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:
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!
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.
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.
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.
First look at Murder Miners X! This model is a work in progress (for instance, the shoulder pieces aren't added yet). And this is the high poly version which is made for texturing purposes. The actual version will be lower poly. Think something like Master Chief from Halo CE. We're again working with Mike Fortais on this.