Hey Guys,
We've been working day and night in some of the core features of the game and some take a bit of time before we can show them to you.
So here some of the stuff we've been working on:
New Interface
You can finally try out the new interface. There's drag and drop in and grid inventory.
There's more information about what is going on with the character. From the Cooldowns to the level of mutation you have in each part of the body, now you'll be better informed about whats going on.
Item storage
We added the chest so you can store your valuables and keep a nice stash of food and tools in your house.
New Animations
We have been adding new animations to the main character giving her a more distinct outlandish feel. You can try our new basic movement animations (move, jump, swim, etc) and a couple of attacks.
New Attack System and Executions!
The new attack system lets you combo attacks together. In this version you'll be able to test simple boxing combo and a new alternative attack. This being a permadeath game, you lose every thing on your body when you die. So it is really important that dying or killing are unique moments. When you drop to 0 hp you will fall down and crawl for a few seconds. If you get out of harm's way you'll get back up with a portion of your hp. If not.. you might die and lose everything..
And of course if you really want to murder someone you can go over a crawling player and execute them!
Paired with the new animations we are really hoping, that you guys like the direction where we are taking the combat in Shrooms.
Larger Map and Environment hazards
We made the map bigger, now there are a lot more places were you can build cool houses.We rebuilt the "swamp" area making it more swampy.. and it looks good!
Most of the mushrooms will not be picked up without a sickle instead, they will burst in your face and usually that's not very nice.
There are Environment Hazards that will make your life a bit more difficult in the swamp and the desert. Quick tip, play with them to protect your self from other players =D
What are we working on:
Finish up the Attack System We are still working in the movement and attack system making it work with mutations, weapons, special movements, special items, etc Implement Co-op mechanics We are starting to create more interesting co-op mechanics for crafting and combat, more on that later. Rework Mutations in Visual and Gameplay and..... Male Character We are making a visual update to the mutations and making all of the mutations more meaningful. Yes, we are making a Male Character! You asked for it you got it, here is a sneak peak:
* Warning * Remember this is still in alpha and we are implementing and testing new gameplay and visuals! If you are looking for a finished, polished product this not it, yet! As you know your feedback is extremely important for us to drive the game in the right direction, so keep it coming we will get back at you asap.
[ 2015-12-18 14:53:03 CET ] [ Original post ]
Hey Guys,
We've been working day and night in some of the core features of the game and some take a bit of time before we can show them to you.
So here some of the stuff we've been working on:
New Interface
You can finally try out the new interface. There's drag and drop in and grid inventory.
There's more information about what is going on with the character. From the Cooldowns to the level of mutation you have in each part of the body, now you'll be better informed about whats going on.
Item storage
We added the chest so you can store your valuables and keep a nice stash of food and tools in your house.
New Animations
We have been adding new animations to the main character giving her a more distinct outlandish feel. You can try our new basic movement animations (move, jump, swim, etc) and a couple of attacks.
New Attack System and Executions!
The new attack system lets you combo attacks together. In this version you'll be able to test simple boxing combo and a new alternative attack. This being a permadeath game, you lose every thing on your body when you die. So it is really important that dying or killing are unique moments. When you drop to 0 hp you will fall down and crawl for a few seconds. If you get out of harm's way you'll get back up with a portion of your hp. If not.. you might die and lose everything..
And of course if you really want to murder someone you can go over a crawling player and execute them!
Paired with the new animations we are really hoping, that you guys like the direction where we are taking the combat in Shrooms.
Larger Map and Environment hazards
We made the map bigger, now there are a lot more places were you can build cool houses.We rebuilt the "swamp" area making it more swampy.. and it looks good!
Most of the mushrooms will not be picked up without a sickle instead, they will burst in your face and usually that's not very nice.
There are Environment Hazards that will make your life a bit more difficult in the swamp and the desert. Quick tip, play with them to protect your self from other players =D
What are we working on:
Finish up the Attack System We are still working in the movement and attack system making it work with mutations, weapons, special movements, special items, etc Implement Co-op mechanics We are starting to create more interesting co-op mechanics for crafting and combat, more on that later. Rework Mutations in Visual and Gameplay and..... Male Character We are making a visual update to the mutations and making all of the mutations more meaningful. Yes, we are making a Male Character! You asked for it you got it, here is a sneak peak:
* Warning * Remember this is still in alpha and we are implementing and testing new gameplay and visuals! If you are looking for a finished, polished product this not it, yet! As you know your feedback is extremely important for us to drive the game in the right direction, so keep it coming we will get back at you asap.
[ 2015-12-18 14:53:03 CET ] [ Original post ]
Hey there guys!
Let me give you a quick update on what we've been working on.
We want to give you more information on what's going on with your character in the game, so we are starting a complete rework of the interface.
Some of the updates you can see right in the next patch are:
New info bars that will give you more information instant information on the stats of the character.
New and improved equipment bar with cooldowns, now you'll know when you can use your mutations again.
Paired with a new inventory system that will make you think twice before just picking every thing up.
We are also working on new information windows like a character screen were you know more about what mutations your character currently has and an knowledge window were you'll level up your crafting etc. but more on that soon..
You wont need to wait much more before you'll get to try some of these new features in game, there's an update coming really soon.
And as always, if you have any doubts or ideas you want to discuss leave a comment bellow and we'll get back at you in no time.
[ 2015-11-02 18:18:40 CET ] [ Original post ]
Hey there guys!
Let me give you a quick update on what we've been working on.
We want to give you more information on what's going on with your character in the game, so we are starting a complete rework of the interface.
Some of the updates you can see right in the next patch are:
New info bars that will give you more information instant information on the stats of the character.
New and improved equipment bar with cooldowns, now you'll know when you can use your mutations again.
Paired with a new inventory system that will make you think twice before just picking every thing up.
We are also working on new information windows like a character screen were you know more about what mutations your character currently has and an knowledge window were you'll level up your crafting etc. but more on that soon..
You wont need to wait much more before you'll get to try some of these new features in game, there's an update coming really soon.
And as always, if you have any doubts or ideas you want to discuss leave a comment bellow and we'll get back at you in no time.
[ 2015-11-02 18:18:40 CET ] [ Original post ]
Hello Guys!
We are proud to show you some of the stuff we've been working on:
Buildings
You can now build your first houses in Shrooms. You'll need to equip the Building Hammer in order to unlock the constructions. Then you need to choose a foundation type, (House or Outer-wall) and then build your house or village! Right now every piece costs 1 branch, at this phase we want you to test it without restrictions. We will soon change the cost of the building to something more substantial.
Wood Cutting
Now when you are trying to interact with a tree having an axe equipped you can chose to either Press and Hold to enter the mini game or just Press Once to harvest one low quality branch. If you chose to do the mini-game just need to aim at the green bar and press the left mouse button the closer you are to the center of the green bar the better quality material you will harvest.
How do you Like this mini game? Do you like this small and fast mini-games to help determine the quality of your materials? If you got any suggestions leave a comment and we'll get back to you immediately. Immersive Douro is doing some restructuring in the shrooms team, as we told you in the last post, we are making our team more agile and starting to include members that have lots of experience and made some of the games we love. With this in mind we just want to tell you how excited we are for this next phase in Shrooms development. Working with these new teams and members will be lots of fun and we hope you notice that in-game too! Thank you for your continuous support and feedback. Keep it coming!
[ 2015-09-14 19:57:52 CET ] [ Original post ]
Hello Guys!
We are proud to show you some of the stuff we've been working on:
Buildings
You can now build your first houses in Shrooms. You'll need to equip the Building Hammer in order to unlock the constructions. Then you need to choose a foundation type, (House or Outer-wall) and then build your house or village! Right now every piece costs 1 branch, at this phase we want you to test it without restrictions. We will soon change the cost of the building to something more substantial.
Wood Cutting
Now when you are trying to interact with a tree having an axe equipped you can chose to either Press and Hold to enter the mini game or just Press Once to harvest one low quality branch. If you chose to do the mini-game just need to aim at the green bar and press the left mouse button the closer you are to the center of the green bar the better quality material you will harvest.
How do you Like this mini game? Do you like this small and fast mini-games to help determine the quality of your materials? If you got any suggestions leave a comment and we'll get back to you immediately. Immersive Douro is doing some restructuring in the shrooms team, as we told you in the last post, we are making our team more agile and starting to include members that have lots of experience and made some of the games we love. With this in mind we just want to tell you how excited we are for this next phase in Shrooms development. Working with these new teams and members will be lots of fun and we hope you notice that in-game too! Thank you for your continuous support and feedback. Keep it coming!
[ 2015-09-14 19:57:52 CET ] [ Original post ]
Hey Guys!
We've been at half speed this August with all the vacations and project managing.
We are happy to announce that we've made a few changes to Shrooms and some organizational work that will now keep the development at a more steady pace.
As for what really matters the Game and more Game-play updates, you'll see the new building and gathering systems in play really soon and we're still in schedule to launch the new interface and controls.
Thanks for your support,
Keep mutating!
[ 2015-09-07 20:22:02 CET ] [ Original post ]
Hey Guys!
We've been at half speed this August with all the vacations and project managing.
We are happy to announce that we've made a few changes to Shrooms and some organizational work that will now keep the development at a more steady pace.
As for what really matters the Game and more Game-play updates, you'll see the new building and gathering systems in play really soon and we're still in schedule to launch the new interface and controls.
Thanks for your support,
Keep mutating!
[ 2015-09-07 20:22:02 CET ] [ Original post ]
This week we will not be launching a new patch and this are actually good news. We didn't found any game breaking bugs that we needed to correct ASAP, so we are starting to have more stable, smooth builds. There are still loads of stuff that we want to change in the game but they aren't bugs, they simple systems we did not had the time to focus on. So this week were gonna show you a few glimpses of what we have been working on and what you can expect to see in game in a very short term. Hopefully some of these will be up next week!
Buildings:
Buildings have been in the beta branch in steam for a few weeks, we've been fixing some small stuff and adding in some more models and textures. They are almost done to be in the main version of the game! Let me just reassure you this are just the first, simple, buildings you'll be able to build. It's, the bare to the bone, simplest building you can craft. Buildings with other materials, like stone houses; Protection mechanics to safeguard from trolls; and even combat mechanics to help you defend from raiders are in plan and will exist in the future but for now here some concepts of the first Tiles. For now you can only build simple wood houses: Concept of some wood tiles.
Concept of some Rampar wall tiles.
A Proper Mini game and Knowledge
We are finally start utilizing what we call the Knowledge system. This represents how good you are at a certain task. This will affect both how easy your crafting gets and how good the object crafted is. We create the first real crafting mini-game that will be used when your cutting wood from trees. Hope you like it: (The character still doesn't have the final animations.)
New Inventory and GUI:
We've been working in removing our GUI system. The GUI controls all menus, Bars, mini games, inventory etc. And its riddle with old code and heavy functions that have no reason to still exist. So we've building a new GUI and inventory that will actually cause big performance improvements as well as making the game more intuitive. Remember that this is only our tests with "Programmer Art", our artists haven't start working on it.
New Control System, New Combat System
We are implementing an all new Movement and Combat system that focus on giving a smooth movement both when your running up hill or down hill and can even keep the same smooth movement while going up or down stairs or rough terrain. The controls are a lot more responsive, and easier to match to character animation. The attacks are built under some simple rules that make them more consistent and interesting. Every attack has a Preparation, where the character ready its attack, an Attack phase when it delivers the blow and a Recovery were the it recovers composure. This means that every attack will have a time frame when it gives damage and a time frame were you are open to receive damage. Making the game a lot more about reading your opponent moves and counteracting instead of just jumping around trying to see who hits more times. This system will also feature a combo system were you can do chain of attacks for different effects, and throwing weapons. Here's some images of our Tests:
That's is all for this week. Hope you liked the sneak peak of what's coming up in the horizon. And as usual, Have an awesome weekend!
[ 2015-08-14 19:53:04 CET ] [ Original post ]
This week we will not be launching a new patch and this are actually good news. We didn't found any game breaking bugs that we needed to correct ASAP, so we are starting to have more stable, smooth builds. There are still loads of stuff that we want to change in the game but they aren't bugs, they simple systems we did not had the time to focus on. So this week were gonna show you a few glimpses of what we have been working on and what you can expect to see in game in a very short term. Hopefully some of these will be up next week!
Buildings:
Buildings have been in the beta branch in steam for a few weeks, we've been fixing some small stuff and adding in some more models and textures. They are almost done to be in the main version of the game! Let me just reassure you this are just the first, simple, buildings you'll be able to build. It's, the bare to the bone, simplest building you can craft. Buildings with other materials, like stone houses; Protection mechanics to safeguard from trolls; and even combat mechanics to help you defend from raiders are in plan and will exist in the future but for now here some concepts of the first Tiles. For now you can only build simple wood houses: Concept of some wood tiles.
Concept of some Rampar wall tiles.
A Proper Mini game and Knowledge
We are finally start utilizing what we call the Knowledge system. This represents how good you are at a certain task. This will affect both how easy your crafting gets and how good the object crafted is. We create the first “real” “crafting mini-game that will be used when your cutting wood from trees. Hope you like it: (The character still doesn't have the final animations.)
New Inventory and GUI:
We've been working in removing our GUI system. The GUI controls all menus, Bars, mini games, inventory etc. And its riddle with old code and heavy functions that have no reason to still exist. So we've building a new GUI and inventory that will actually cause big performance improvements as well as making the game more intuitive. Remember that this is only our tests with "Programmer Art", our artists haven't start working on it.
New Control System, New Combat System
We are implementing an all new Movement and Combat system that focus on giving a smooth movement both when your running up hill or down hill and can even keep the same smooth movement while going up or down stairs or rough terrain. The controls are a lot more responsive, and easier to match to character animation. The attacks are built under some simple rules that make them more consistent and interesting. Every attack has a Preparation, where the character ready its attack, an Attack phase when it delivers the blow and a Recovery were the it recovers composure. This means that every attack will have a time frame when it gives damage and a time frame were you are open to receive damage. Making the game a lot more about reading your opponent moves and counteracting instead of just jumping around trying to see who hits more times. This system will also feature a combo system were you can do chain of attacks for different effects, and throwing weapons. Here's some images of our Tests:
That's is all for this week. Hope you liked the sneak peak of what's coming up in the horizon. And as usual, Have an awesome weekend!
[ 2015-08-14 19:53:04 CET ] [ Original post ]
Hey Guys! This week we are creating some assets for the Buildings like Ramparts, and Gates to protect your property! We're also working on some improvements to the Crafting mini-games that you'll get to experience in a very near future.
This week Bugs and Fixes:
- Rebalanced the quality of crafted and harvested items.
- Changed the collision of the items you drop in the floor, so they wont roll indefinitely.
- Corrected a few bugs when changing mutations. The bug caused the mutations not to appear correctly if you changed mutations really fast.
[ 2015-08-07 16:54:20 CET ] [ Original post ]
Hey Guys! This week we are creating some assets for the Buildings like Ramparts, and Gates to protect your property! We're also working on some improvements to the Crafting mini-games that you'll get to experience in a very near future.
This week Bugs and Fixes:
- Rebalanced the quality of crafted and harvested items.
- Changed the collision of the items you drop in the floor, so they wont roll indefinitely.
- Corrected a few bugs when changing mutations. The bug caused the mutations not to appear correctly if you changed mutations really fast.
[ 2015-08-07 16:54:20 CET ] [ Original post ]
Hey everyone! We've got good news and bad news for you guys, so let's start with the bad news. WARNING: TLDR INCOMING. Last week it was announced that today the first build with the buildings would go live on the Main branch and in all honesty, we've made the deadline and it's all ready and done BUT we're not going to put it live on the main branch for a couple reasons, and we've been clean with our community since the beginning and that ain't gonna change now so here are the reasons:
- Firstly, we feel that even though it already possible to make a lot of cool stuff with the system in it's current state, we feel that the user experience is still not there, not because of the bugs (although there's still a couple that survived), but because some of the steps that make up the "journey" to make a home in Shrooms are still missing and we feel that you guys deserve to start with at least a sense of what that means!
- Next, even if you could play without it, we wish to include not only normal homes to survive the night, but also defensive walls that you can erect around your house or even make a village! And that will include a couple more assets that yet need to be done, which takes us to the last but not least reason.
- Shrooms is made by a team of Devs that unfortunately are still humans (some of us at least) and it just so happens that the person responsible for managing the community here on Steam and relaying the bugs you guys find to the rest of the team and producing the remaining 3D assets for the building system is going on vacation and to add insult to injury he's taking the guy doing the Building system with him.
So you guys ask "Why do we care?".
Because when we launch such an important update, bugs, problems and suggestions are inevitably going to appear and since the people responsible for taking care of those things won't be available for two weeks. We can't have that. We take your input very seriously so we need to make sure we can always respond to any problem you guys find. So here's what we're going to do: (GOOD NEWS HERE!)
- Another person will be tasked to hover the Steam forums and whatnot to make sure everything is going well with you guys.
- A new build with a couple small fixes is going live on the Main build. (We're sure you guys are going to love one of the new things we added)
- The build with the building system that should have gone live will be place on the BETA branch, WITH MULTIPLAYER enabled, so you can finally test buildings with your friends. Just remember that in the BETA branch theres no balance whatsoever.
- A Devlog for this past two months was put together to sum up the stuff we've been working on for the most distracted people.
New stuff and Fixes
- YOU CAN NOW SKIP THE CRAFTING MINIGAME (for now ^^) - So you guys hate the placeholder minigame, we hate the placeholder minigame so we've added a button that now lets your skip it but comes at a price. If you chose to skip the minigame you won't have a chance to improve the quality of the craft and it's quality will be a result of the average of the materials used. Ex: An Axe made with a WHITE stone and branch, will end up being WHITE. An Axe made with a GREEN stone and branch will end up being GREEN. If you we're to use a GREEN AND WHITE, it would be 50%/50% of getting either. Have fun mass-crafting stuff!
- We've been fiddling around with the code that registers your keyboard inputs so you should notice that attack no longer "seem to fail" even when you spammed the Left-Mouse Button.
- We've joined the BETA server list and Main server list, so you can now see if someone is playing even if you don't have the same game version. However you won't be allowed to connect or even click the server if it's from a different version then yours.
BETA Branch
So you can now test the buildings with your friends and try to wreak havoc on a BETA server! We urge you to try and break stuff all over the place so we have lots of stuff to fix when we return from vacations! Like always, when reporting a bug please provide us with all the info you can.DevLog
We've put together a DevLog summing these last two months in several of our sites and hubs so we urge you to go check at least one of them and see if you missed anything! We've also included plenty of images illustrating some of the topics. You can check it on our website here: http://projectshrooms.com/june-july-devlog/ And this is it folks! We hope that you forgive us for this delay but we can assure you that it will be worth it! Once again, don't forget all that juicy feedback that makes us wake up in the morning.
[ 2015-07-31 17:52:03 CET ] [ Original post ]
Hey everyone! We've got good news and bad news for you guys, so let's start with the bad news. WARNING: TLDR INCOMING. Last week it was announced that today the first build with the buildings would go live on the Main branch and in all honesty, we've made the deadline and it's all ready and done BUT we're not going to put it live on the main branch for a couple reasons, and we've been clean with our community since the beginning and that ain't gonna change now so here are the reasons:
- Firstly, we feel that even though it already possible to make a lot of cool stuff with the system in it's current state, we feel that the user experience is still not there, not because of the bugs (although there's still a couple that survived), but because some of the steps that make up the "journey" to make a home in Shrooms are still missing and we feel that you guys deserve to start with at least a sense of what that means!
- Next, even if you could play without it, we wish to include not only normal homes to survive the night, but also defensive walls that you can erect around your house or even make a village! And that will include a couple more assets that yet need to be done, which takes us to the last but not least reason.
- Shrooms is made by a team of Devs that unfortunately are still humans (some of us at least) and it just so happens that the person responsible for managing the community here on Steam and relaying the bugs you guys find to the rest of the team and producing the remaining 3D assets for the building system is going on vacation and to add insult to injury he's taking the guy doing the Building system with him.
So you guys ask "Why do we care?".
Because when we launch such an important update, bugs, problems and suggestions are inevitably going to appear and since the people responsible for taking care of those things won't be available for two weeks. We can't have that. We take your input very seriously so we need to make sure we can always respond to any problem you guys find. So here's what we're going to do: (GOOD NEWS HERE!)
- Another person will be tasked to hover the Steam forums and whatnot to make sure everything is going well with you guys.
- A new build with a couple small fixes is going live on the Main build. (We're sure you guys are going to love one of the new things we added)
- The build with the building system that should have gone live will be place on the BETA branch, WITH MULTIPLAYER enabled, so you can finally test buildings with your friends. Just remember that in the BETA branch theres no balance whatsoever.
- A Devlog for this past two months was put together to sum up the stuff we've been working on for the most distracted people.
New stuff and Fixes
- YOU CAN NOW SKIP THE CRAFTING MINIGAME (for now ^^) - So you guys hate the placeholder minigame, we hate the placeholder minigame so we've added a button that now lets your skip it but comes at a price. If you chose to skip the minigame you won't have a chance to improve the quality of the craft and it's quality will be a result of the average of the materials used. Ex: An Axe made with a WHITE stone and branch, will end up being WHITE. An Axe made with a GREEN stone and branch will end up being GREEN. If you we're to use a GREEN AND WHITE, it would be 50%/50% of getting either. Have fun mass-crafting stuff!
- We've been fiddling around with the code that registers your keyboard inputs so you should notice that attack no longer "seem to fail" even when you spammed the Left-Mouse Button.
- We've joined the BETA server list and Main server list, so you can now see if someone is playing even if you don't have the same game version. However you won't be allowed to connect or even click the server if it's from a different version then yours.
BETA Branch
So you can now test the buildings with your friends and try to wreak havoc on a BETA server! We urge you to try and break stuff all over the place so we have lots of stuff to fix when we return from vacations! Like always, when reporting a bug please provide us with all the info you can.DevLog
We've put together a DevLog summing these last two months in several of our sites and hubs so we urge you to go check at least one of them and see if you missed anything! We've also included plenty of images illustrating some of the topics. You can check it on our website here: http://projectshrooms.com/june-july-devlog/ And this is it folks! We hope that you forgive us for this delay but we can assure you that it will be worth it! Once again, don't forget all that juicy feedback that makes us wake up in the morning.
[ 2015-07-31 17:52:03 CET ] [ Original post ]
This week we had to focus most of our efforts on getting things ready for the Buildings so instead of implementing new stuff, we decided to correct existing bugs and use the rest of the time on content for next week! So without further ado, check the list below for the full notes and news:
Bugs and Fixes:
- The Torch can now be picked up after it's dropped.
- The cavern hidden in the desert should now correctly shield you from the searing heat.
- Dying should now longer break the server momentarily
- The chat should now autofocus on the last message
- If someone died or disconnected while being targeted by a Pantu or a Panther, the server would start breaking A LOT. This has been corrected.
- A Client exiting the game trough the Exit to Menu button should no longer disconnect other Clients.
[ 2015-07-24 17:17:54 CET ] [ Original post ]
This week we had to focus most of our efforts on getting things ready for the Buildings so instead of implementing new stuff, we decided to correct existing bugs and use the rest of the time on content for next week! So without further ado, check the list below for the full notes and news:
Bugs and Fixes:
- The Torch can now be picked up after it's dropped.
- The cavern hidden in the desert should now correctly shield you from the searing heat.
- Dying should now longer break the server momentarily
- The chat should now autofocus on the last message
- If someone died or disconnected while being targeted by a Pantu or a Panther, the server would start breaking A LOT. This has been corrected.
- A Client exiting the game trough the Exit to Menu button should no longer disconnect other Clients.
[ 2015-07-24 17:17:54 CET ] [ Original post ]
Hello everyone! We're starting to get things ready for the introduction of building in the game so we've added a good chunk of new stuff to the BETA branch for the brave souls that dare enter it, try out. Don't like playing on the BETA branch? No fear! The Bugquisition continues and this week we managed to slay some pretty ugly monsters! Check the list below for the full patch notes:
New Stuff:
Building BETA Branch - The building system is starting to get into place! Has we get close to its addition to the Main branch we added a couple more things:
- You can now build battlements on defensive walls
- The ghost that appears when you place a building, should now correctly show you the space that building is going to cover.
- A new type of staircase that can be built on walls.
- All building parts can now be rotated.
- You can now destroy buildings! NOTE: Buildings have a Soak stat that makes them only take damage if you hit above a certain number. Ex: A normal punch only hss for 5.Won't damage a wall. A berserker punch deals 15 damage so it will damage a wall.
- Texture-less models for the wall and door are now in place.
Artsy Stuff
The models for the first tier of buildings are starting to get finished!
Changes and Fixes:
- The Panther now only attacks at melee range. No more instant damage before she even arrives at your position.
- The items now last 100x more time to disappear from the world (That's around 10 minutes)
- When you die your offhand item should now drop on the ground.(Please tell us if it keep happening to you!)
- After dying, you should again be able to punch people to death.
- Charge now correctly throws people into outer-space.
- Arrow collision is now much more accurate.
- When your item breaks, a server wide message will now play, to let everyone know of your embarrassment. Seriously now, this is just a temporary solution until we complete our GUI revamp.
- The campfire has been fixed and should now average your body temperature correctly. Range of effect and Light radius were also increased.
- A major bug that was causing mutations to appear incorrectly or not at all on characters was fixed and all mutations should now appear and work properly.
- A problem with the save system preventing a client to save if the server exited is now fixed and all characters should now save upon quiting a game.
[ 2015-07-17 17:27:38 CET ] [ Original post ]
Hello everyone! We're starting to get things ready for the introduction of building in the game so we've added a good chunk of new stuff to the BETA branch for the brave souls that dare enter it, try out. Don't like playing on the BETA branch? No fear! The Bugquisition continues and this week we managed to slay some pretty ugly monsters! Check the list below for the full patch notes:
New Stuff:
Building BETA Branch - The building system is starting to get into place! Has we get close to its addition to the Main branch we added a couple more things:
- You can now build battlements on defensive walls
- The ghost that appears when you place a building, should now correctly show you the space that building is going to cover.
- A new type of staircase that can be built on walls.
- All building parts can now be rotated.
- You can now destroy buildings! NOTE: Buildings have a Soak stat that makes them only take damage if you hit above a certain number. Ex: A normal punch only hss for 5.Won't damage a wall. A berserker punch deals 15 damage so it will damage a wall.
- Texture-less models for the wall and door are now in place.
Artsy Stuff
The models for the first tier of buildings are starting to get finished!
Changes and Fixes:
- The Panther now only attacks at melee range. No more instant damage before she even arrives at your position.
- The items now last 100x more time to disappear from the world (That's around 10 minutes)
- When you die your offhand item should now drop on the ground.(Please tell us if it keep happening to you!)
- After dying, you should again be able to punch people to death.
- Charge now correctly throws people into outer-space.
- Arrow collision is now much more accurate.
- When your item breaks, a server wide message will now play, to let everyone know of your embarrassment. Seriously now, this is just a temporary solution until we complete our GUI revamp.
- The campfire has been fixed and should now average your body temperature correctly. Range of effect and Light radius were also increased.
- A major bug that was causing mutations to appear incorrectly or not at all on characters was fixed and all mutations should now appear and work properly.
- A problem with the save system preventing a client to save if the server exited is now fixed and all characters should now save upon quiting a game.
[ 2015-07-17 17:27:38 CET ] [ Original post ]
Ever wondered what does the Berserker head does? No? Well we're going to tell you anyway! Since launch the berserker head mutation did little more than looking awesome, but from now on it will allow you to fear surrounding players and animals, Also we adjusted the weights of some objects to better fit their...appearance. But that is not all so check the list below for the complete patch notes:
New stuff:
Berserker Head Mutation - The Berserker Head Mutation now allows you to instill fear in the heart of surrounding players and enemies. However please note that it's still a prototype but we decided to release it in the main branch already because it can do some REALLY funny things. To get an idea of what we're talking about check the video below that we recorded during tests this week. https://youtu.be/hPEebZyHFas Please feel free to send us your crazy experiments with this new mutation! PRO TIP: Try fearing a player that's taunting you. Swimmer Torso Mutation - The Swimmer Torso was lacking a bit so we've reworked it to further emphasize it's use. Using a Swimmer Torso should now allow you better resist the cold temperatures but make you more susceptible to hot ones. Bow and Arrow Icons - We've replaced the old icons with new ones to reflect their new looks. Buoyant items - We've redone the buoyancy system and all items should now stay afloat. Expect a couple ones that will sink, because they're heavy...
Changes and Fixes:
- The night should now feel shorter. Around 50% shorter to be exact.
- It should now be way easier to hit a Pantu with weapons. Although it's still supposed to be hard, it IS possible.
- The Stone and Sharp Stone have had their size cut to half.
- The Stone is now lighter and should be easier to throw. Throwing and Melee damage was also tuned and it should now be viable as a crude defense measure.
- The Branch is now lighter and should be easier to throw. Throwing damage was also tuned and it should now be viable as a crude defense measure.
- Axe, Pickaxe and Sickle had their weight re-tunned and should be easier to throw.
- The temperature in the Forest was adjusted and should now normalize your body temp.
- Falling no longer deals damage more then once
- Harvesting something should now take much less time.
- The Help Menu was renamed to Tutorial.
- Swimming speed was raised to roughly 30%
- Dying while Shock Stunned should now longer turn you into a glowing blue mutant upon respawning.
[ 2015-07-10 17:28:45 CET ] [ Original post ]
Ever wondered what does the Berserker head does? No? Well we're going to tell you anyway! Since launch the berserker head mutation did little more than looking awesome, but from now on it will allow you to fear surrounding players and animals, Also we adjusted the weights of some objects to better fit their...appearance. But that is not all so check the list below for the complete patch notes:
New stuff:
Berserker Head Mutation - The Berserker Head Mutation now allows you to instill fear in the heart of surrounding players and enemies. However please note that it's still a prototype but we decided to release it in the main branch already because it can do some REALLY funny things. To get an idea of what we're talking about check the video below that we recorded during tests this week. https://youtu.be/hPEebZyHFas Please feel free to send us your crazy experiments with this new mutation! PRO TIP: Try fearing a player that's taunting you. Swimmer Torso Mutation - The Swimmer Torso was lacking a bit so we've reworked it to further emphasize it's use. Using a Swimmer Torso should now allow you better resist the cold temperatures but make you more susceptible to hot ones. Bow and Arrow Icons - We've replaced the old icons with new ones to reflect their new looks. Buoyant items - We've redone the buoyancy system and all items should now stay afloat. Expect a couple ones that will sink, because they're heavy...
Changes and Fixes:
- The night should now feel shorter. Around 50% shorter to be exact.
- It should now be way easier to hit a Pantu with weapons. Although it's still supposed to be hard, it IS possible.
- The Stone and Sharp Stone have had their size cut to half.
- The Stone is now lighter and should be easier to throw. Throwing and Melee damage was also tuned and it should now be viable as a crude defense measure.
- The Branch is now lighter and should be easier to throw. Throwing damage was also tuned and it should now be viable as a crude defense measure.
- Axe, Pickaxe and Sickle had their weight re-tunned and should be easier to throw.
- The temperature in the Forest was adjusted and should now normalize your body temp.
- Falling no longer deals damage more then once
- Harvesting something should now take much less time.
- The Help Menu was renamed to Tutorial.
- Swimming speed was raised to roughly 30%
- Dying while Shock Stunned should now longer turn you into a glowing blue mutant upon respawning.
[ 2015-07-10 17:28:45 CET ] [ Original post ]
We've been working to fix a bug that made impossible to deal damage with melee weapons but we've finally managed to slay that beast. Test out the new build and if you encounter any problems please don't hesitate to tell us! Warning: There is a known problem that impedes the stamina bar from regenerating in some rare cases. At the moment the only solution for this is a restart. Once again, we apologize for any inconvenience it might have caused. The Shrooms team.
[ 2015-07-04 12:05:33 CET ] [ Original post ]
Hello everyone, Due to technical problems, we decided to revert the main branch to last week's build. We're working to restore Shrooms back to normal ASAP. We apologize for any inconvenience and please stay tunned for news.
[ 2015-07-04 00:31:01 CET ] [ Original post ]
It's time to open a champaign bottle, we've finally changed our placeholder bow! And it only took us what?! Six months? Oh but the arrow positioning is still bugged...But that's a story for another day! Moving on... So in this patch we managed to solve some long standing bugs and put a band-aid on a couple more, but we finally gave some love to the mutations.
New Stuff:
Bow and Arrow:After a loooooong time using a placeholder model, we finally added a proper bow and arrow models to the game. Although the arrow still has the rotation bug... BETA BRANCH Building update: So this week we got into the ownership of the things you can build in Shrooms. so if you want you can now head over into the BETA branch and check out the first approach to the ownership system. For debugging reasons the Ownerships are being represented with colors. To display the colors (houses) press 1 and 2 (for the Ownerships). Oh and we've also slipped texture-less model into the build :P
Bugs and Fixes:
- Trees should now disappear correctly on both the client and the server.
- Harvesting with a tool underwater should no longer make the character re-surface on her own while the animation plays.
- We've wiped the objects that fall on the ground into submission , so it should now be easier to pick them up. They will still try to get away from you though...(We're working on that!)
- Mutations: - Swimmer Arms: Stun duration increased, no longer deals damage, cool-down increased, stamina cost decreased. - Berserker Arms: Cool-down decreased, damage increased, stamina cost increased. - Ambusher Arms: Cool-down decreased, Back-Stab multiplier increased, cool-down stamina cost increased. - Ambusher Torso: No longer has cool-down, no longer consumes stamina when stationary, increased minimum stamina to use, consumes rapidly stamina when moving. - Creeper Torso: Stamina drain lowered, minimum stamina to use increased. Pressing the S should decrease gliding speed. - Swimmer Legs: Should now properly walk slower on land and faster on water. - Other mutations might have suffered a small tweak here and there, so keep an eye out and warn us if you see something strange!
- Some of the glowing mushrooms had their color adjusted to better fit the source of the glow.
- The Tallosa flower should now be rendered on both sides.
- You should no longer go full-retard mode if you crouch at the edge of the water
[ 2015-07-03 20:13:45 CET ] [ Original post ]
This sure was a loooooong week... If you've been reading the patch notes/playing, you might have noticed that we've been working on getting the game a bit more stable for everyone while keeping the development going forward and still correcting the ever-growing list of bugs you guys keep sending us (No complains here! :D). However this week was a bit bumpy... So a couple of the cool things and bugs we wanted to give you guys this week got a bit delayed, but hey, the good news is that there will be more awesome stuff next week! Glass half-full and all :P So without further ado, check below for the patch notes!
New stuff:
Terrain LOD - We now have a terrain LOD system in place that should show some significant performance improvements, especially at lower graphical options. The popping effect is still a WIP...
Bug fixes:
- The Help Guide should no longer get blurry at lower resolutions
- The game should no longer crash when you exit through the menu
- Several sounds have had their volume adjusted. Again.
- The campfire should now work properly. Without you needing to be sitting on it that is.
[ 2015-06-26 19:06:27 CET ] [ Original post ]
We hope everyone is getting ready for summer because we sure are! And to get ready for those searing hot days in the Desert, we've tunned the water temperature and made it so the Pommolentus shroom now lower your temperature, while the Curlasters raise it. The fight for the building system continues so we've added a couple more things to the BETA build that you can try out! This week we also decided to share some concepts and tests for the buildings so you can get a glimpse of what they're going to look like, so check below for that and the rest of the patch notes:
New Stuff:
- Temperature changing shrooms: Some consumables now have temperature changing properties so if you're having an hard time transversing a cold or hot zone, stock up on either Curlasters or Pommolentus!
- BETA Build progress: For the die-hard Shrooms testers, you can now build walls on top or other walls, Defensive Walls and Double doors! Like always, seek and destroy :D
Concepts:
We wanted to give these wooden constructions an organic pattern based on funghi forms and mycelium so we tried to avoid "straight" lines whenever possible. Since the floor tiles can be rotated, we've had to create these to accommodate all the possible angles.
That being said, with only 2 tiles (a square and a triangular); you'll be able create rosettes, crosses or wave like patterns.
Bug Fixes and Improvements:
- Fixed a memory leak in the bloom effect that was causing instability in long periods of play time.
- Greatly reduced the numbers of faraway lights being drawn in the water reflections that was causing a huge performance loss in the blue forest region.
- The water reflection should now reflect grass.
- Many sounds have had their volume tunned, so tell if there's still a SFX thats making your ears bleed.
- The stamina cost to use the bow has been reduced.
- The buttons to exit the game should now work. Hopefully the Alt+F4 days are over!
- The water temperature has been tunned and should now prove useful to escape the heat in the desert but be careful, because at night it gets colder!
- The Hanging Stones in the desert should now shield you from the heat faster.
- The Canyon should now be bearable during the day, although we still wouldn't recommend spending the night without a fire...
- Fine tunned temperature values to most of the zones in the world.
- You should no longer do a mini-jump when hitting a stuck Pantu.
- There was a bug that prevented you from creating a server after checking the server list. This has been fixed. But don't hesitate to tell us if it's still not working for you!
- The Frozen Screen effect has been severely cut down since it was still too overwhelming.
[ 2015-06-19 19:03:49 CET ] [ Original post ]
So the Summer sales have started AND it's Friday so double Yey! Like always, we've added a couple more features and tweaks, so check the list below for the full patch notes!
New Features:
New stuff on the Building System BETA - The building system is going forward so you can now try out Doors, Windows, Stairs and Ramps! Also, you will need to make a Hammer to be able to Build any placeables from now on :D (Although you won't need a hammer to build a fireplace in the future, for now you do :P) Things you should know if you decide to venture into the BETA branch:
- To save the houses you've built, press F5
- To load a saved house, press F7 (Don't Spam it!)
- If you drop or throw an item in the BETA branch, it will be sucked into a vortex of death and destruction and be lost forever...
Bug Fixes:
- We've updated the libraries Shrooms uses, so Linux users should now have a easier time when trying to play.
[ 2015-06-12 18:55:54 CET ] [ Original post ]
So the Summer sales have started AND it's Friday so double Yey! Like always, we've added a couple more features and tweaks, so check the list below for the full patch notes!
New Features:
New stuff on the Building System BETA - The building system is going forward so you can now try out Doors, Windows, Stairs and Ramps! Also, you will need to make a Hammer to be able to Build any placeables from now on :D (Although you won't need a hammer to build a fireplace in the future, for now you do :P) Things you should know if you decide to venture into the BETA branch:
- To save the houses you've built, press F5
- To load a saved house, press F7 (Don't Spam it!)
- If you drop or throw an item in the BETA branch, it will be sucked into a vortex of death and destruction and be lost forever...
Bug Fixes:
- We've updated the libraries Shrooms uses, so Linux users should now have a easier time when trying to play.
[ 2015-06-12 18:55:46 CET ] [ Original post ]
This week we decided to finally deploy a BETA branch were you can start to check on the progress of our building system! We've added Depth of Field and like always, made several bug fixes and changes according to the suggestions and complaints of the community, so check down below for a full list of news and changes:
New Features
- BETA Branch - Building System : We've made a special BETA branch where you can check how the implementation of the Building system is going. This special branch has the crafting recipes for the Floors and Walls but keep in mind that you'll be building white placeholders. WARNING: If you're running a normal branch and try to connect to a BETA branch you'll crash and the other way around. If you decide to create a BETA server, please to add the BETA "Branch name" to the name of the server to help you fellow survivors stay out of trouble!
- Depth of Field : We've added the mythic graphical option - Depth of Field! You can now turn DoF on/off on the Options on the Main Menu. By default it comes turned on.
- Refreshing places in the Desert : The huge hanging stones scattered throughout the desert will now help escape a bit from the searing heat.
Bugs and Fixes:
- The HELP menu now starts opened when you log in to a server.
- We've added a couple more stone nodes to the Desert.
- An explicative sentence was added to the crafting mini-game placeholder. This should help clarify what you need to do and what purpose it serves.
- The "Wrong Tool" tooltip was replaced and should now tell the player what tool is required.
- Attacking a Pantu with the Axe should now correctly display when you manage to hit them.
- A warning was added to help especially new players, letting them know that they're being affect by a Trip.
- Your Inventory should now display the total size and how many slots it has left.
[ 2015-06-06 23:14:36 CET ] [ Original post ]
It took some heavy hammering but the save system is finally here! Since we got delayed a bit, we decided to make up to everyone with an extra dose of fixes and even a new feature to help new players get started with mutations!
----Check out the notes below for the full patch notes----
Save System - We're finally ready to roll the first version of our save system, so hopefully you can now leave a server and return to your fully mutated Stalker and continue to wreak havoc! Since this is first version of the save system please take into account the following:
- Only your character is saved at the moment so if the server resets, campfires, cut trees and other items on the map will reset back to default and any item that was dropped on the floor will also be lost
- If you're the server, make sure you close the game correctly or it might not save. That means no ALT+F4, turning off your PC and things of the sorts. Unfortunately this also applies to power outages.
---Bugs Fixes---
- The F1 HELP menu should now display the correct information regarding the berserker mutation.
- Pressing the Space Bar while swimming no longer gives you infinite stamina.
- Loading the Server list should now correctly display the "loading" image.
- "Out of Stamina" sound should now work properly.
- It should now be harder to go inside a tree.
- Temperature in both the Savanna and Forest should now be less punishing.
- All consumables should now be stacking correctly.
- You can now log out of a server without your mouse getting stuck.
- The "footsteps" sound is now much lower which should reduce the bleeding in your ears.
- We've managed to isolate most of the cases when you get a head mutation and your hair does not grow, but there is still some known cases, mainly when you use a Soup, so please tell us and attach a Screenshot if this happens to you!
[ 2015-05-29 18:08:36 CET ] [ Original post ]
Hello everyone! This week we were knee-deep in the save system and experimenting with a new way to quickly introduce new players to the mutations in Shrooms! Sadly this week there won't an update to the standart branch, BUT this means next week is going to be full of new stuff! Thank you for your understanding! Best regards and an awesome weekend from the Shrooms Team.
[ 2015-05-22 20:18:17 CET ] [ Original post ]
- Shrooms Linux [1.69 G]
Mutate and evolve to face different challenges in the rich and colorful environments of Shrooms. Join your friends to create the tools of your survival or the weapons of their demise.
This game is in an early alpha state, expect missing features and unbalanced gameplay as we develop the game so do NOT buy this game unless you truly want to support it.
- Explore a world that is being built at this very moment, but remember to take your friends, the night is dark and full of panthers.
- Adapt by gaining body mutations that unlock different abilities. These can be mixed and matched to customize the gameplay to your liking and needs. Right now there are 24 different mutations for a total of 126 combinations.
- Survive by overcoming the cold and heat while fending off animals and other survivors.
- Hunt the wildlife for resources, just make sure you wont become the prey.
- Harvest materials and craft tools to gather better fungi.
- The game is a bit unstable at the moment so bugs and crashes can and will happen. We are hoping to have your help in finding these bugs.
- The maximum number of people per server is low to keep things sane, as we stabilize the game networking we will increase this number accordingly.
- The save system is still being worked on so the gameplay is sped up significantly.
- Specialized Crafting: A progression based crafting system that will allow you to specialize in your favorite crafting areas.
- TRUE Cooperative Crafting: Help your friends craft difficult gear by holding down that blazing sword blade while he hammers the metal.
- Dynamic Building: A system that will allow you to build from a small shack to a huge stronghold.
- PVE Bosses: Get that rare material by defeating a hidden Beast that will need a coordinated group of survivors to take down.
- Gear: From weapons and tools to armor and working attire, everything you'll need to make you better at every field.
- More Mutations: With growing content comes more mutations with more abilities to face the new challenges.
- Others: There will be tweaks, reworks and changes to all other areas of the game like a more intuitive UI, better controls, graphical options, balance changes or any doable features that you might ask us to do.
- Processor: Intel i5 2410MMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1 GB VRAMNetwork: Broadband Internet connection
- Storage: 2 GB available spaceAdditional Notes: These are ALPHA Requirements and might change in the future
- Processor: Intel i5 3350PMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: 1 GB VRAMNetwork: Broadband Internet connection
- Storage: 2 GB available spaceAdditional Notes: These are ALPHA Requirements and might change in the future
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