The latest update for Firing Range, 1.2, is available now on the Xbox marketplace. It features the following changes and additions:
- An info message is shown if you aren’t hitting bullseyes on the first round.
- The combo multiplier doesn’t drop to 0 when you miss a bullseye, it just is reduced a bit.
- Increased a bit overall brightness.
- Added indicators when a target is outside your field of view.
- New shop category: Special Effects, with some special visualization modes such as night vision and old school.
You should be prompted to update the next time you start the game.
Have fun!
Tags: Firing Range, release, update
We’ve just submitted the first Little Racers STREET update for approval. It features the following changes:
- New feature: Online multiplayer (over Xbox LIVE and System Link)
- Play over internet with your career mode cars.
- Earn money on these races.
- Includes quick join, party invites, host migration, etc. All to ensure the game keeps going on, no matter what happens!
- New section: Lap Records (shared online)
- Your car is highlighted in crowded situations (this can be disabled in settings).
- Reduced difficulty for Medium level.
- Increased number of AI players in Career mode to 300 (only applies if you delete the career mode).
- Reduced car braking power.
- Changed the way reverse works now (you don’t have to release and press the brake to use reverse).
- Improved race selection screen: Added an event title and times you raced / won the event. Also it should be properly shown on SD TVs.
- Fixed minor issue that caused to incorrectly show your place in the mountain part.
The update should be approved and available for download someday next week. See you in the online races! 😉
Tags: Little Racers STREET, update
Our latest game, Little Racers STREET, is now available for download on the Xbox Indies Marketplace. You can download it directly to your xbox via this link.
You can get it as well by searching for “indie street”, “milkstone”, “little racers street”, etc. on the Bing bar in the Xbox dashboard.
Here is the debut trailer:
Little Racers STREET Debut Trailer
If you like the game, don’t forget to rate it on the Xbox Marketplace and help us spread the word!
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Tags: Little Racers STREET, release
We’ve just submitted the second Firing Range patch for approval. It features the following changes:
- An info message is shown if you aren’t hitting bullseyes on the first round.
- The combo multiplier doesn’t drop to 0 when you miss a bullseye, it just is reduced a bit.
- Increased a bit overall brightness.
- Added indicators when a target is outside your field of view.
- New shop category: Special Effects, with some special visualization modes such as night vision and old school.
The update should be approved and available for download someday next week.
Tags: Firing Range, update
We’ve successfully ported Infinity Danger and Zombie Football Carnage to PC, and now they’re available in our store!
We have a special offer going on: Each game is priced $4, but if you purchase 2 of them, you’ll get them for just $3 each one. And, if you purchase 3 of them, it’ll be just $2.5 each one. So feel free to pick the combination you prefer, and you’ll get them at a discounted price!
Check them out!
Remember also that you can download the demo by just going to the corresponding game page.
Tags: Infinity Danger, MotorHEAT, store, Zombie Football Carnage
The Firing Range 1.1 update is available now on the Xbox Marketplace. You’ll be notified instantly if you start the game. It features the following changes:
- Added axis invert options.
- Added some muzzle flash lighting effects.
- Reduced a bit default music volume.
- Added a purchase sound to the shop.
- Moved high scores button to the main menu.
- Fixed some incorrect skin names.
- Added 24 unlockable awards.
- Fixed friend challenge texts.
- Added crosshair color customization.
So now all of you that were used to play with inverted axis settings don’t have an excuse to try the game!
Tags: Firing Range, update
We’ve just submitted the first Firing Range patch for approval. It features the following changes:
- Added axis invert options.
- Added some muzzle flash lighting effects.
- Reduced a bit default music volume.
- Added a purchase sound to the shop.
- Moved high scores button to the main menu.
- Fixed some incorrect skin names.
- Added 24 unlockable awards.
- Fixed friend challenge texts.
- Added crosshair color customization.
We’re sorry for those of you that couldn’t enjoy the game due to the lack of inverted axis settings on the release version, but don’t worry, it will be just a matter of days :).
Tags: Firing Range, update
Firing Range, the FPS aiming game, is now available for download on the Xbox Indies Marketplace. You can download it directly to your xbox via this link.
Here is the debut trailer:
Firing Range Debut Trailer
If you like the game, don’t forget to rate it on the Xbox Marketplace and help us spread the word!
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Tags: Firing Range, release
We are currently in the process of porting some of our previous games to PC/Windows, and we’ve set up a small web store in the product pages. Although there are still some things to work out in our website to make it easier for visitors to check out the games, the store should be completely functional. You can use credit cards or a Paypal account.
For now, only MotorHEAT is available in the store, but we plan on getting Zombie Football Carnage and Infinity Danger very soon. You will have demos at your disposal as well.
And, to celebrate, we’re starting with a 50% discount on the MotorHEAT full version! Just use the MH_RELEASE code when asked for a coupon and you’ll get the game for half the price! This will only work until Sunday Nov 13th!
Click here to view the products available.
You can download the MotorHEAT demo on the product page: http://www.milkstonestudios.com/motorheat/.
Please bear in mind that, although we’ve tested the game thoroughly, it’s our first game available for windows, so some issues can arise during gameplay or during setup. If that’s the case, please contact us and we’ll help you! Also remember you can try the demo before you buy the final game, to ensure it works properly :).
Tags: MotorHEAT, release, shop
We’ve been asked by a few users how the boss evolution system works, so we’ve decided to make a detailed post about it.
As the game description says, the boss evolves based on your behavior and performance during the game. So even when starting from the same point, it’s unlikely you’ll have exactly the same evolution pattern.
Boss evolution parameters
The boss has three sets of parameters that evolve over time:
- Main stats: There are four main stats that are shown at the start of each wave. When a wave ends, one of them increases in 1 point.
- Mobility: This stat increases the boss general maneuverability (speed and rotation). A boss with high mobility will move and rotate faster. This makes a little more difficult to concentrate fire on certain points, and long arms are more dangerous because of the increase rotation.
Each mobility point increases boss speed around 5%.
- Armor: This stat reduces the damage caused to the boss pieces (only the pieces, not turrets), making them harder to destroy.
Each armor point reduces damage by around 5% (Don’t worry, 20 armor points doesn’t equal to 0% damage).
- Turret: Maybe the most dangerous stat, the turret level increases turret protection and increases turret rotation speed, so they can aim faster at you.
Each turret point reduces damage by around 5% , and increases rotation speed by 5%.
- Shot: Also a dangerous stat, it just increases turrets fire rate.
Although not exact (the time spent between shots is a bit random), each shot point decreases the wait between shots by 5%.
- Piece evolution: On each wave, a new piece appears on each of the 4 boss “arms”. Both rear and front sides are simmetrical, so left and right sides are treated equally.
This new piece always removes a turret from the body, but adds new turrets attached to the piece itself, so the firepower is always increasing by around 4-6 new turrets on each wave.
- Weapon evolution: On each wave, new turrets appear (attached to the new piece), and there’s a chance previous turrets can evolve to fit a turret type that’s proven to be more strong against the player.
Evolution details
So, now we know what things evolve on each wave, but how they do them? Well, it’s simple:
- Main stats: The stat that evolves depends on the first thing that the player destroys at the beginning of each wave:
- Turret on the front: Increases mobility stat
- Piece on the front: Increases shot stat
- Turret on the rear: Increases turret stat
- Piece on the rear: Increases armor stat
- Anything else (Main Core): Increases mobility stat
- Pieces: Both on front and rear, a new piece appears. The piece shape is random and doesn’t depend on player behavior.
The point where the piece appears varies with the following rules:
- If the first thing destroyed on the front / rear part is a turret, a new piece appears on that point.
- If the first thing destroyed on the front / rear part is a piece:
- If the piece still has some turrets directly attached to it, a new piece appears in place of a randomly selected turret.
- If the piece has only other pieces attached to it, a random child piece is selected, and the process continues until a turret is found (and replaced).
- If the front rear is not destroyed (direct core hits), it’s treated as if the first piece was destroyed.
- Weapons: During the whole game, we keep a table where we count the amount of turrets destroyed and the number of player kills of each turret type.
When the wave ends,a random type based on this data is selected for the new turrets that will appear.
The weight of each type is based on a rather complicated formula, but it can vary between 50% and 300% depending on the proportions of kills and destroys.
The new turrets will all have this selected type, and existing turrets have a 20% chance of changing its type to the new one as well.
And that’s all the magic behind the Infinity Danger boss evolution system. As you can see, it allows to do some tricks to force evolution in the way you prefer, such as shooting at certain points to force evolution on that side, or to increase certain boss stats in detriment of others, even getting yourself killed by weak weapons.
Let us know your thoughts on this :).
Tags: Infinity Danger, internals