https://www.twitch.tv/videos/356565660
Notes if you don't wanna watch
-Some of the pros have been playing a little bit as people know
-Trying to get Kickstarter people in the beta in February might seep into March
-Done the website but need gameplay footage for the website, the website hasn't been put up yet
-Menu screens have been updated
-2GD worked on the UI
-There are new themes
--ca_prb_01 map is shown which has a Japanese style theme (theme by Omar), it's a clan arena map with 5 rooms, play a round in a room and when the round ends you go to another room
--Map is shown with more of dungeon-like theme (theme by Carl), brawl map
-Might make brawl into a mode where new maps keep loading after a match ends, stop and starting
-Knightbot model is shown
-How does movement speed compare to QL? There's a speed counter on the bottom left of 2GD's HUD, HUD can be changed with the HUD editor in the options
-Taking feedback from pros on what they want, cYpheR is interested in having the health color change depending on health amount
-Will have configs to be able to load different settings easily
-CTF is planned to be 5v5
-Hub map being worked on by promEUs is shown
--Thinks the hubs will end up having shopkeepers to access customization which can also be accessed through the menus
--Wants to have a train station in the hub to access other people's hubs
-Movement physics can be messed around with, maybe they will allow custom physics in custom games to start with
-Which Quake players are on board, do you expect many to join Diabotical? Hoping to make some esports events next year, will try to avoid Quake Champions events for Quake players to be able to play both and not lose potential prize money if tournaments happened at the same time. Hoping for new up and coming pros from Quake Champions and other games as well to play the game, depends on how well they can update the game and keep people's interest
-Can we buy into the beta? not right now
-When you load the game you get different menu screens
-When you create a group with friends they will show up in the menu map
-Who's doing the music for the game? Dennis has done the menu music, Anders (gaspachelor) has done most of the audio design, MarkieMusic will help out with some music tracks and help with announcer packs as well
-will try to ship with 3 or 4 maps for each game mode
-Battle Royale mode option is show in the list of modes of the custom game menu, they've done the tech for it but don't expect it to be there, it won't be released
-ca_gz_01 map is shown done by guazimodo and a bit by the studio
-Melee weapon is show but doesn't have the correct texture, animation and doesn't have visual effects at the moment
-ca_pr_01 map is shown
-Some improvements have been made to mini CA
-Mangley will be arting up some maps
-dt_pr_02 map is shown
-When can we buy it on Steam? hopefully February maybe March
-What about custom modes, instagib? Have done instagib, some things can be modded, will end up with modifiers most likely
-Weapon customization will not be ready for launch, needs work, thinks people will be happy enough with the eggbot customization to start with
(edited)
-You will be able to put things on the Steam workshop if the studio goes with Steam
-Kind of wants to talk with Epic Games, thinks Steam take 30% but deliver a lot with data, workshop and might be a better fit, but Epic Games wants exclusives, 2GD doesn't know, would rather not change direction unless it makes a lot of sense, 2GD would rather be everywhere, 2GD is exploring the situation
-Have done pre-talks with an anti-cheat company
-Using AWS servers, still have to work on netcode
-Have been working on the replays with a different server solution to host replays
-Want to release with a tournament system for launch
-Gameplay will be shown with trailers
-Will do a test tournament series where some of the game modes will be rotated on a weekly basis, probably will use the in-game tournament system for them (which still needs a little bit of work)
--They have to care about the esports a lot but also make sure that other game modes that might not be as esport-y but are more fun, can keep people entertained and interested
-There are damage numbers which can be turned off, thinks they will add some more options
-No Linux compatibility
-There's a spectator mode, needs polish
-There's matchmaking, only getting people into the game at the moment
-Rage mechanic: if in FFA someone keeps getting killed their rage will increase and they will have a chance of getting something on their respawn like a rocket launcher or 25 armor, doesn't know yet (comeback mechanic), rage will go down if you kill a lot of people, in duel player icon on the top of the hud will indicate that the player got something on their respawn so the opponent knows
-Challenge mode: for example in an FFA game after 3 very good players join their Elo is checked against the rest of the players during warmup and they are asked if they want to play challenge mode which will make the game harder for them, if they accept to play (if 2 out of 3 accept then all 3 will play challenge mode) the opponents they kill will get bonus rage, and the challenge mode players can be affected by modifiers (for example: only 50% armor on pickup or no jumping), if challenge mode players win they will get a special reward
--Challenge mode players are in a separate scoreboard and in the normal scoreboard, and statistics while playing this mode will have their separate place
--Modifiers will be displayed on Twitch streams
--When good players accept to play in challenge mode this is another way to help players that aren't as good
-Implosion Weeble (weapon) is shown waving when it's selected, textures are messed, meant to look cooler, this weapon can be used to reverse rocket jump, 2GD thinks they will be more fun in team modes
-Thinks they will ship with 3 CTF maps, they will be shown at a later point
-Using their own engine, currently called glitch engine
-Hyped about some of the personality that can be injected with gameplay
-Will there be voice chat? tried to contact Discord but they say not to contact them at the moment in their website
-Progression systems? Battle pass that lasts a couple of months and is renewed, first will be given for free since people bought the game
-Not sure about steam market support from the get go
-One programmer made the engine, multithreaded the engine, made all the game modes
-You can force enemy team(s) and team mate colors
-Happy new year
-Menu music by Dennis is played
-Eggbots don't talk
-During a time when there was financial pressure, came up with the idea to create a game that would take 3 months to make, worked for 2, 3 days on a 2d jelly game with similarities to Super Meat Boy, but it's multiplayer and you fight other jellies, jellies can be lava or ice infused, game was called "Super Jelly"
-Super Jelly theme song by Dennis, which is similar to the menu song, is played
-Super Jelly concept art of the map is shown, scientists in the background put the jellies in the arena to test which one is the best
Notes if you don't wanna watch
-Some of the pros have been playing a little bit as people know
-Trying to get Kickstarter people in the beta in February might seep into March
-Done the website but need gameplay footage for the website, the website hasn't been put up yet
-Menu screens have been updated
-2GD worked on the UI
-There are new themes
--ca_prb_01 map is shown which has a Japanese style theme (theme by Omar), it's a clan arena map with 5 rooms, play a round in a room and when the round ends you go to another room
--Map is shown with more of dungeon-like theme (theme by Carl), brawl map
-Might make brawl into a mode where new maps keep loading after a match ends, stop and starting
-Knightbot model is shown
-How does movement speed compare to QL? There's a speed counter on the bottom left of 2GD's HUD, HUD can be changed with the HUD editor in the options
-Taking feedback from pros on what they want, cYpheR is interested in having the health color change depending on health amount
-Will have configs to be able to load different settings easily
-CTF is planned to be 5v5
-Hub map being worked on by promEUs is shown
--Thinks the hubs will end up having shopkeepers to access customization which can also be accessed through the menus
--Wants to have a train station in the hub to access other people's hubs
-Movement physics can be messed around with, maybe they will allow custom physics in custom games to start with
-Which Quake players are on board, do you expect many to join Diabotical? Hoping to make some esports events next year, will try to avoid Quake Champions events for Quake players to be able to play both and not lose potential prize money if tournaments happened at the same time. Hoping for new up and coming pros from Quake Champions and other games as well to play the game, depends on how well they can update the game and keep people's interest
-Can we buy into the beta? not right now
-When you load the game you get different menu screens
-When you create a group with friends they will show up in the menu map
-Who's doing the music for the game? Dennis has done the menu music, Anders (gaspachelor) has done most of the audio design, MarkieMusic will help out with some music tracks and help with announcer packs as well
-will try to ship with 3 or 4 maps for each game mode
-Battle Royale mode option is show in the list of modes of the custom game menu, they've done the tech for it but don't expect it to be there, it won't be released
-ca_gz_01 map is shown done by guazimodo and a bit by the studio
-Melee weapon is show but doesn't have the correct texture, animation and doesn't have visual effects at the moment
-ca_pr_01 map is shown
-Some improvements have been made to mini CA
-Mangley will be arting up some maps
-dt_pr_02 map is shown
-When can we buy it on Steam? hopefully February maybe March
-What about custom modes, instagib? Have done instagib, some things can be modded, will end up with modifiers most likely
-Weapon customization will not be ready for launch, needs work, thinks people will be happy enough with the eggbot customization to start with
(edited)
-You will be able to put things on the Steam workshop if the studio goes with Steam
-Kind of wants to talk with Epic Games, thinks Steam take 30% but deliver a lot with data, workshop and might be a better fit, but Epic Games wants exclusives, 2GD doesn't know, would rather not change direction unless it makes a lot of sense, 2GD would rather be everywhere, 2GD is exploring the situation
-Have done pre-talks with an anti-cheat company
-Using AWS servers, still have to work on netcode
-Have been working on the replays with a different server solution to host replays
-Want to release with a tournament system for launch
-Gameplay will be shown with trailers
-Will do a test tournament series where some of the game modes will be rotated on a weekly basis, probably will use the in-game tournament system for them (which still needs a little bit of work)
--They have to care about the esports a lot but also make sure that other game modes that might not be as esport-y but are more fun, can keep people entertained and interested
-There are damage numbers which can be turned off, thinks they will add some more options
-No Linux compatibility
-There's a spectator mode, needs polish
-There's matchmaking, only getting people into the game at the moment
-Rage mechanic: if in FFA someone keeps getting killed their rage will increase and they will have a chance of getting something on their respawn like a rocket launcher or 25 armor, doesn't know yet (comeback mechanic), rage will go down if you kill a lot of people, in duel player icon on the top of the hud will indicate that the player got something on their respawn so the opponent knows
-Challenge mode: for example in an FFA game after 3 very good players join their Elo is checked against the rest of the players during warmup and they are asked if they want to play challenge mode which will make the game harder for them, if they accept to play (if 2 out of 3 accept then all 3 will play challenge mode) the opponents they kill will get bonus rage, and the challenge mode players can be affected by modifiers (for example: only 50% armor on pickup or no jumping), if challenge mode players win they will get a special reward
--Challenge mode players are in a separate scoreboard and in the normal scoreboard, and statistics while playing this mode will have their separate place
--Modifiers will be displayed on Twitch streams
--When good players accept to play in challenge mode this is another way to help players that aren't as good
-Implosion Weeble (weapon) is shown waving when it's selected, textures are messed, meant to look cooler, this weapon can be used to reverse rocket jump, 2GD thinks they will be more fun in team modes
-Thinks they will ship with 3 CTF maps, they will be shown at a later point
-Using their own engine, currently called glitch engine
-Hyped about some of the personality that can be injected with gameplay
-Will there be voice chat? tried to contact Discord but they say not to contact them at the moment in their website
-Progression systems? Battle pass that lasts a couple of months and is renewed, first will be given for free since people bought the game
-Not sure about steam market support from the get go
-One programmer made the engine, multithreaded the engine, made all the game modes
-You can force enemy team(s) and team mate colors
-Happy new year
-Menu music by Dennis is played
-Eggbots don't talk
-During a time when there was financial pressure, came up with the idea to create a game that would take 3 months to make, worked for 2, 3 days on a 2d jelly game with similarities to Super Meat Boy, but it's multiplayer and you fight other jellies, jellies can be lava or ice infused, game was called "Super Jelly"
-Super Jelly theme song by Dennis, which is similar to the menu song, is played
-Super Jelly concept art of the map is shown, scientists in the background put the jellies in the arena to test which one is the best
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