Release Notes

Steam Release 0.4.3 - Patch Notes

Missed the 0.4.2 patch notes? Check out the Steam post here.

Hey everyone! Hope your year has been well, we’ve been laying the ground work for a slew of new single player modes for Super Plexis, and that involves adding several new visual and backend updates to the game, most notably: our first 2 playable characters (Aria and Cleff), skins (for blocks / boards / characters), animated backgrounds, post-game stats, updated player cards in the lobby, and the ability to gain currency (Lumina) by playing matches. Read the whole change-list below!

Patch 0.4.3 Notes

Backend changes (highlights only)

- New "XP Data" service

- General support for server-wide progression systems

- E.g. In-game currency / lumina converted from in-game score

- Lumina & rewards backend

- Foundational support for mode-specific progression systems

- XP Data lobby streaming

- Real-time updates about remote player XP Data

- E.g. "<someone from your lobby> ranked up!"

- Generic unlocks support for characters, block skins, and board skins

- End-of-game data flow

- Player stats

- Game results

- Rewards

- Player selections

- Support for selectable characters, block skins, and board skins

Client changes (highlights only)

- New characters: Cleff and Aria

- Characters react to gameplay events

- Characters also have unique combat sound effects

- New block skin: Fruit blocks

- Each type of fruit has its own unique block explosion!

- New board skin: Loftwood themed board

- Updated battle music

- Many visual improvements to Lobby UI, including Player Card revamp

- Show assigned team color

- Show selected character

- Show selected blocks & board

- Animated backgrounds

- Title Screen splash

- Loftwood Battle stage

- Smoother flow between Lobby and Gameplay

- Selection UI for characters, block skins, and board skins

- End-of-game results screen

- Proper "Continue back to lobby" flow

- Added a News splash

- Fix positioning bug with Share Invite "Copy to Clipboard"

- Fix animation bug when swapping smushed blocks

- Fix... meh, too many bugs to name. Lots of bug fixes :)

What’s next?

With these new systems and visual updates now in place, we will be 100% focused on developing single-player game modes, starting with:

  • Stage Clear (aka “Line Clear”)

  • Score Attack

  • VS Yourself

Stage Clear

The goal of Stage Clear is to reduce the level of your board until it falls below the designated “line” by clearing blocks. The mode will span several stages, each themed around a particular character, with a set amount of levels within. The stage ends with a “boss” that must be defeated via depleting its health bar (not in the form of a AI battle / battling another board).

Stage Clear is a beginner friendly mode designed to introduce players to the world of Super Plexis and its characters. Not only is it an approachable way to learn the game mechanics, but it can also offer increased challenge by setting higher difficulties. Each “run” through Stage Clear will timed start to finish for anyone looking to challenge themselves on clear time alone.

We also plan to make this the first mode to offer unlockable content in the form of new characters. Clearing that characters stage (some of which are only available on higher difficulties) will unlock them for use in multiplayer and other game modes.

Score Attack

It’s like Endless mode, but it can actually end! Play on a solo board and rack up as many points as possible without letting your blocks touch the top of the screen (or until the time runs out). This will likely be released before Stage Clear and will be one of the first ways to earn Lumina while playing solo.

VS Yourself

This mode functions similar to Score Attack except any chains and combos you make will send garbage to… yourself! Point gains will heavily favor clearing garbage.

“danger” music Preview!

Fans of this puzzle genre might be familiar with the concept of “danger” music, or the dynamic shift to a more dire or frantic music track when you are close to losing a game. Some games trigger this “danger” state based solely on the height of your board, but we might consider other factors too to avoid the obnoxious hard-switching of music tracks too frequently if you happen to be riding that threshold.

Enjoy some samples of these “Danger” tracks below! (beside their standard “Battle” themes for reference)

Loftwood:

Azure:

Starport:

We hope you enjoy this new update and are as excited as we are for what is to come! And as usual please feel free to share any feedback / bugs on our discord.

Thanks again and see you online!

  • The Medley Studios Team

Steam Release 0.4.1 - Patch Notes

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Patch 0.4.1 is now live on Steam! We debated delaying this release, since we had scoped for more features to be included and wanted to get everything out at once, but there were also lots of fully finished stuff we figured you guys should have access to sooner than later. While we’re finishing cooking up those other new features (more info on those below) there’s no reason to leave things like the max pressure fix, more controller support, and netcode optimizations sitting on the shelf.

The most noticeable update here will be the new in-game pointer, especially for gamepad users who can now navigate using the analogue stick like a mouse (D-pad functionality is also much improved, for those who prefer it). This should alleviate some of the awkwardness of switching from gamepad to mouse / keyboard, and is another big step forward to being able to offer full controller support. The other changes are QoL / bug fixes pulled from everyone’s feedback. Thanks again to all of you contributing to the #bugs-and-features and #game-design channels!

Patch 0.4.1 Notes

- Various controller fixes: game settings and other menus can now be navigated via gamepad inputs - Added “pointer” control for gamepads using the analogue stick - The “Max Pressure” game setting will now KO a player who touches the top of their board in 1 frame (instead of 15 frames) - Added the ability to move the board cursor and attack target during countdown. - Adjusted the visual presentation of getting “KO’d on the last swap frame” - Various netcode optimizations - Chain tags no longer get blocked by garbage, which prevented certain intuitive chains. - Fixed a bug involving chain tags not expiring when expected. - The in-game timer no longer resets after reaching the 60 minute mark. - The width and height of garbage is now based on the defender’s board instead of the attacker’s (applies to games with various custom-board sizes) - If a defender is KO’d with an attack inbound, the game waits for the attack to end before switching targets. - Fixed an issue with breaking garbage creating unpreventable chains (aka, garbage no longer produces “free” match-3s) - The pressure gauge will no longer change states during stop-time. - The terms “Local” & “Global” in game settings have been updated to “Player” & “Party” The following items were hot-fixed before 0.4.1 and are already live (listed here for archival purposes): - Fixed a rare issue where multiple windows of the “privacy policy / terms of use” pages would open rapidly - Fixed an Nvidia issue where a specific anti-alias setting would cause a black screen(edited)

Special Thanks (from our discord channel)

- @PoiZone, for finding a bug with keybinding: https://discord.com/channels/301218739947569153/808147393462665286/812506180654989313

- @Wakeman, for finding the max pressure bug: https://discord.com/channels/301218739947569153/428397229016088584/813161134609662042

- @kyon2570, for being the first to find and record a chain tag bug: https://discord.com/channels/301218739947569153/421179189077475339/812560989320904745

- @August/UltraX and @VGPaul, who managed to play a 1 hour and 12 minute game and found a timer bug: https://discord.com/channels/301218739947569153/808147393462665286/815417334504095755

- @ChaotixSpark, for finding a bug with the pressure gauge and stop time: https://discord.com/channels/301218739947569153/808147393462665286/816388613897977876

- @BusterBeachside, for suggesting moveable cursors during countdown: https://discord.com/channels/301218739947569153/428397229016088584/812563864776343573

- And anyone else who shared follow-up screen recordings / reports with us, extremely helpful and appreciated!

What’s next?

So that’s everything in 0.4.1, up next we’ll be wrapping up features that we didn’t get to in this patch, most notably: binding 2 inputs to one action, “true” auto scaling, notification bubbles on the friends list, new custom game settings, dynamic difficulty scaling, and maybe more! We’ll share more info as we go, since things are subject to change in testing. As always, we’ll be watching the #bugs-and-design and other channels for any problems / questions that arise. Thanks again and see you all online soon!

The First Preview Build is Here! - Release Notes for Super Plexis [ver 0.3.0]

It's finally here! Introducing a very early test build of the Super Plexis multi-platform client on PC/Mac (with the mobile versions coming soon!). This is a very early build testing some basic client features and a single gameplay mode. We're temporarily serving these files through Dropbox as standalone .exe/app files, but future releases will be through more official channels. 

Download Links 

Windows: 

https://www.dropbox.com/s/ustqel7ac84di94/Super%20Plexis%20beta%200.3.0%20windows.rar?dl=1

Mac: 

https://www.dropbox.com/sh/27fuxjmj6ln8fop/AACm45JzOkMf7diWYqg3wJJCa?dl=1

What’s in this build

  • First look at Super Plexis game client running on PC / Mac
  • Medley ID integration 
  • Multi-input support (keyboard/gamepad/mouse)
  • Resizable UI system
  • Custom text engine
  • Endless mode gameplay preview 

Stuff in the background

  • Party system
  • Active game server
  • Dynamic DPI scaling (for multiple device sizes)
  • Framework for other game modes 

What’s coming

  • Music / SFX
  • Support for mouse control in battle engine
  • Builds for Android, iOS, and Linux
  • Public downloads available on Steam Early Access, Apple App Store, and Google Play Store.
  • Dynamic board effects for gameplay (e.g. board shake)
  • Authoritative game server tests on local host
  • Polishing UI/UX and implementing user profiles (stats/achievements)
  • Character implementation / development
  • Integrate Lumina currency system  
  • Local multiplayer
  • VS AI
  • And more!

A big thanks again to everyone who's been following us up to this point, and a warm welcome to any new faces! If you have any questions or want to say hey, check out our official Super Plexis discord here: https://discord.gg/cJXzN4z