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ChronoclysmNewsChronoclysm Online Beta Signup and Changelog
Community

Chronoclysm Online Beta Signup and Changelog

Chronoclysm · published 26 Mar 2017, 04:50 UTC

All newsPlayers around this dateRead on Steam

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.

Full Album of Changes

Additionally I'll be reworking some aspects of the meta for the game on steam. Including revisiting achievements and statistics, since their relevance will change significantly with the next version.

A point form list of the upcoming changes:

  • 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

Player saturation is important for testing so with the sign up thing, I can coordinate that a bit better. I'd like to avoid some of the mistakes I made with the last release and being a bit more thorough is part of that.

Your help is very much appreciated, it'll go a long way in expanding the player base. Looking forward to testing with you guys!

-Shane

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Game update3 May 2017The Big Online UpdateThe 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…Game update6 Apr 20173.0 Beta Patch NotesThings 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 on…Community22 Jun 2016The Impending Next Iteration of ChronoclysmSince 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…