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.
Redesigned UI
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.
Shells and Mortars
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.
Multiplayer
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!
Mods
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.
Characters
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.
Proximity voice chat
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.
Dedicated server - in the works
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.
Still Growing Workshop
The in-game 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.
What's Next?
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 any 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!
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- Enjoy!
https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/