https://www.twitch.tv/videos/291446827
Notes from the stream if you don't have time to watch the one hour vod
-Recently they have been working on a CTF map
--They have a contract with a company that wants some game footage from the studio and the CTF map was influenced by that
--Theme of that CTF map needs to be simplified
-They have been working on the editor, game modes and game play which they will show when they want to hype up the game
-Demo/replay system question: There is a demo/replay system, which was used for the kickstarter trailer, hopefully a lot of it will be server side, there's the ability to script the timings to extract certain footage, the replay system will be worked on next month
-How does the movement compare to other Quake style games question: will feel very familiar to some of the old arena fps games, they tried to focus on getting a nice base for the movement and making sure that the engine was optimized, regarding air control they are considering splitting the game much later into launch with a screen before the main menu to give players the choice between Diabotical and air control, but at the same time we really don't want to split the game up.. James doesn't think air control fits well with standard movement
-Spectator question: Spectator mode will be as close to broadcast ready as possible, meaning small streamers can cover tournaments in the tournament system. We are planning on adding more stuff to the UI to show things like final, semifinal, round of 8 and etc so that even the lazy casters can just plug and play and don't need to setup trivial things like that.
-Statistics and ladder question: there will be stats and probably a ladder but to what degree is unknown, they want to have an api for 3rd party website to be able to pull out information, there will be official tournaments with prizes, people can also host their own tournaments
-Anti-cheat question: will try their best but can't promise there won't be cheating specially considering the size of the team
-Esports plans question: they will give some time for the game to breathe before announcing tournaments with money and then will reassess, they are open to work with anybody if they can work things out with them, they are also fine with hosting and covering their own tournaments, the hard part is their financial position, they hope to make it financial incentives for teams to pick up players
-Esports modes questions: duel, they think 12 minutes is good given 10 minutes is too short for players to make a comeback and 15 minutes being too long so 12 seems like a good sweet spot. they are interested in seeing if TDM could feature on the list, if they do have TDM as an esports mode it'll most likely be 3v3, they think the tournament system will tell them about what's popular.
-Game modes question: game modes are easy for them to create, they have put work into the engine to make it easy to iterate. They will most likely release with duel, 3 team modes along with probably brawl (FFA). They have race/defrag ready but won't have time for a lot of maps apart from maybe 1, they will probably test game modes with the player base
--(A duel map is shown)They made some game modes for fun like instagib with portal guns, freeze tag with jet packs
--They will work on the core game play loop in 2 months
-Modding tools question: -Not really sure how far to allow you to mod. You will be able to make gamemodes with different mutators though, not sure after that because of the release time frame that they have.., weapons can be scripted too
-Question about customization: Will enforce a minimum rule for the esport community, essentially "don't go crazy and break the game", but you'll be able to move the UI around, change/customize cross hair, change hitsound, crosshair customization for each individual weapon, sense, fov, weapon positioning/opacity and etc.. don't mind what you do with the interface of your eggbot, you can change how you feel in the eggbot, just not the map.
--Showed off the crosshair customization with the ability to have different layers for example having a + crosshair then being able to add a circle around it and then having a 3rd layer and being able to change the colors/thickness of each layer. so theres thousands of possibilities for whatever crosshair you want
-The weapons that are shown: weapon similar to plasma gun, a rocket launcher, weapon similar to lightning gun, weapon similar to railgun, the weapon 9 superweapon shoots a ball that detonates after 0.3 seconds if a player is within a certain radius of the ball and has alot of knock back more than a RLs knock back, weebles/weebombs which are handheld grenades which will have personalities based on their function, the 1 weeble/weebomb that was shown created an aoe which slowed players and projectiles inside of it (think of faceless voids ult from dota except slowing not freezing), grenade launcher, minigun
--Superweapons will probably be featured in game modes that are more about fragging and less about teamplay, rotating super weapon spawns can be added which can then be fought over in those modes
-Attack and defend map blockout shown including terrain as the floor
-Terrain editor is shown, terrain can be used for various things
-Different lighting and skybox such as day, night, and dawn layers which will be used as presets for editors
-They don't think they will add daytime and nightime cycle for maps
-Maskable models and textures can have their hex color code changed by the map maker
-Hoping to connect decals with account options, so you can go into maps with your own or your team's logos
-Co-op survival might not be out on release (bots exist and have path finding but need work)
-Servers question: currently use AWS in Australia, Frankfurt and America
-Music question but James would like to surprise people
-They have roughly the whole year financially covered, so they will try to push the game somewhere near the end of the year, worst case it could be February
-When they have the game play loop locked in they hope to get people in
-Next month they will work on replay system, a game mode, arts and stuff
-They are planning on a price of around 15 dollars, want the price to not be very high but want to discourage people cheating
-They are thinking of doing something similar to a battle pass to reward people who would like to support the game and get some items
-They think they are bad at some things that other game companies are good at, the studio takes some time to realize how something should look, sound and feel (also the engine is their own and they are a small team) they think they are good at figuring out what the customer wants, like how they want their customization, treatment, matchmaking and replays, which some companies might not focus as much on
-Another duel map is shown
-15 maps for release, 5 duel maps, 3 maps for each of the other game modes
-They have renamed free for all to brawl, difference being you can choose between 1v1v1v1v1..., 2v2v2v2v2, 3v3v3v3
-Game modes can be ticked so you can que for different game modes at the same time, there will be estimated queue times.
-They want you to be able to play a training mode, with targets, bots or other people while waiting for a queue
-They want the release to be as strong as it possible since you rarely get second chances with a game specially with a multiplayer game, and they want the beta to be as enjoyable and re playable as much as they need it to be in order to get feedback
-There's wall clipping, will also be vertical wall clipping.
-HUD customization question: It's coherent, which is basically HTML5, CSS3 and JavaScript.. It's all just about us to be able to push it for you guys, not a huge priority but you will be able to do stuff for sure..
-Next time he comes back for a update will most likely have game play footage and a release date
-A brawl map is shown
-There are spawn pads with no collision that can assist new players in knowing where spawns are. spawn system is still being worked on
-They really like the engine for many reasons and hope it will allow them to be very flexible in the future, support different game modes and give tools to support people's communities
Notes from the stream if you don't have time to watch the one hour vod
-Recently they have been working on a CTF map
--They have a contract with a company that wants some game footage from the studio and the CTF map was influenced by that
--Theme of that CTF map needs to be simplified
-They have been working on the editor, game modes and game play which they will show when they want to hype up the game
-Demo/replay system question: There is a demo/replay system, which was used for the kickstarter trailer, hopefully a lot of it will be server side, there's the ability to script the timings to extract certain footage, the replay system will be worked on next month
-How does the movement compare to other Quake style games question: will feel very familiar to some of the old arena fps games, they tried to focus on getting a nice base for the movement and making sure that the engine was optimized, regarding air control they are considering splitting the game much later into launch with a screen before the main menu to give players the choice between Diabotical and air control, but at the same time we really don't want to split the game up.. James doesn't think air control fits well with standard movement
-Spectator question: Spectator mode will be as close to broadcast ready as possible, meaning small streamers can cover tournaments in the tournament system. We are planning on adding more stuff to the UI to show things like final, semifinal, round of 8 and etc so that even the lazy casters can just plug and play and don't need to setup trivial things like that.
-Statistics and ladder question: there will be stats and probably a ladder but to what degree is unknown, they want to have an api for 3rd party website to be able to pull out information, there will be official tournaments with prizes, people can also host their own tournaments
-Anti-cheat question: will try their best but can't promise there won't be cheating specially considering the size of the team
-Esports plans question: they will give some time for the game to breathe before announcing tournaments with money and then will reassess, they are open to work with anybody if they can work things out with them, they are also fine with hosting and covering their own tournaments, the hard part is their financial position, they hope to make it financial incentives for teams to pick up players
-Esports modes questions: duel, they think 12 minutes is good given 10 minutes is too short for players to make a comeback and 15 minutes being too long so 12 seems like a good sweet spot. they are interested in seeing if TDM could feature on the list, if they do have TDM as an esports mode it'll most likely be 3v3, they think the tournament system will tell them about what's popular.
-Game modes question: game modes are easy for them to create, they have put work into the engine to make it easy to iterate. They will most likely release with duel, 3 team modes along with probably brawl (FFA). They have race/defrag ready but won't have time for a lot of maps apart from maybe 1, they will probably test game modes with the player base
--(A duel map is shown)They made some game modes for fun like instagib with portal guns, freeze tag with jet packs
--They will work on the core game play loop in 2 months
-Modding tools question: -Not really sure how far to allow you to mod. You will be able to make gamemodes with different mutators though, not sure after that because of the release time frame that they have.., weapons can be scripted too
-Question about customization: Will enforce a minimum rule for the esport community, essentially "don't go crazy and break the game", but you'll be able to move the UI around, change/customize cross hair, change hitsound, crosshair customization for each individual weapon, sense, fov, weapon positioning/opacity and etc.. don't mind what you do with the interface of your eggbot, you can change how you feel in the eggbot, just not the map.
--Showed off the crosshair customization with the ability to have different layers for example having a + crosshair then being able to add a circle around it and then having a 3rd layer and being able to change the colors/thickness of each layer. so theres thousands of possibilities for whatever crosshair you want
-The weapons that are shown: weapon similar to plasma gun, a rocket launcher, weapon similar to lightning gun, weapon similar to railgun, the weapon 9 superweapon shoots a ball that detonates after 0.3 seconds if a player is within a certain radius of the ball and has alot of knock back more than a RLs knock back, weebles/weebombs which are handheld grenades which will have personalities based on their function, the 1 weeble/weebomb that was shown created an aoe which slowed players and projectiles inside of it (think of faceless voids ult from dota except slowing not freezing), grenade launcher, minigun
--Superweapons will probably be featured in game modes that are more about fragging and less about teamplay, rotating super weapon spawns can be added which can then be fought over in those modes
-Attack and defend map blockout shown including terrain as the floor
-Terrain editor is shown, terrain can be used for various things
-Different lighting and skybox such as day, night, and dawn layers which will be used as presets for editors
-They don't think they will add daytime and nightime cycle for maps
-Maskable models and textures can have their hex color code changed by the map maker
-Hoping to connect decals with account options, so you can go into maps with your own or your team's logos
-Co-op survival might not be out on release (bots exist and have path finding but need work)
-Servers question: currently use AWS in Australia, Frankfurt and America
-Music question but James would like to surprise people
-They have roughly the whole year financially covered, so they will try to push the game somewhere near the end of the year, worst case it could be February
-When they have the game play loop locked in they hope to get people in
-Next month they will work on replay system, a game mode, arts and stuff
-They are planning on a price of around 15 dollars, want the price to not be very high but want to discourage people cheating
-They are thinking of doing something similar to a battle pass to reward people who would like to support the game and get some items
-They think they are bad at some things that other game companies are good at, the studio takes some time to realize how something should look, sound and feel (also the engine is their own and they are a small team) they think they are good at figuring out what the customer wants, like how they want their customization, treatment, matchmaking and replays, which some companies might not focus as much on
-Another duel map is shown
-15 maps for release, 5 duel maps, 3 maps for each of the other game modes
-They have renamed free for all to brawl, difference being you can choose between 1v1v1v1v1..., 2v2v2v2v2, 3v3v3v3
-Game modes can be ticked so you can que for different game modes at the same time, there will be estimated queue times.
-They want you to be able to play a training mode, with targets, bots or other people while waiting for a queue
-They want the release to be as strong as it possible since you rarely get second chances with a game specially with a multiplayer game, and they want the beta to be as enjoyable and re playable as much as they need it to be in order to get feedback
-There's wall clipping, will also be vertical wall clipping.
-HUD customization question: It's coherent, which is basically HTML5, CSS3 and JavaScript.. It's all just about us to be able to push it for you guys, not a huge priority but you will be able to do stuff for sure..
-Next time he comes back for a update will most likely have game play footage and a release date
-A brawl map is shown
-There are spawn pads with no collision that can assist new players in knowing where spawns are. spawn system is still being worked on
-They really like the engine for many reasons and hope it will allow them to be very flexible in the future, support different game modes and give tools to support people's communities
Edited by Warden at 11:09 CDT, 6 August 2018 - 18127 Hits