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1  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: July 17, 2013, 01:40:37 PM




I tweaked a lot of balancing parameters, added some new skills and fixed some bugs to prepare for a playtest. It was last week-end and i failed miserably. Durr...?

I'm now coding some dumb bots in order to stress the server and be more prepared for the next playtest.

  • ADDED new font for tooltips
  • ADDED a few sounds for skills
  • ADDED visual feedback for for the heal tower (previous gif)
  • ADDED input box for nicknames
  • ADDED cooldowns
  • ADDED a new skill : converts life into energy
  • ADDED damages when charging
  • ADDED a new type of targeting
  • ADDED teleport animation
  • REVAMPED the tower points icon & behaviour
  • CHANGED controls for skills
  • CHANGED the way i feed my animations
  • CHANGED now a player disconnection will also destroy its tower right away (for now)
  • CHANGED font for health text
  • TWEAKED a lot of variables related to skills, dmg, range…
  • FIXED circular frame buffer
  • FIXED charge, removed the lag compensation, I now let net corrections handle it, more reliable for now
  • FIXED message sending netrate
  • FIXED blur with pixel fonts
  • FIXED the server ending the instance when one team is disconnected
  • FIXED banners positions
  • FIXED a bug when dying while carrying a banner
  • FIXED banner attach/detach client-side
  • FIXED mask & hitbox for towers
  • FIXED collision to prevent tunneling, probably still buggy
  • FIXED a bug where towers won’t drop after player death
  • FIXED towers, now behaving like players hence attackables again
  • FIXED behaviour of the pushing line when towers are dropped, destroyed and moved around
  • FIXED tower ray not being triggered and crashing when a player disconnected
  • FIXED tower healthbars images
  • FIXED entity destroy preventing networks messages to be sent
  • FIXED a bunch of fonts
  • FIXED a bug where destroying objects wouldn’t go through the internet pipes in every cases
  • FIXED a bug where actions were not blocked when energy is too low
  • FIXED a bug where actions not in range would still fire
  • FIXED out of sight projectiles being destroyed within wrong limits
  • FIXED a bug where towers would auto regenerate
  • FIXED nicknames not showing up in chat
2  Player / Games / Re: Game genres/mechanics/themes that are underexplored? on: July 01, 2013, 01:12:18 AM
It's not really related to mechanics but i'd like more games to explore other periods of history like prehistory, ancient egypt... and especially when it's about RPG which can't be seen in another form than the generic medieval fantasy thing.

Ps : I'm doing a medieval fantasy MOBA BUT STILL, i'm the only one to blame ! (and my placeholders)
3  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: June 29, 2013, 01:55:24 AM
Fixed some bugs related to networking, still working on a cleaner network loop.

Worked with some pixel fonts. Had this annoying blur effect for no apparent reason.



I just disabled anti-aliasing for now



I made a new ability  Ninja



  • FIXED a bug where you could attack yourself :3
  • FIXED tower health bars
  • FIXED the charge not playing well with the network corrections
  • FIXED tooltip positions
  • FIXED my circular buffer, again; i will probably break it later...
  • FIXED a bug where high positions deltas wouldn't make the player move
  • REVAMPED the energy system
  • ADDED tooltip descriptions & colors

My weekly update on IndieDB : http://www.indiedb.com/games/berserkrgangr/news/weekly-update-pixels-bugs
4  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: June 26, 2013, 09:32:21 AM
I'm a big fan of MOBA games, i'll be checking this out. Smiley
Great, thanks :]

That's my second take at the energy mechanics



You can now exchange part of your energy with some of your team mates, helping solve dead-end situations where the healer hasn't enough energy to save you.

That's a mechanic i'm curious to try in the next playtest soon !
5  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: June 19, 2013, 09:22:57 AM
I kinda experimented a mechanic where everything comes frome one single source :



But i thought it didn't fit the game much, more about it here : http://berserkrgangr.tumblr.com/post/53307526971/energy-mechanics

Below a simple visual feedback on skills selection.
6  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: June 17, 2013, 01:11:48 PM
I've added some tooltips !

7  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: June 13, 2013, 11:46:56 AM
Thank you \o/



Those are banners, which are used to upgrade your towers when brought back to your base.

I fixed a bunch of stuff as well but i'm not sure it's relevant to list them here but in case you can check this out on my tumblr here :

http://berserkrgangr.tumblr.com/
8  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: June 08, 2013, 03:02:16 AM
I'm not really good at daily updates but i'll try to do better next week.

What has been done :

- ADDED screenshaking \o/
- ADDED spawn/win zones
- ADDED a *proper* event manager
- IMPROVED netcode : better lag compensation and handles the charge better
- IMPROVED my entity manager (i'm using an entity / component architecture)
- IMPROVED my network loop which was eating some events
- FIXED bugs related to tower building
- FIXED collision tunneling

I also refactored A LOT of stuff, my code is getting cleaner that's good.

Here a few GIFs to make your mobile device crash :
Edit : Ok maybe your computer as well actually.









I'm drawing my map tiles and designing the map on PyxelEdit which is a really neat software. I'm using GraphicsGale for non-static content as players, projectiles...
9  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: May 30, 2013, 09:14:27 AM
Today i've been working on a wooden bridge !



There's a weird effect going on there, i made big planks because i wanted something massive but i guess the nails are kinda tricking my eye into thinking that it's an higher res object than the rest of the world which now looks (even more) weak. I think i should get rid of the nails, i'll try that tomorrow. (I still think it's more detailed than anything else i did on the world though so it might not be enough)

I finally have my player targeting system working :



And i can now heal with it.

10  Community / DevLogs / Re: Berserkrgangr - 3v3 Moba on: May 28, 2013, 09:53:06 AM
Thank you !

Last few weeks, i've been switching from a MMO-type-focus like that :



to something more aim oriented like this :



But those are mostly for zone skills so today i've thought about how to target specific players and while the idea was to aim i think i'm just gonna go the hack&slash / moba way where you have to mouse over the player.

Another gif about a tower attacking :

11  Community / DevLogs / Berserkrgangr - 3v3 Moba on: May 24, 2013, 07:22:43 AM

Berserkrgangr is a moba where each team have to conquer the enemy *base* by raising towers. Each player can summon a tower but only before the most advanced enemy tower. It's a game of pushing and backing. You can upgrade your tower and add some modifiers to your character with a rune-like system. I'm trying to emphasize a team-oriented gameplay by staying away from polyvalent classes; there are three roles : tank, dps and healer but several different characters per role should be available in the future.



More infos on the game:


Twitter @caribouloche
Tumblr

With this post i'll try to give a more fine-grained update rate compare to Indiedb where i post once a week. Hoping on some feedbacks about game design ideas and pixel art stuff. Smiley
12  Community / DevLogs / Re: Hammerwatch - Co-op Hack & Slash (BETA/DEMO ACT1) on: March 17, 2013, 04:53:05 AM
I finished the act with 2 of my friends and i enjoyed it again, i have to say that the op feeling i had with the wizard kinda balanced itself when I reached the weapon npc. Also while the paladin isn't really fun at the beginning, when you make the dmg update, increase the arc and understand a bit more the gameplay it's actually really really fun !

I just regretted a bit to have played with infinite lives when i reached the queen, that's some serious boss :D
13  Community / DevLogs / Re: Hammerwatch - Co-op Hack & Slash (BETA/DEMO ACT1) on: March 16, 2013, 02:00:33 PM
That game is really awesome <3

As already said the only issue i had is the Wizard flame skill which seems a bit useless since it doesn't do a lot of damage, use mana and doesn't equal his fireball IMO since it does zone as well. Maybe the fireball aoe is too big.

I feel that overall the Wizard is a bit overpowered, he can't take a lot of damage, right, but still. Now i haven't finished the act and when bullet hell zone appears It starts to be harder to survive indeed.

Also, the paladin is hard if not impossible to play in survival. Who, Me?
14  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: March 13, 2013, 01:36:13 PM
That's the best feedback i've had, thanks a lot !

I completely agree with the way too clichy sounding of the title and that frustrate me even more since my first ideas were trying to avoid that. I like your more scandinavian sounding, i'll come back with more ideas. Smiley
15  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: March 12, 2013, 11:54:55 PM
Hello,

I'm doing a little moba game, it's about fighting, managing its own tower (moving / repairing), and pushing the team towers to the enemy base.



The project name is "Xaxa" aka random letters smashed on my keyboard; but i want something definitive.

Other grabbed ideas are :

Push as hell
PushPushPush

Something with obelisk in the name (as in the fighting towers i'm using in the game), War of the obelisks (hoho)...


After the feedbacks i got i tried to go on another path, something in that idea :

Obelisks of Mazolar
Pillars of Cineda
Columns of Oroca


How does that sound ?
16  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: January 16, 2013, 11:04:04 AM
Haha, i didn't know that, thanks for the feedback.
17  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: January 16, 2013, 02:41:35 AM
Hello,

I'm doing a little moba game, it's about fighting, managing its own tower (moving / repairing), and pushing the team towers to the enemy base.



The project name is "Xaxa" aka random letters smashed on my keyboard; but i want something definitive.

Other grabbed ideas are :

Push as hell
PushPushPush

Something with obelisk in the name (as in the fighting towers i'm using in the game), War of the obelisks (hoho)...
18  Developer / Playtesting / Re: Smash Da Gas! 3d multiplayer racing on: September 14, 2012, 09:52:12 AM
I just played with a friend of mine and it was really fun !

The car behaviour is a bit hard/weird to master but that might be different with other cars.

I haven't figured out how to start a race at first, i should have read your message but i guess that's enough for people to close the tab sometimes.

I don't like the idea of being able to change the angle & steering settings, it doesn't seem to fit with the simplicity of the rest of your game, it's kinda frustrating to think about tweaking it...

I really like the look of your cars Smiley

Also : Are the races hosted by one of the player or do you have a dedicated server ? If so, are you running it headless ? (wasn't that a unity pro feature ?)
19  Community / Versus / 0.3 on: March 05, 2011, 02:38:33 AM
Ok, i lost motivation so here is the "last" update.

- FIXED an error when you're quitting the game while in the menu
- FIXED a big bug in the collision response
- you can drive backward faster

Download 0.3

Actually the real last thing i should add is a race mode, right now the battle mode is totally boring.


I learned a lot from this jam,

- Dead lines are great for motivation : i think i've made almost half of the game during the last 24 hours. The problem is that it's very hard to simulate this kind of pressure when there's no jam around :S

- Premature optimization blablabla : related to above, and even if every programmer knows that thing i actually really experienced it in this jam, my code is ugly but at least i didn't spent hours on a stupid menu or trying to find the best way to implement an algorithm...

- Vectors and the maths around it : i don't like to make some technical stuff much but when you do math with a game in mind it's almost fun. Also when performances are needed use vectors instead of trigonometry. An interesting article about the fastest way to find a distance between two points.
20  Community / Versus / Re: [Webcam working] Two cars, one table (0.2) on: March 02, 2011, 07:21:58 AM
0.2 is actually the same as 0.1...

The thing is that if you're playing with webcam enabled and quit the game, it will actually stay in your processes because I was not releasing the webcam capture. I fixed it in this version.

Download 0.2.1
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