Tuesday, February 28, 2017

Update 4. Visual terrain improvements - Changelog

201702270311
Steam Build ID: 1658849
WiFi Controller iOS version: 1.20 (no change)
WiFi Controller Android version: 1.21 (no change)

Bugfixes

  • Tar Bombs now detonate correctly even if player dies after triggering the countdown.

Changes

  • Lava material looks more like actual lava and has motion to make it easier to distinguish from other materials.
  • Grass material now has grainy texture.
  • Ice material looks more like ice.
  • Ash material is now slightly lighter.
  • Player colors are brighter and easier to distinquish.
  • Player dots have a dark outline to improve visibility.
  • Player directional indicator (visible when on ice) for now disabled.
  • Power up icon circles pulsate.

Notes
This update is almost entirely visual and focuses on the different terrains in the maps. We label the terrains as follows:

  • ash - the default grey terrain 
  • grass - green and fast
  • ice - white and slippery
  • tar - black and slow
  • lava - red and deadly

Triggered by a player commenting how it was almost impossible for a color blind friend of his to distinguish between grass (green) and lava (red). We took a look at the terrain and tried to make it easier to 'read' in general. 


Below a screenshot of the previous version and a copy of that screenshot ran through an online color blind simulator.



One thing that helps is having different textures for the terrains so even without the colors you would be able to distinguish between grass and lava.

Below the same test but with the new visuals:





As players will never actually be racing over the lava we can apply a more distinct look to the lava than to the other terrains. Lava now has a texture and animation making it look a lot more like lava and making it easy to spot. 

Though we quite like the very abstract look of the previous versions a bit more detail in the terrains seems to work well. We'll probably keep tweaking this to make the style of the different terrains match.

With this visual update the game's look changes once again and it is no doubt not the last time.
Below some screenshots of the different versions so far.









- - NEW - - NEW - - NEW - - 
Revert to previous version

When you have issues running the latest version you can always revert to the previous version by selecting the 'previousupdate' branch in Steam. 
To do so right click Chalo Chalo in your library.
Select Properties
Select BETAS
In the dropdown menu select previousupdate (no password needed)

Steam should then revert to the previous version. If it fails, restarting Steam tends to fix a lot.

Thursday, January 12, 2017

Update 3. Changelog

201701120403
Steam Build ID: 1565267
WiFi Controller iOS version: 1.20 (no change)
WiFi Controller Android version: 1.21 (no change)

Notes

This update mostly fixes a nasty bug caused by the Teleport power. Note that when you run the game it should show First Run in red text the first time you play the updated version.

Bugfixes
  • Fixed the 'frozen input bug' where sometimes players would move in a straight line from the start of the race and wouldn't react to controller input.
  • In exhibition mode individual player inactivity dropout routine causes freeze crashes, don't know why yet. So that's disabled for now. General inactivity timeout is still working as expected - resets to start screen when no controller input detected for a while.

Friday, December 16, 2016

Update 2. Changelog

201612080506
Steam Build ID: 1506567
WiFi Controller iOS version: 1.20
WiFi Controller Android version: 1.21

Notes

Most importantly we changed some network settings for the WiFi controllers and think this should make them less likely to disconnect.

Still fiddling around with the Teleport power. Now back to two presses. Similar to the Tar Bomb. We liked the idea of making the Teleport feel very smooth when used. Two presses seems not in line with that, but in tests no one figured out to hold the button to extend the length of your teleport. Now you at least see that nothing has happened before you press a second time.



Most fun change is that you can now use Rift or Gust or a 'simple' nudge to change the Tar Bomb's position after it has landed and before it detonates.

Bugfixes
  • 
Switched to a more forgiving QoS setting for WiFi controllers. Should mean fewer disconnects. Fixed bug where new players could drop in behind lava flush, and hold up game progress.
  • Fixed bug where a gap would appear in player's trail when nudging.
  • Smoother transition away from 'match winner' screen.
  • Now really works on 32 bit Windows versions.
  • Fixed bug where using pause on the join screen could mess up the global timescale.


Changes
  • Teleport is back to two distinct presses to use
  • Once the teleport sequence is started, the direction of the teleport cannot be changed.
  • While timing down to detonate, tar bomb projectiles can be moved by using the Rift power or the Gust power or nudging.
  • Players drop out of match if inactive for more than 15 seconds during a race.
  • In exhibition mode, if there's no controller activity for 20 seconds the game resets to the join screen. Winner screen displays for less long.

Wednesday, November 23, 2016

Update 1. Changelog

Chalo Chalo is available on Steam. We've just pushed the first update since the early access launch. Here are the changes:

Build date: 201611150600
Steam Build ID: 1460145
WiFi Controller iOS version: 1.19
WiFi Controller Android version: 1.18

Bugfixes

* Fixed bug where goal was sometimes inaccessible because of lava.

* Fixed bug where the display of power cells on a race map was sometimes glitchy.

* Fixed bug which would sometimes create a spike artefact attached to a player's trail.

* Fixed bug where sometimes a player would end up controlling two identical dots.

* Player Guide URL fixed when accessed from pause menu.

* Fixed bug where in rare cases the lava flush at the end of the race would behave strangely.

Changes

* Now also works on 32 bit versions of Windows.


* WiFi controller movement widget is roving now, to prevent player thumbs from accidentally slipping off (requires that players update their WiFi controller apps).

* Added XInput mode toggle button to the pause menu. For users of Steam controllers and Steam Link. (NB. activating XInput mode restricts maximum number of simultaneously connected hardware controllers to 4).

* Teleport works differently. Press and hold to 'expand' the teleport distance. Use stick to choose teleport direction (up or down the screen). Release button to teleport. NB. The steering of your dot is frozen while holding fire!

* All achievements are implemented.

* Player scores can no longer go below zero.

* Players can no longer win the match by getting to the goal in 2nd place. (If a player needs two points to win, but only scores one point, that point is not added to their score).

* P or spacebar can be used to toggle pause. Arrow keys and return can be used to interact with pause menu.

* Players can make their dots Boop on the score screen.

* Proportions on score screen are better for matches with not many players.

* Cosmetic changes and optimisation for 'about to win' player trail decoration.

Tuesday, October 4, 2016

Help us launch Chalo Chalo on October 24th!

Hey everyone. We're happy to announce that on October 24th Chalo Chalo will be made available on Steam Early Access!

Here's our trailer:


The web page for the game can be found at ChaloChaloGame.com.

Would you like to help us promote the game when we launch? I've set up a Nouncy campaign here that you might like to support: http://tomaszkaye.nouncy.com/chalochalolaunch 

Here's how it works: Via the Nouncy campaign page you write a social media post (or one per each platform that you want to use) about Chalo Chalo and grant us permission to control when that tweet/post is published. That enables us to choose a schedule for publishing those tweets that maximises (we hope!) the exposure of people to our game.

If you're in the neighbourhood of Neuk├Âlln, Berlin and fancy hanging out with us on the evening of the October 24th shoot us an email: chalochalogame at gmail dot com.

Friday, September 30, 2016

The First Chalo Chalo Tournament, at Zamspielen in Vienna

We had a terrific time at the first Chalo Chalo tournament in Vienna, hosted by Zamspielen. A special thanks to Josef for all his energetic help, and another congratulations to Laurenz Riklin who was the most skilful racer there that day. 



A gram of gold was the prize
Laurenz Riklin was victorious!

Tuesday, September 6, 2016

On the similarities between Chalo Chalo and AirConsole's Polyracer game

Some people have commented about the similarities between Chalo Chalo and a game called Polyracer. Both are top-down multiplayer abstract racing games that use a voronoi grid whose cells influence player movement in different ways. For the sake of transparency here's what we know:

In August 2015 Richard was showing Chalo Chalo at Gamescom in Cologne. While there, he met Rafael Morgan from AirConsole. Rapheal asked if we'd be interested in partnering with AirConsole and porting Chalo Chalo to their platform. Richard said that we'd look again at our options when we came to developing the phone controller for Chalo Chalo. We weren't yet at that stage.

Later we decided to develop the Chalo Chalo phone controller independently ourselves and not to bring our game to AirConsole. Our phone controller is now ready on Apple's store, and on Google Play

In January 2016 we showed Chalo Chalo at the Ludicious festival in Zurich. People from AirConsole were also there. They were demoing their system. One of the new games they were showing was Polyracer - which shares characteristics with Chalo Chalo. Rafael Morgan approached us to ask if there were any hard feelings about their publication of a Chalo Chalo inspired game.



Chalo Chalo


Polyracer