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Blam! Blam! News

Blam! Blam! Weekly Update 23 - 24

[p]Hi Everyone, [/p][p]
The last couple weeks have been busy. We were finally able to get a complete list of issues that need to be fixed before releasing to demo. [/p][h3][/h3][p]We have 13 open items that we feel need to be fixed before releasing to everyone to enjoy Blam! Blam!

One of the most common things that was brought up while we've been play testing has been "what am I supposed to be doing?"
[/p][p]To address that question we double down on UI while improving playability. We added game mode information into the match for the first few seconds and if for whatever reason someone missed it we added it to the scoreboard as well. We've been keeping a good pace so far going from nearly 2 dozen issues to the 13. Our hopes is to get it out to everyone soon. [/p][p][/p][p]Thank you for your patience.
[/p][p][/p][p][/p][p][/p][p]Come join us on our Discord. E33 Studios Discord We would love to hear what ideas may be fun to implement.

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Blam! Blam! Weekly Update 21 - 22

[p]Hi Everyone, [/p][p]Sorry we missed you all last week. We've been working on getting this game to demo sadly we've hit a few 1 step forward 2 steps back scenarios while doing our last few play tests. Instead of leading you all on saying oh we should have it soon week after week I'm going to just be frank with you all.

Our goal is to have a smooth and fun game for people to enjoy with a large group of friends. We realize some leeway is given for games in a demo state but we don't want bugs to take away from the core fun of the game.
[/p][p]The plan is to still give weekly updates as reliably as possible. And give a big announcement when our demo goes live! [/p][p][/p][p]Here's what we did over the last couple of weeks. [/p][p][/p][p][/p][p]** Apocalypse Mode **[/p]
  • [p]ADD: Updated Score Board upon death to show summary of game and allow easy replay[/p]
[p][/p][p]** Multiplayer **[/p]
  • [p]ADD: Multiplayer Network Improvements - Netsync Bullets[/p][p][/p]
[p]** Core Game **[/p]
  • [p]ADD: Configured base Unit Testing framework to allow unit testing[/p]
  • [p]ADD: Netsync class to reduce MultiplayerSync traffic with client. Bullets and Zombies[/p]
  • [p]UPDATE: Game Crashing (Temp Removal of Ping causing crash)[/p]
  • [p]UPDATE: Simplified Level Management via Level_Manager and Level_Base.[/p]
  • [p]UPDATE: Levels are now Resources and no longer need MultiplayerSpawner on levels[/p]
[h3][/h3][p][/p][p][/p][p][/p][p]Come join us on our Discord. E33 Studios Discord We would love to hear what ideas may be fun to implement.

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Blam! Blam! Weekly Update 20 | Nearly There!

[p]Hi Everyone! [/p][p][/p][p]Good news! We've found some rather impactful bugs. We've identified a few and are trying to replicate the others.

Long story short as our team has learned and evolved with the Godot platform some of our original code caused certain things to not close correctly in the background. Which lead to a gradual performance decrease over time. So we are rewriting those aspects to remove those issues. Sadly we aren't there just yet but dang are we close!

If you've read this far. We appreciate you. A fun little tid bit for ya. Our next game modes are a bit of a throw back to games from an older time! One from Golden Eye and another from Halo. Would love to hear if some of you have guesses as to what they are.[/p][p][/p][p] [/p][p][/p][p][/p][p]Let us know if you'd be interested in playing with our small team once demo hits! Myself, my brother or my Dad or heck all 3 of us to run around a play with you! Feel free to join the discord down below. We will be in there to chat while we play. [/p][p]Come join us on our Discord. E33 Studios Discord We would love to hear what ideas may be fun to implement.

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Blam! Blam! Weekly Update 18 - 19 | MORE Testing / Improvements

[p]Hi Everyone! [/p][p][/p][p] Sorry we missed the update for you all last week![/p][p][/p][p]We have more progress, but there are just a couple of things that are keeping us from releasing a demo. In order to give you all the best first impression possible we want to tighten up that game loop and reduce any interruptions possible.[/p][p][/p][p]If everything goes how we hope it will this we will be releasing a demo into the wild! It's both exciting and terrifying for the team. We would like to ask everyone to give us feedback about ways to improve it either in our discord or on steam. Our team is always open to hearing things that will make the game more fun!

After we get the demo released we plan on working through a couple of additional game modes. With any luck we can work new suggestions for game modes from you all into the fray..[/p][p][/p][p]Come join us on our Discord. E33 Studios Discord We would love to hear what ideas may be fun to implement.

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Blam! Blam! Weekly Update 17 | MORE Testing / Improvements

Hi Everyone!

We had a very full and eventful last week. We were able to have 10 simultaneous players running around at the same time!

As we did that we found that a few things were a bit on the difficult side when you had 10 friends in a call together. Bits of pieces of information weren't conveyed well enough when flipping from game mode to game mode. We are working on a way for information to be conveyed easily and well for all types of players.

Come join us on our Discord. E33 Studios Discord We would love to hear what ideas may be fun to implement.

Notable Improvements:


Multiplayer:

    2025-06-03
  • * Multiplayer
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  • ADD: Multiplayer Improvements - Test with 10 players
  • ADD: In game, game mode identification
    - Game Mode displays at the start of match for 5 seconds
    - Game Mode displays when you push TAB for Score
  • ADD: Network Latency checking code (ping shows in scoreboard)
  • ADD: Juggernaut Mode
    - Navigation arrow on player points toward the Juggernaut
  • FIX: Health pack effects now stack on pick up
  • FIX: Mouse cursor and reticle alignment fixed
  • FIX: Mines have been toned down a bit on Battlefront
  • FIX: Grenade physics adjusted
  • FIX: Lobby Connect / Disconnect issues improved
  • FIX: Game Mode labels show correctly in Lobby
  • FIX: Item Spawner now waits when you pick up a gun so you don't auto pickup the next
    spawn
  • FIX: Adjusted player movement to be less "floaty"
  • FIX: Misc network errors when clients connecting / disconnecting

    Apocalypse Mode:

  • FIX: Fog of war visible again