Square 1.4, AMAZE, and Delays 2017.04.22

Hey, everybody. It's been a while.

Square's version is now 1.4, and this a major "polish" version. One, I may add, that contains more refined spritework, environmental sounds and effects, and updated weapon art! WHOA!

We've also switched to GZDoom as our base, due to the discontinuation of ZDoom. But this is good, since we don't have to keep distributing two different Windows versions every release. You can still switch between the retro- style renderer and the OpenGL one, though. This also might mean that there will be some bugs here and there that will need fixing, but everything's very stable.

We also cannot stress enough that we are VERY grateful to have such patient fans, and we are pretty much on track for releasing Episode 2 before the end of the year (for serious, this time - no joke)!

Me (MTrop) and Jazz Mickle will also be at A-MAZE 2017 in Berlin, Germany from April 26 - 29. Come talk to us about Doom! Square will also be at the Open Screens (very last shift, very last day) so you may get to play EPISODE 2! HOLY COW! (Or, maybe earlier, if you ask nicely.)

Enough goings-on - on with the Changelog!

  • Base engine is now GZDoom 2.4.0! This will re-unify the versions into one download! If you want the GL renderer, select it in the video menu and restart!
  • Weapon makeovers!
  • Spruced up the TITLEPIC a bit.
  • Re-did the menus to use language entries and added/changed some sections. Lots of things may be reorganized from last version. Sorry if this confuses people.
  • Tweaked Jetpack Jerk graphics to make less object pool pollution.
  • Ovolts revamped: New looks, better Ovolt death sounds, and they're more robotlike.
  • Adjusted damage from Ovolt explosions.
  • Slight Chatterbox sound tweaks, and revamped looks.
  • Metal debris now has sounds to tickle the eardrums when you're blowing up robots!
  • Making sounds stop on deactivated fountains was using a deprecated method.
  • Adjusted some sounds played by exploding enemies.
  • Fixed precision problems in some random value ranges.
  • Destructinator's "lock-on" crosshair's height was changed due to engine changes. This has been fixed.
  • Adjusted damage that Square takes from green goonade goo.
  • A bunch of "modern" robots now explode with fragments of some mysterious material...
  • All Maps: Fixed bad or garbage data causing issues in slated (G)ZDoom builds.
  • Fixed some invisible walls on cliffs in E1A3 (and still prevented the player getting up there).
  • Added a game hint about crates in E1A3.
  • Extended the ladder to the yellow key path in E1A3.
  • Some slight powerup changes in E1A6.
  • Fixed some "node holes" in E1A6 in the OpenGL renderer.
  • Made a switch in E1A7 not locked (it was the only one that was).
  • Moved the passcode disc in E1A8 to a more findable location.
  • The Fishtank uses a better effect that does not wash out the vibrant colors of Square's universe. You also get an audible/visual warning when you are about to run out of air!

Thanks for your continued support, Square fans! Be there and be Square!

Square 1.3.2, DevStreams, and IndieCade 2016.10.06

You know, what? Let's freshen this episode up a bit.

Square's version is now 1.3.2. Incoming changes....

Changelog:

  • Square Jabber chance can now be set. Default is 15%. If you already disabled this before, you'll need to set it to 0 again. Sorry.
  • Some sprite facelifts.
  • Goonade puddles now do the damage the airborne globs do. It was different for some reason.
  • Goonade goo also always makes enemies flinch, to convey that it actually is damaging and to make it slightly more useful.
  • Adjusted the "fast" speed of the Dark Ovolt attack. This makes them a tad more fair in Cubular.
  • It was a mistake making all the NPCs extend ScriptedMarine. Now they just extend SquareMonster. Only people jumping the gun on the modding thing will care about this one.
  • Hellshell sub-explosions no longer thrust the player, making Hellshell-jumping much more consistent.
  • The cows in E1A10 looked a little chilly, so we gave them some winter wear.
  • Some fountains that were red should have been purple due to a typo.
  • Yellow giblets are now the proper yellow for the GL ports.

Also, I (MTrop) will be in LA for IndieCade 2016! I'll be in the IndieXChange Gametasting the day before the festival proper. Stop on by and you may just get your chance to see a working version of EPISODE 2! It's not a myth after all!

We also did a Devstream for Episode 2 and answered some of your questions about developing the game! It is up on YouTube here! It was such a success, we might do it again! Who knows!

Another thing to check out on YouTube is a user named CainBitterman, who recorded his playthrough of Square on Cubular difficulty! Whoa! Check out the videos here, on his channel!

 

Until we meet again, loyal fans! Be there and be Square!

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 Jazz will be there, especially since she'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!