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21  Community / DevLogs / Re: Battle Splash - Tactically soaked in Chaotic Water Shooter on: February 27, 2017, 07:59:02 AM
Along with the Pre-Alpha build, we also want to show you a video featuring various gameplay aspects of Battle Splash in this Pre-Alpha build.



22  Community / DevLogs / Re: Floatlands - lowpoly survival-exploration fps on: February 27, 2017, 06:48:47 AM
Will there be any form of co-op multiplayer to be implemented in this game?
23  Community / DevLogs / Re: [Coop 3D] Heroes of Delum on: February 27, 2017, 06:47:38 AM
How many maps will you guys include in the final version? And are you guys planning to support LAN co-op in all version?
24  Community / DevLogs / Re: Starfall Tactics – space RTS, Wargame and MMO. on: February 27, 2017, 05:30:09 AM
Hello! Nice work you've got there so far.

Can you tell us a little bit more detailed about the multiplayer modes? Is the "Galaxy Map" acted like a large Risk-like metagame or does it have any effect on overall multiplayer experience?
25  Community / DevLogs / Re: Unworthy: Souls-Inspired Metroidvania on: February 27, 2017, 03:47:47 AM
Hi! I've followed your game for a while back in IndieGameDevs group in Facebook, and congrats for the nice progress of yours.
Just one question: Do you have any plans for co-op campaign (or any form of co-op modes)?
26  Community / DevLogs / Re: Topdown Co-Op ARPG - MH and DS inspired on: February 27, 2017, 03:39:46 AM
Awesome progress you've got there. Do you have any detailed plan for the co-op functions of yours?
27  Community / DevLogs / Re: Battle Splash - Tactically soaked in Chaotic Water Shooter on: February 26, 2017, 07:02:22 AM
After a long period of preparations, we're proud to bring you guys the very first Pre-Alpha build of Battle Splash - Violence-free Third-person Water Fight Game on PC.

Download Link:


Take your water weapons and challenge with/against your friends. Feel the frenzy as water splashes from your weapons can accidentally wet your opponents, your allies, and even yourself! The aim of this game is to create a fun, intense, and exciting shooter with no need of violence. Everyone, regardless of ages, can enjoy Battle Splash as much as they can.

Players can choose one of 4 character classes with different traits and stats for wide range of play styles. These classes are equipped with a special items based on strengths and advantages of the characters. Moreover, Battle Splash allows players to wield a set of 4 weapons with no restriction for more fun and frenzy experience. The game will also feature AI bots to provide more challenges to the players.

Pre-Alpha Features:

  • Large playground with the theme of Medieval Town
  • Team Free-For-All game mode
  • All characters and weapons are available
  • Single-player and Multiplayer via LAN up to 32 players
  • Challenging AI bots for comp-stomp

System Requirements:

  • CPU: Intel Core i3
  • GPU: Intel HD Graphics (2nd Generation)
  • RAM: 3GB
  • HDD: 1GB
  • OS: Windows 7 32-bit
  • Keyboard & Mouse
  • Network card for LAN Multiplayer

We're really happy if you can come along and join the fun of water fights with Battle Splash. See you at the playground!
28  Community / DevLogs / Re: Battle Splash - Tactically soaked in Chaotic Water Shooter on: February 19, 2017, 10:17:09 AM
Oh I see. So did people are you, like family members pressure you? It's a long time regardless. I'm personally feeling a lot of pressure sadly, and it's only been 5-6 months haha.

And do you know a game called Senran Kagura? It reminded me of that as well, perhaps it can be good to take inspiration from as clothing destruction is always fun in its own ways. Also I see in the trailer water splash effects, but how about their skin or clothes getting wet? I think it should be possible to achieve and add some depth.


Indie games always mean pressures from everywhere. It's like the process of life that you barely can avoid. But pressures may give you lots of interesting experiences when doing everything.

As for Senran Kagura, I'm well aware of that since those devs also choose the theme of water fights (though they announced that game much later than us). To be honest, one of my top goals when developing Battle Splash is to make it suitable for every ages, thus avoiding most of the mature elements, while focusing more on gameplay depth. Also, I can assure that the clothes in this game will get partially wet, which obvious in a game of water fights.
29  Community / DevLogs / Re: [NOW on Greenlight] Starlight ROGUE: Intergalactic Warfare, Unscaled. on: February 19, 2017, 10:06:42 AM
Looks really awesome and just voted yes for your project. Also, one question: Any plans for online multiplayer (or at least LAN)?

That means a lot thank you. I think online multiplayer is too ambitious for my first project right? A lot of debugging involved for that. I think two player co-op is the easiest to implement and would be awesome feature if I bring this to expos, what do you think and what was your personal experience of it?


Well, I think it's a great idea when you can implement the multiplayer in its very first steps. One advice: Balance is one of the most crucial aspects when you design a multiplayer game. You need to make sure that the challenge is good enough to fit the co-operative experience of two players.
30  Community / DevLogs / Re: [NOW on Greenlight] Starlight ROGUE: Intergalactic Warfare, Unscaled. on: February 19, 2017, 08:32:56 AM
Looks really awesome and just voted yes for your project. Also, one question: Any plans for online multiplayer (or at least LAN)?
31  Community / DevLogs / Re: Battle Splash - Tactically soaked in Chaotic Water Shooter on: February 19, 2017, 08:29:20 AM
Firstly congrats on getting Greenlit, well deserved! It looks really good, almost reminds me of the extensive mods I downloaded for oblivion / skyrim. 4 years... certainly not trivial but it shows the effort that you put in. How did you manage to stick with it all this time?

Thank you very much, Leon! As for the development time, I'll be honest: My first two dev years are only as a simple hobby with the coding speed of a snail. If you take a look of the comparison video, you'll see that my first prototypes were lacking visual appeal as I just wanted to focus on refining the water fight gameplay. After realizing its potential, I decided to go full speed with remaking all of the graphics, especially when upgrading from Unity 4 to Unity 5. It's quite a long journey of coding and rendering, but I'm really happy with that.
32  Community / DevLogs / Re: Battle Splash - Tactically soaked in Chaotic Water Shooter on: February 19, 2017, 07:59:03 AM
This is how Battle Splash evolved after 3 years of development, 8 Unity versions, 10+ prototype builds, and many hours of bugfixes after upgrading newer Unity versions.





And here's what we discovered while testing the shield item for one of our girls. In fact, we DID have a full ping-pong match by only using that item.



33  Community / DevLogs / Re: Battle Splash - Tactically soaked in Chaotic Water Shooter on: January 23, 2017, 10:28:27 AM
@nam1995 Is my raw input the only thing sent to the server? Or do I tell the server when I've 'fired'.

Not only your input, your fire command, but more information is sent as well. The server then use all the data and then trying to guess what you are doing and what was happening on your side, thus taking necessary actions.

Amazing art and approach. Definitely fresh. Following Smiley

Many great thanks! I really appreciated that :D
34  Community / DevLogs / Re: Immortal Redneck - Old-School FPS + Roguelite + Egypt on: January 23, 2017, 10:17:01 AM
Hello! I've just seen your game and I must say it's really impressive. Upvoted!

Just one question: Do you have any plans for multiplayer/co-op?
35  Community / DevLogs / Re: Battle Splash - Tactically soaked in Chaotic Water Shooter on: January 23, 2017, 12:59:39 AM
Cool! How are you handling the networking? Is there a central server? Is it UDP? How is a hit handled?

The game is self-hosted, and everything was calculated by server (hit, game state...). It also support relay server for Internet broadcasting and UDP for LAN broadcasting, though we my use Steam API latter for better support.

Congrats on getting through Greenlight! Looks a bit like a PC Splatoon, it's interesting, following Smiley

Thank you very much!
36  Community / DevLogs / Re: Battle Splash - Tactically soaked in Chaotic Water Shooter on: January 22, 2017, 07:00:11 AM
Our voting campaign in Greenlight has ended successfully as the game is officially Greenlit after 16 days, right in the end of year 2016. Therefore, thank you very much for supporting us and we'll do our best to create the finest experience in this water fight game.



Right after being Greenlit, we've started experimenting and making new features in Battle Splash. "Balloon Hop" (a.k.a "Water Balloon Hopping") is the first mechanism to be implemented in this year and it's a really fun one. This mechanic requires precise aiming and timing in order to be successfully executed. A series of perfect "Hops" will keep player leaping very fast.





Along with the "Balloon Hop", we also decided to remake our Medieval Town map based on the community feedback. The buildings are re-modeled and the color tone is being adjusted in order to unify the overall aesthetics. At first, we tried with the tone of fresh green with examples below:









This is the comparison between the original version (upper) and the remake version (lower)



However, many feedback shows that most people prefer the orange/yellow color tones that implemented in the original map. So we decided to mix the original colors with new building models, which resulted in something fresh right here.











Comparing to the prototype made one year ago, this is a tremendous progress that we've done during the development









These are still Work-in-Progress, which you'll expect more changes to be made in time.
37  Community / DevLogs / Re: ARCHAICA: The Path Of Light - Beautiful puzzle, Two brothers team, Custom engine on: January 17, 2017, 08:06:35 AM
Beautiful art!
38  Community / DevLogs / Re: Fürwind (Adventure Platformer) on: January 17, 2017, 07:57:13 AM
Your char is so cute, i really love it!
39  Community / DevLogs / Re: Kikai on: January 17, 2017, 07:56:09 AM
Nice art bro!
40  Community / DevLogs / Re: Adventuring gentleman. steampunk platform shooter on: December 13, 2016, 10:36:07 PM
The characters look bizzare. But I really like them, especially their animations. Keep up the good work!
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