.
- Adjusted equipment to be battle focused.
- Added Quickplay option to simplify map creation.
- Reworked map settings to work with online play.
- Remade time recall code.
- Added round rewind effect.
- Added chat window for online play.
- Overhauled menu code.
- Added new controller input module
- Made maps shareable and optionally subscribable from game
[ 2017-03-26 04:50:15 CET ] [ Original post ]
After many months of finger breaking work I'm happy to announce that the Online version of Chronoclysm is nearly complete. It just needs some further testing Sign Up Here to Help Test, if you would ever so kindly A small sampling of screens of the upcoming version
- New controller code, sign in process and team colors
- New map engine meaning workshop backed content
- Online play means new lobby based map creation
- Gameflow has changed to accomodate online play
- Equipment changed to focus on the battle arena gameplay with improved UX
- Gameplay remains the same chaotic fun it has always been. Now including a new class: The Ninja.
- An included level editor is workshop capable and includes an inbuilt logic editor to really open up the rules of Chronoclysm. Gameplay has been segmented into battle and custom arenas.
- Multiplayer is now mixed online/local.
- New class: Ninja
- Added Alliances, allowing for team battles.
- Pit avoidance made elastic not solid. Meaning knockback can kill
- New team colors. Beyond blue, red, yellow and purple.
- Added workshop enabled level editor.
- Reworked maps to be categorized 'Battle' and 'Custom' instead of Arena, Challenge and Survival.
- More Level skins added.
- Reworked music and sound effects.
- Added more particle effects.
- Adjusted equipment to be battle focused.
- Added Quickplay option to simplify map creation.
- Reworked map settings to work with online play.
- Remade time recall code.
- Added round rewind effect.
- Added chat window for online play.
- Overhauled menu code.
- Added new controller input module
- Made maps shareable and optionally subscribable from game
[ 2017-03-26 04:50:15 CET ] [ Original post ]
Since a week into development when I first tested the prototype I've known that Chronoclysm was something special. I've put a lot of work into it since then but that raw chaotic paradox fun at the core of the gameplay is stronger than ever. The rest of the game has all been put in to try and get the core experience to be more accessible to people. I initially very much wanted to enforce a local experience. Part of the design was to give the experience of playing the SNES on a couch on a Saturday morning. Time changes though and PC gaming has changed the way we can approach multiplayer and I've had a change of heart on the online based on your guys feedback. It's limiting the experience not having it. Deciding to switch to online play means the game has to change in a lot of ways. Couch multiplayer isn't going anywhere though, no worries. It will be expanded though so that 1-3 people can play online from the same computer. Or 4 still too but that will fill all of the slots so it's not really online is it? Made a dev log post about the technicals a bit more in depth here I had nearly completed a level editor for the workshop before making this decision. So I'm going to be lumping all of it into a really big update. Wanted to give you guys a bit of heads up with the features. All of this will be made available for anyone who has purchased the game, not DLC. Just more content for the same price you already paid! Brief overview of coming changes:
- Online Multiplayer (All Modes) with up to 3 local players. (4 would be local only. Durr)
- Custom Challenge Victory Conditions (not just targets and shards)
- Arena's will be separated into Battle arena's and custom arena's (So capture the crystal and king of the hill will still exist as concepts but will now have dedicated maps along with a huge possiblity of other maps). Battle Arena's will use the classic paradox scoring system. While the Custom ones are like challenges and use a much more open ended logic system to determine rules.
- Pits/Water will no longer be solid, but instead players will resist being pushed until a threshold is met. So knockback will cause drowning. But you will resist accidentally walking into pits.
- Challenges will be available for more than one player
- Level editor with workshop integration
- New main menu navigation
- New arena hazards
- Visual logic tool for creating complex rules in custom maps.
- Unlimited new arena's and challenges
- New stage designs (level skins)
- New Music
- New equipment
- Enhanced equipment system to work with Challenges.
- Baddies will be present in more than just the survival mode
- Removing elemental system. Replacing with something simpler.
- Equipment Chests
- Camera changes to facilitate large maps and multiple people
- And a whole bunch more things that I'll throw into the final notes when its done!
[ 2016-06-22 23:15:16 CET ] [ Original post ]
Since a week into development when I first tested the prototype I've known that Chronoclysm was something special. I've put a lot of work into it since then but that raw chaotic paradox fun at the core of the gameplay is stronger than ever. The rest of the game has all been put in to try and get the core experience to be more accessible to people. I initially very much wanted to enforce a local experience. Part of the design was to give the experience of playing the SNES on a couch on a Saturday morning. Time changes though and PC gaming has changed the way we can approach multiplayer and I've had a change of heart on the online based on your guys feedback. It's limiting the experience not having it. Deciding to switch to online play means the game has to change in a lot of ways. Couch multiplayer isn't going anywhere though, no worries. It will be expanded though so that 1-3 people can play online from the same computer. Or 4 still too but that will fill all of the slots so it's not really online is it? Made a dev log post about the technicals a bit more in depth here I had nearly completed a level editor for the workshop before making this decision. So I'm going to be lumping all of it into a really big update. Wanted to give you guys a bit of heads up with the features. All of this will be made available for anyone who has purchased the game, not DLC. Just more content for the same price you already paid! Brief overview of coming changes:
- Online Multiplayer (All Modes) with up to 3 local players. (4 would be local only. Durr)
- Custom Challenge Victory Conditions (not just targets and shards)
- Arena's will be separated into Battle arena's and custom arena's (So capture the crystal and king of the hill will still exist as concepts but will now have dedicated maps along with a huge possiblity of other maps). Battle Arena's will use the classic paradox scoring system. While the Custom ones are like challenges and use a much more open ended logic system to determine rules.
- Pits/Water will no longer be solid, but instead players will resist being pushed until a threshold is met. So knockback will cause drowning. But you will resist accidentally walking into pits.
- Challenges will be available for more than one player
- Level editor with workshop integration
- New main menu navigation
- New arena hazards
- Visual logic tool for creating complex rules in custom maps.
- Unlimited new arena's and challenges
- New stage designs (level skins)
- New Music
- New equipment
- Enhanced equipment system to work with Challenges.
- Baddies will be present in more than just the survival mode
- Removing elemental system. Replacing with something simpler.
- Equipment Chests
- Camera changes to facilitate large maps and multiple people
- And a whole bunch more things that I'll throw into the final notes when its done!
[ 2016-06-22 23:14:29 CET ] [ Original post ]
Had a great time at Anime North! The console really went over well and I met a lot of new Chronoclysm fans! Got another chance for some great live feedback and have reworked the game a bit. An extra big thanks to Josh B for being so damn hooked on the game he decided to be a great help this weekend. Mage Changes:
- Can now change directions while charging shot
- Charging longer than 0.43 seconds will increase damage by 1
- Slightly reduced size of magical missiles hit radius from 0.035 to 0.033
- Reduced freeze time after Mages teleport by 0.166 seconds
- Added extra detection to stop the mages shot from missing collisions at top speed
- Beam collisions now actually cause damage in the arena
- Able to save teleporting Mages who drown by building a bridge under them. They no longer incorrectly fall through.
- Made Mages able to mark builders bombs. Marked bombs have an X on them and explode immediately. Marked bombs hurt everyone regardless of team or friendly fire being on or off. This stops the builder from protecting himself from the mages missiles with a bomb.
- Lowered bomb radius from 0.32 to 0.3
- Mirror Random was the same as random. Now properly mirror random
- Reworked Sudden death graphic to look MORE INTENSE
- Also added 1 more sudden death creeper per sudden death round
- Creepers actually cause a death animation now
- Spikes are no longer hidden in Horlk (red and orange cave level)
- Able to lock in a class selection at class select screen
- Bridge time extended from 2 seconds to 5 seconds
- Bridges can now be rebuilt without having to first disappear.
- Shot re-directors now spin the same way they rotate shots
- Characters no longer freak out and teleport randomly when scoring paradox points
- Turrets now show a little disc while being built.
- Changed ghost panels graphics. Now blooping blocks.
- Altered the fruit thrown at the victory screen. Now color coded with Blueberries, bananas, eggplants and tomatoes.
[ 2016-06-01 05:37:39 CET ] [ Original post ]
Had a great time at Anime North! The console really went over well and I met a lot of new Chronoclysm fans! Got another chance for some great live feedback and have reworked the game a bit. An extra big thanks to Josh B for being so damn hooked on the game he decided to be a great help this weekend. Mage Changes:
- Can now change directions while charging shot
- Charging longer than 0.43 seconds will increase damage by 1
- Slightly reduced size of magical missiles hit radius from 0.035 to 0.033
- Reduced freeze time after Mages teleport by 0.166 seconds
- Added extra detection to stop the mages shot from missing collisions at top speed
- Beam collisions now actually cause damage in the arena
- Able to save teleporting Mages who drown by building a bridge under them. They no longer incorrectly fall through.
- Made Mages able to mark builders bombs. Marked bombs have an X on them and explode immediately. Marked bombs hurt everyone regardless of team or friendly fire being on or off. This stops the builder from protecting himself from the mages missiles with a bomb.
- Lowered bomb radius from 0.32 to 0.3
- Mirror Random was the same as random. Now properly mirror random
- Reworked Sudden death graphic to look MORE INTENSE
- Also added 1 more sudden death creeper per sudden death round
- Creepers actually cause a death animation now
- Spikes are no longer hidden in Horlk (red and orange cave level)
- Able to lock in a class selection at class select screen
- Bridge time extended from 2 seconds to 5 seconds
- Bridges can now be rebuilt without having to first disappear.
- Shot re-directors now spin the same way they rotate shots
- Characters no longer freak out and teleport randomly when scoring paradox points
- Turrets now show a little disc while being built.
- Changed ghost panels graphics. Now blooping blocks.
- Altered the fruit thrown at the victory screen. Now color coded with Blueberries, bananas, eggplants and tomatoes.
[ 2016-06-01 05:37:39 CET ] [ Original post ]
Alright these have been awhile coming. Was gonna roll them out with some bigger updates but those are taking longer than I wanted and this adds some stability.
- Character selection lost on challenge complete. Not Anymore!
- Text Changes
- Health displays on knight challenge 2 now
- No longer able to bind duplicate keys
- Reworked Bramble Traps attack. Now does a bind instead of a repeating attack
- Reduced mages teleport cooldown from 1.66 to 1.16
- Bomb sound no longer ignores volume preferences.
- Fixed an issue with the tutorial causing team selection weirdness
- Reworked homing missile to be a guided missile instead. While charging you can direct the direction of the shot. Will work a lot better with the time mechanic
- Added names to survival trophies
- Removed key prompt from beginning.
- Issue resolved where pressing unbinded keys would prompt for key binding input at team select. Once again clicking a player explicitly is the only way to bind keys. This is much more sane.
- Minor Tutorial Tweaks
- Minor graphic updates to name input screen. Had some issues.
- Full Linux mode is now available. Thanks to everyone who tested!
- Made a fix to sudden death mode that would cause a crash in certain situations depending on team selection and who was still in
[ 2016-05-27 14:02:46 CET ] [ Original post ]
Alright these have been awhile coming. Was gonna roll them out with some bigger updates but those are taking longer than I wanted and this adds some stability.
- Character selection lost on challenge complete. Not Anymore!
- Text Changes
- Health displays on knight challenge 2 now
- No longer able to bind duplicate keys
- Reworked Bramble Traps attack. Now does a bind instead of a repeating attack
- Reduced mages teleport cooldown from 1.66 to 1.16
- Bomb sound no longer ignores volume preferences.
- Fixed an issue with the tutorial causing team selection weirdness
- Reworked homing missile to be a guided missile instead. While charging you can direct the direction of the shot. Will work a lot better with the time mechanic
- Added names to survival trophies
- Removed key prompt from beginning.
- Issue resolved where pressing unbinded keys would prompt for key binding input at team select. Once again clicking a player explicitly is the only way to bind keys. This is much more sane.
- Minor Tutorial Tweaks
- Minor graphic updates to name input screen. Had some issues.
- Full Linux mode is now available. Thanks to everyone who tested!
- Made a fix to sudden death mode that would cause a crash in certain situations depending on team selection and who was still in
[ 2016-05-27 14:02:46 CET ] [ Original post ]
Thanks a lot to you guys helping me get the linux build moving. Great source of information thank you. The linux beta is available. You should be able to access it under the betas for the game. To access them:
- Right click Chronoclysm
- Click Properties
- Click On Betas Tab
- Select "linux" from drop down
[ 2016-03-03 09:40:21 CET ] [ Original post ]
Thanks a lot to you guys helping me get the linux build moving. Great source of information thank you. The linux beta is available. You should be able to access it under the betas for the game. To access them:
- Right click Chronoclysm
- Click Properties
- Click On Betas Tab
- Select "linux" from drop down
[ 2016-03-03 09:40:21 CET ] [ Original post ]
Hey Everyone! It's Chronoclysm all day everyday over here for me. The first few months since launch have been somewhat slow outwardly but things are progressing for the game. I'm pleased but hungry haha. My plans as for now with the game is continued content/improvements that is free, not DLC/expansion based. All new content will be covered by the original purchase. Little Level Editor Dev Log Taking what is currently there and allowing expansion on the concept is a first step. I'm working on a level editor that when complete will allow for better level design not just for myself but for anyone. Allowing for anyone to make levels like in the game but improved with top notch tools. Moving it onto more platforms is still moving forward, but never as quickly as I hope. Though we should see it on a console and linux in the coming months. I may be getting some help with that finally. And trading cards have been floating along. Having difficulties finding an artist to work with for the cards themselves. I've made the idea sketches up but I wanted to get some nice cards for you guys and that's not my strong suit artistically. So when I can get those finished I'll finally be integrating cards. So sadly nothing new for you guys to play with yet, but I wanted to chime in I'm still here everyday working away on new things / fixing old things. Cheers! -Shane
[ 2016-02-23 01:59:49 CET ] [ Original post ]
Hey Everyone! It's Chronoclysm all day everyday over here for me. The first few months since launch have been somewhat slow outwardly but things are progressing for the game. I'm pleased but hungry haha. My plans as for now with the game is continued content/improvements that is free, not DLC/expansion based. All new content will be covered by the original purchase. Little Level Editor Dev Log Taking what is currently there and allowing expansion on the concept is a first step. I'm working on a level editor that when complete will allow for better level design not just for myself but for anyone. Allowing for anyone to make levels like in the game but improved with top notch tools. Moving it onto more platforms is still moving forward, but never as quickly as I hope. Though we should see it on a console and linux in the coming months. I may be getting some help with that finally. And trading cards have been floating along. Having difficulties finding an artist to work with for the cards themselves. I've made the idea sketches up but I wanted to get some nice cards for you guys and that's not my strong suit artistically. So when I can get those finished I'll finally be integrating cards. So sadly nothing new for you guys to play with yet, but I wanted to chime in I'm still here everyday working away on new things / fixing old things. Cheers! -Shane
[ 2016-02-23 01:59:49 CET ] [ Original post ]
[strike] Made the linux build available for beta testing.[/strike] ugh lies, more issues... this technical stuff is where a one man team is suboptimal. I'll get a VM with linux up here and then report back The previous versions have worked on linux so this is more of a steam linux test. To get the build
- Right click chronoclysm in steam
- Click properties
- Click beta tab
- Select Linux from the drop down.
[ 2016-01-27 09:11:46 CET ] [ Original post ]
[strike] Made the linux build available for beta testing.[/strike] ugh lies, more issues... this technical stuff is where a one man team is suboptimal. I'll get a VM with linux up here and then report back The previous versions have worked on linux so this is more of a steam linux test. To get the build
- Right click chronoclysm in steam
- Click properties
- Click beta tab
- Select Linux from the drop down.
[ 2016-01-27 09:11:46 CET ] [ Original post ]
The first time you play the game next you will be put in the tutorial. No worries, you will get the option to skip if you want.
- Added a tutorial
- Reworked mode screen slightly
- Added button prompts for clarity
- Corrected weird timing issue on pause screen
[ 2015-12-10 13:45:09 CET ] [ Original post ]
The first time you play the game next you will be put in the tutorial. No worries, you will get the option to skip if you want.
- Added a tutorial
- Reworked mode screen slightly
- Added button prompts for clarity
- Corrected weird timing issue on pause screen
[ 2015-12-10 13:45:09 CET ] [ Original post ]
It's got a lot of information about how the game works. I've meant for it to be the online manual. Also looking for contributors! Here's the link! I was hoping to avoid some heavy handed tutorial stuff but I'm getting the feeling I've certainly gone too far in that direction. Please have a look at the wiki in the mean time. I'll be continuing to work on it and I'll find a solution to some of this tutorial stuff. Thanks a lot!
[ 2015-11-20 21:23:39 CET ] [ Original post ]
I'm listening and what I've heard is "what do these buttons do". I underestimated how much I assumed this stuff could be just figured out. So I went ahead and made some changes to make things clearer with input. My bad guys, sorry.
- Player1 Input's displayed first thing after logo (skippable with enter)
- Hovering over players at sign in screen will display inputs
- Fixed bug where pressing esc cleared but did not reset inputs.
- Challenges explicitly say which button performs quick restart (not just func2)
- Classes now display stats at class select screen
- Found a few sounds still played when muted. Silenced em but good
[ 2015-11-20 09:11:51 CET ] [ Original post ]
-Achievement bug fix -Input screen clarification Ooops found a bug all on my own. You guys may have gotten one of the achievements incorrectly. Mostly because it was programmed incorrectly. Sort of a dead dove situation. Fixed that. Also made a minor tweak to the controller input section. A pause before exiting as to be clear its completed.
[ 2015-11-16 05:38:40 CET ] [ Original post ]
All and all launch has gone smoother than expected. Thanks so much to everyone who has picked it up so far. And extra thanks and my apologies to those who experienced issues and reported them. Along that note a small patch to fix one of the issues reported -Fixed issue where joystick axes didn't bind on XBOX controllers Other than that please feel free to leave feedback, comments, suggestions whatever. I'm the sole developer so you guys can have a lot of influence on the direction we go from here. Seriously I'm all ears.
[ 2015-11-14 19:38:01 CET ] [ Original post ]
🕹️ Partial Controller Support
Gameplay consists of short quick paced action rounds. Each one echos forward. Every missile summoned, bridge built, bomb laid, or sword slashed plays out again. Unless you change it.
Round after round the battle builds up. Selecting a new class to utilize in the fight for victory.
3 Game modes covering the gamut of couch multiplayer experience
- Arena 2-4 player head to head action
- Survival 1-4 player co-op hero defense.
- Challenges Single player puzzles that demonstrate the full range of mechanics
Heavy customization for the arenas and options with multiple maps and hazard layouts for refining gameplay to your personal tastes.
Equipment and items to tweak core gameplay mechanics.
- OS: Mint.Ubuntu
- Processor: 2.0ghzMemory: 1 GB RAMStorage: 300 MB available space
- Memory: 1 GB RAMStorage: 300 MB available space
- Storage: 300 MB available space
- Memory: 2 GB RAMStorage: 300 MB available space
- Storage: 300 MB available space
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