Square 1.3.1 and Some Updates 2016.06.26

Hey, all. We've tweaked and fixed some things.

Square's version is now 1.3.1. Here are the changes!

Changelog:

  • MAPINFO skill definitions changed to not interfere with existing skill definition names. Also added "clearskills" to ensure that existing behavior is not copied in the future.
  • Tweaked Color Cube behavior - now they won't fire the same type of attack twice in a row.
  • Tweaked Goonade damage for more overall effectiveness, not just direct hits.
  • Goonade direct hit damage varies with force of throw. Max power = max damage.
  • Fixed some maps with forcefields that hurt enemies when they touched them.
  • Cleaned up some automap lines.
  • Added a hidden gag to E1A8 that we really wanted to add earlier on in development.

Development on E2 is back is business, and slowly but surely, it is getting done. The wait will be more than worth it, we assure you!

Follow BigBrik on Twitter!

Square 1.3 and the Journey Thus Far 2016.02.26

Hello everybody! We're releasing another version of Square!

This release brings the version up to 1.3, and will bring the game closer to what the final gameplay will be like. Though, due to some slight codebase fragmentation in ZDoom/GZDoom, the Software and OpenGL versions are now in separate packages. Sorry!

Changelog:

  • Core ZDoom and GZDoom version updated (2.8.1/2.1.1 respectively).
  • Distribution split into two packages due to source port fragmentation. (Sorry!)
  • Some internal reorganizing of resources for the new ZDoom versions.
  • Goonades are now an offhand weapon (thrown with the ALTFIRE/GOONADE button). By default, this is the RIGHT Mouse Button.
  • Reloadable weapons (currently just the Quadcannon) reload with the RELOAD button.
  • Hotsauce renders you invulnerable for its duration on ALL skill levels, now. We figured it was best to keep it as fun as possible.
  • Fishtanks, which can be essential, are no longer counted as "items."
  • Rectangoliers now behave properly in Cubular (which, of course, is the skill setting that they are featured in. whoops). This means they'll probably be more aggressive and bothersome than usual. We're not sorry.
  • Changed the "replay" button in Time Attack to RELOAD instead of FIRE.
  • Added a bunch of kooky adornments to Square's face for each powerup.
  • Added Goonade counter to the "block" statusbar.
  • Fixed/changed the secret area message.
  • Fixed a lemonade pickup message (picked up on low health).
  • Fixed some sprite offsets on candles and torches.
  • Status bar is now removed/changed during intermission.
  • Tweaked some VO timings for when Square dispatches a baddie.
  • Giblets now bounce off ceilings. They looked weird just stopping when hitting them.
  • Added "ladder" game hint to another ladder in E1A1. Only one will be triggered, anyway.
  • Changed a small section of E1A3.
  • Some bars blocked projectile attacks on E1A6. Now they don't.
  • Fixed "unknown things" on E1A6.
  • Changed some Block Player lines and Walkable Lines in E1A8 to be shot through or walked on.
  • Other tiny map changes.

We're working hard on finishing up Episode 2 at the moment, and are probably gonna release it hopefully mid-year-ish if things go smoothly. It's not the full game (3 episodes), but we feel that you guys deserve something for putting up with the wait due to some unforseen delays. We will still finish the game, but it won't be done in as quick a timeframe as we thought. We will still stick screenshots up on our Twitter Feed whenever possible, so follow that for updates and announcements!

Also, on another note, A MAZE is coming up in April (19th - 23rd), and I (Matt Tropiano) and possibly JMickle will be there. Find us and talk about Square and Doom!

Thanks for sticking with us! Follow BigBrik on Twitter, and remember - Be There and Be Square!

Where Were We 2015.10.04

Hey, it's been a while. So where are we with Episode 2 and 3?

Well, it's coming along slowly but surely. We are wrapping up the major bit of Episode 2, and believe us when we say that it's gonna be awesome when everything's done. What this means, though, is we are pushing back our release schedule quite a bit. Like, a whole half-of-a-year "quite a bit."

In the meantime, another version will be released soon with some tweaks that will bring things closer to how things will work in the full version, and we are releasing sneak peeks of stuff on our Official Twitter Page, so follow that if you want to see progress!

So that's where we are. Indiecade is coming up at the end of this month, and I (Matt Tropiano) will be there in case you wanna chat about Square, Doom, or Video Games or whatever.

Thanks for your patience and support, and as always, Be There and Be Square!

Another Square Version 2015.07.25

It's a QuakeCon present for you all: Square is now version 1.2, and it adds/fixes a lot of stuff.

Changelog:

  • Slightly better implementation of the "Promo" fix.
  • The ammo packs dropped by some circle guys could get crushed under doors and stuff. Fixed!
  • There was a bunch of bullet ricochet sounds that weren't being used. Time to remedy that! Stuck them on some enemy bullet puffs so Square knows he's being shot at.
  • Shatterboxes explode differently now, to differentiate them from other enemies that behave similarly (or WILL behave similarly...).
  • Updated Destructinator crosshair. Slightly more informative.
  • Some powerups were not clearing when the intermission screen was reached.
  • Fishtank duration increased to 90 seconds.
  • The Locationator now shows all automap objects for 30 seconds (map is still revealed for the whole level). Shows up as "Scanner" on HUD.
  • Changed around some powerup HUD labels.
  • Added some forcefield powerdown sounds.
  • A single Oozi Jerk frame had fullbright pixels on it when it shouldn't have.
  • Some maps never had all 8 Co-op starts! Guess nobody plays Co-op, or we would have heard about it!
  • Throwing Goonades and dropping crates no longer alerts enemies.
  • Square now has a LOT more things to say.

You Might Wanna Download This 2015.05.25

We've updated Square AGAIN! (But we have a long way to go to break Quake 2's record....)

Square has been updated to version 1.1.2, and fixes something weird.

Changelog:

  • A mode called "Promo Mode" would still be active even if it were disabled. Fixed.
  • Changed some "fullbright" pixels on some sprites, notably the robotic enemies.
  • Added licensing information for end-users.

A Tiny Update 2015.05.20

Just a wafer-thin one.

Square has been updated to version 1.1.1.

Changelog:

  • Tweaked the output levels of some sound clips.
  • Last patch broke Square's voiceovers when picking up Defibs. Fixed!

Also, did you check out the June 2015 issue of PC Gamer? Andi Hamilton wrote an article called "The Cult of Doom" that features some stuff that Jimmy and I said about Square and Doom Modding/Developing in general! Check it out, if you can grab a copy!

A Version 1.1 Update 2015.04.19

Square has been updated to version 1.1! Just in time for A MAZE!

Changelog:

  • Added a "strength meter" to Goonade throws so that the throw force is more easily determined.
  • Made explosions and smoke/steam effects look better (smoke billows).
  • Quadcannon fires 12 pellets instead of 10, firing spread adjusted slightly.
  • TNT crates explode a little more strongly.
  • Nuke crates damage less on initial explosion.
  • Fizzo crate explosion damage reduced dramatically, but now they blast things away like the defibs!
  • NPCs now go immediately into a FRIGHTENED state when shot.
  • Added small boxes to the Square key balcony in E1A1 to convey rail-jumping feature.
  • Modified E1A8 slightly to convey Fizzocrate mechanic.
  • Fixed a place in E1A9 where the player could get stuck between crates.
  • Enabled in-game hints by default (reminder: they can be turned off).
  • Added subtitles (and subtitle system) for some voice clips. They too can be toggled in the menu.
  • Removed TRAINING episode. Deemed unnecessary. It's still reachable in the game via console: map training

Square's going to A MAZE Berlin 2015.04.02

Hey, hey, everybody!

You have probably heard me saying it a bunch already or if you follow the indie scene you might already know it, but Square is gonna be at A MAZE. Berlin 2015 in (you guessed it!) Berlin, Germany!

The venue is at Urban Spree, in the Friedrichshain borough of Berlin, from April 22nd to the 25th. I'm gonna be there (MTrop), and Jerry will be there, especially since he's one of the artists that are going to be doing stuff there on the 22nd! Yowza!

You wanna talk Doom or Square? Then head on down! Tickets are purchased here! Hope to see you there!

Square WENT to EGX Rezzed 2015.03.22

Well, we're back from London, and we had an incredible time! We loved talking to everybody about Doom and Square, and we can't wait to go to future events! We snapped a few pics, and talked to a lot of people that played the game. In the end, everybody had the same response: The Adventures of Square was FUN!

And that's all that really mattered to us at the end of the day.

Also, game journos and fans of brevity REJOICE! We have a press page up! So go there for overall infomation, media, and the long-awaited trailer for Square!

Square goes to EGX Rezzed 2015.02.12

We've got some terrific news! The Adventures of Square is coming to EGX Rezzed 2015 in London, UK as part of the Leftfield Collection! This is an amazing honor, and we would like to thank David Hayward and everybody else involved in the selection process.

Jimmy, Jerry, and I will also be there at the Expo, so if you are a fan of Square, or even Doom engine-related stuff in general, we'd love to meet you.

You can buy tickets for EGX Rezzed here.

As always, BE THERE AND BE SQUARE!