October 26, 2015
Posted by: Jeremy
Category: Murder Miners

If you run into issues please post them in this forum section so the port developer, Ethan Lee, can help you out.

Cross-platform multiplayer is in, so no matter which OS you use you still get to play with everyone else. Oh boy.



September 23, 2015
Posted by: Jeremy
Category: Murder Miners X

We may have Mac & Linux versions of Murder Miners 1 on the way. We have a dev working on that now and it looks like it's doable so far. We have basic cross-platform multiplayer working. Hopefully there won't be any huge technical hurdles that murder the project's feasibility.

Murder Miners X status

In our last post we said we started a new build for MMX. That doesn't mean all previous progress was lost. It just means the core of the game is being re-done, and we'll be able to easily add back in what was on top of that core from the previous build. As for recruiting help, our plan has been to get the alpha out and then with that we'll be able to attract the best possible talent to join the dev team. Unfortunately it's taking much longer than expected to get to that point :/



August 24, 2015
Posted by: Jeremy
Category: Murder Miners X

Murder Miners X status update! Recently Jonny started a fresh build for the game as the previous prototype build was becoming too complicated to work with. Working with Unity is very different from XNA. After starting this new build it was convenient to add in split-screen during this time (it would have been a bit more of a hassle to add it in later on top of other systems), so 6 player split-screen is in the game now:


We'll have an option to let you play 3x2 screens rather than the 2x3 screens there. And as you can see the player models aren't back in the game yet, we just have those little R2D2 guys for now, but we do have some video of the player model from awhile back that I'm sure you guys would like to see:




June 22, 2015
Posted by: Jeremy
Category: Murder Miners

If you want to play Murder Miners 1 on Xbox One, go here to vote for indie game backwards compatibility.

Thanks!



May 20, 2015
Posted by: Jeremy
Category: Murder Miners X

Nothing shown in this video is finished. It's still very early. A lot of networking / 'under the hood' type stuff has been worked on in the past couple of months. We just got custom armor colors in. You'll be able to change two colors on each armor piece instead of one, plus we plan to have custom user-made skins available for both armor and weapons. We should have something for you to play on PC this summer!




March 05, 2015
Posted by: Jeremy
Category: Murder Miners X

A quick look at one of the very early builds of Murder Miners X! Alpha access is coming.




February 10, 2015
Posted by: Jeremy
Category: Murder Miners

One of our players who goes by the name of "LeFurger" made a metal remix of our theme song. It's well-done, check it out!



Did you know that our theme song was the result of a contest we ran? In a future post I'll show you some of the other submissions we had.



January 29, 2015
Posted by: Jeremy
Category: Murder Miners

We just discovered last night that any player in a game can boot other players. Some guy was abusing it during our weekly playdate so we canceled it and promptly released the patch that night. This update also fixes the issue where you couldn't increase your sniper zoom level if you were using Hold to Zoom controls. Now you just press the "Special Alt Fire" key, which by default is the Alt key. Note this won't work in MapMaking Mode where Alt changes your sniper's destruction/creation radius.

The booting problem doesn't exist on Xbox, but the zoom fix plus the player options from PC Update 17 should be out on Xbox in a few days once it gets through peer review.



January 26, 2015
Posted by: Jeremy
Category: Murder Miners X

Development of Murder Miners X is gradually coming along. More pics coming soon. A few weeks ago we decided to make the switch from Unreal Engine 4 over to Unity. This engine uses C# which is much faster/easier to code in, at least for Jonny, especially since he's used to XNA which also uses C# (UE uses C++). Originally we decided on UE4 because we thought it would be the safe choice especially in terms of avoiding networking bugs. But the on-going development of the 3rd-party Unity networking library, Bolt, and the realization of just how much longer coding the game in C++ would take and how much higher the system requirements a UE4 game would have, has tipped the scales.

Switching to Unity shouldn't have any real impact on how our game will look since we were never going to use the full graphical capabilities of UE4 anyway. Also, possibly the best thing about Unity is that we could have an Xbox 360 version, with UE4 that's impossible. Though if we want this to happen we'll need Microsoft to approve the game for XBLA way before they phase out Xbox Live on 360, which is apparently going to happen in 2016. So we really need to buckle down and get something ready to submit to them sometime later this year. Before then though, we will be giving alpha access to PC pre-orderers, hopefully raising enough funds to purchase Voxel Farm. And after that we'll head to Early Access on Steam and then hopefully to Xbox 360 sometime later, and eventually Xbox One/PS4 and even iOS/Android if this game really takes off.




January 21, 2015
Posted by: Jeremy
Category: Murder Miners

This update adds several new player options. You can now turn on/off the following: sprint, fast movement, turbo fire mode (where all weapons fire as fast as you can click your mouse), infinite ammo, and spawn beams. We also lowered the number of players required for achievements down to 6. Also changed the name of Murder Games to YOLO Mode!

We'll probably release these changes (minus the achievement thing and YOLO name) for the Xbox version soon.



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