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Fireworks Mania News

Release of Multiplayer Update


Multiplayer has been one of the most requested features for the game since its initial launch back in 2020.

Around two years ago I started working on it in a livestream. Pretty fun to look back at. A lot have happened since, some of you have been a part of the beta and some of you are seeing this for the first time now.

This post marks the initial release of the HUGE multiplayer update for Fireworks Mania which will take place on Friday the 29th of November 2024 at 16:00 CET.

This update contains a lot more than "just" multiplayer, so lets go over some of the key changes.

[h2]Redesigned UI[/h2]
The first thing you will notice is the new UI.

I needed a UI that could easier grow and adjust to the increasing need for adding new features etc.

I'm really happy with it so far and think it gives a nice fresh look for the game, without being too much in the way.



[h2]Shells and Mortars[/h2]
Previously Shells and Mortars was only in the game via mods, originally created by Panini.


I have now added native support for shells and mortars in the game and in the Mod Tools.

This means the game now come with a few shells and mortars build-in, but more importantly, modders can create their own, which a few already did, like Amnestey.

The reason I have not added more native shells and mortars to the game, is because I prioritized the modders. Instead of spending the time adding 10 more shells to the game natively, its much better for all spending the same time making it possible for modders to create their own, as that means many many many more shells than I could ever make and the quality is often higher too.
Amnestey already added more than 150 shells and a ton of mortars. So there is enough to try out already.


[h2]Multiplayer [/h2]
This one is kind of obvious, of cause there is multiplayer, but lets look at bit more into what that actually means.



Multiplayer sessions are hosted by players using Steams Peer-to-peer Network.
You can see a list of public hosts that you can join or you can create your own.
A host can be either private or public, which you as a host decides. Often its a good idea to keep the host private if you only want to play with people you know.

To get your friends into the host you are currently on, you can either share the JoinCode (all hosts have a unique JoinCode) or you can invite them via Steams friend list if you have them there.
Alternatively, you can invite friends directly from the "Players" tab in-game - they do not even need to have the game running before joining!


[h3]Mods[/h3]
The host decides what mods should be enabled.
Talking about enabling mods, the flow to do so have changed a bit. This goes for both Singleplayer and Multiplayer.
The flow of what mods are enabled, both in Singleplayer and Multiplayer, have been changed a bit.

You still go into the Workshop to subscribe (which will download and install) the mods.
However, you have to specifically select what mods you want in a particular game, as part of the creation of that game. It might take a little getting use to, but really, it's more intuitive to having to pick the mods as part of the creation of a game.



When you join a host, the game figures out what mods needs to be downloading/updated and enabled.
No need to manually align anything with the host, just join and wait.

[h3]Characters[/h3]
As part of adding multiplayer I also added characters. There are some native characters/avatars in the game, but mod creators can also add their own, meaning you find even more characters in the Workshop.

These are some of the current characters in the game - I plan to add more soon.




[h3]Proximity voice chat[/h3]

To make the game more social and fun I have added proximity voice chat to the game.
So hold 'C' or turn off Push-to-talk in Settings for open mic and start talk to your fellow players. Be aware, it's proximity chat, so you need to be close to hear each other. Further more, I made it so the voice gets muffled if you talk with someone behind a wall or other obstacle.


[h3]Dedicated server - in the works[/h3]
A lot have asked for dedicated server support and I have been working a bit on it.
However, it was more important to me to get the game working good with player hosted sessions, as that was the original idea. However, I do see the need for dedicated server, just haven't spend enough time on it yet to make it good enough for release. So it will come later.


[h2]Still Growing Workshop[/h2]

The built-in Workshop is nothing new and it is still growing. It is becoming an more and more crucial part of the game. So if you have not yet checked out mods from the Workshop I highly recommend you do so - else you are missing out 🕺

The Workshop, which is hosted on mod.io, contains:
  • 2000+ pieces of fireworks
  • 50+ maps
  • 100+ character

As of writing, 2024-11-27, the Workshop have 12+ million mod downloads!

So you guys really love mods! 🤓

If you wanna give mod creation a try the Fireworks Mania Mod Tools is the place to go.

[h2]In case you wanna go back[/h2]
Not all mods are compatible with the new version and some might just wanna keep playing the legacy singleplayer version.

Fear not, you can get back to that version - but you need to be aware that you will not get any updates to anything on that version. No updates to the game itself and no mod updates. It's frozen in time as the game and Workshop was on the 18th of Oct. 2024.

Right Click Fireworks Mania -> Properties -> Betas -> Beta Participation -> v2024.10.5



If you want to get back to the latest released version you just set back the Beta Participation dropdown to "None".

[h2]What's Next?[/h2]
So with all these new things in this update, is the game now done, is development stopped, what will happen?

Don't worry 🤓

No, the game is not done. Actually the version you are getting now is just the first version. There are so many things I still want to add and I plan to keep working on the game, exactly as I have been doing for the past 5+ years.
So you will see updates already during December for sure :)

See you in-game!

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/








[MULTIPLAYER-BETA] v2024.11.5

### Fixed
- Fixed bug where host settings was reset at game start

There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania


https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.11.4

### Added
- Added first draft of an "Host" UI in the Inventory in-game. Only hosts can see this for now, but can change various host settings via the UI instead of via console. Not all are there, but I will update it overtime. So its a bit easier to manage being a host now

### Changed
- Changed the map list so it now, at all times, have one map selected. It will default to the first map in the list, which is Town
- Changed the look of an selected map to make it easier to see which one is selected
- Adjusted the colliders of the fire escape stairs in City so you can now actually walk up and down. Also added a metal footstep sound
- Changed the MainMenu background video and background image
- Updated localizations from Crowdin
- Turned down the volume on some footsteps, just a bit, as it felt a little to high sometimes
- Changed the placement of the various buttons in the MainMenu so they are now at the top instead of the bottom. Some players had a hard time finding the buttons at the bottom, so I moved them to the top, lets see if its better

### Fixed
- Fixed scroll speed bug after later Unity and Input system update. Dunno what Unity did, but the scroll speed on ScrollViews got crazy, so I adjusted some values now to it feels more normal again
- Fixed bug where you could join an host with a different game version if you joined via joincode or Steam friend list. Now you cannot and will get an error popup if you try. The reason its important not to be able to do this, is that the game will not work properly is host and clients are not on the exact same version of the game
- Fixed build-in StrobeRockets which have been not working properly since beginning of multiplayer - but they work now :)

There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania


https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.11.3

### Changed
- Upgraded to Unity 2022.3.53
- Removed the Disable/Enable all mod buttons in the Workshop as these are not really needed anymore
- Changed a lot of the loading texts and notifications to be localized (if anybody translate them of cause https://crowdin.com/project/fireworks-mania)


### Fixed
- Fixed issue where in some cases the game would not download or update all mods from the host you where joining. This should now work and it is even faster, however, the downside right now is that you cannot see exactly what mod its currently working one, just that it's mass update and downloading


There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania


https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

Developer News - November 2024

[previewyoutube][/previewyoutube]
Hey!

Its been another month and time for an update from the developer - aka me 🤓

[h2]Multiplayer Release Date[/h2]
First things first, the big multiplayer update will be released: 29th of November 2024!



I don't know the exact time, but my guess would be around 16-17'ish CET.

On that date I will change the "default" version of the game to be the version that we currently have on the multiplayer-public beta.

Very excited to see what people think about it :)

I will do a post on the date explaining more about the changes etc.


[h2]New way to select mods[/h2]

I have changed the way you decide what mods is loaded into a game. For some it might take a little to get use to, but generally I think this approach is much more intuitive to use.

The change is really simple, you no longer enable/disable mods in the Workshop, you do it as part of creating a new game.



So when you are creating a host the list of mods you are subscribed to is listed and you check of the ones you want in this game. What you select are saved when you create the game, so you don't have to pick them all again next time. I think its more intuitive as the decision about the mods is now something you decide right when you create the game.

Another benefit of doing it this way is that you no longer have to wait for the game to look for updates for all enabled mods before you can get to create a game. It now checks for updates as part of loading the game, meaning it only check for updates for the specific mods you are about to use. This goes for both when hosting and joining a game.

Please test this out and let me know if you find any bugs or issues 🤓

[h2]Bindings in settings[/h2]
I have added the list of bindings to the Settings menu under Controls. They are still not rebindable, will hopefully come in the future at some point, but at least you can see what buttons do what.



[h2]Community Shout Out[/h2]
The Shout Out this month goes to Keltusar and to something that is not released yet, but more a tech demo that he is playing around with.
[previewyoutube][/previewyoutube]


[h2]Work in progress: Host UI[/h2]
I am currently working on UI to make it easier for Hosts to change some settings via UI while in game so you do not need to use console commands. Further more I want to make some of the settings visible for clients too, so clients can see amount of fireworks they can spawn etc.

As of writing this, its currently not ready, but I hope to have some version of it ready before release.




[h2]Change log[/h2]
I have pushed the following updates since last Developer News.
https://store.steampowered.com/news/app/1079260/view/4488494366900355179
https://store.steampowered.com/news/app/1079260/view/4476108833152827949
https://store.steampowered.com/news/app/1079260/view/4480611795034178016



This is all for now - need to get back and work on the next update and prepare for release :)

YouTube | Twitch | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/