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TIGSource ForumsCommunityDevLogsBerserkrgangr - 3v3 Moba
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caribou
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« 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
« Last Edit: June 13, 2013, 11:47:51 AM by caribou » Logged

jonbro
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« Reply #1 on: May 24, 2013, 11:53:52 PM »

looking cool! that is an interesting approach to try to focus the moba rather than adding complexity through bredth. good luck with it!
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caribou
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« Reply #2 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 :

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caribou
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« Reply #3 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.

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caribou
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« Reply #4 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...
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devi ever
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« Reply #5 on: June 09, 2013, 06:44:11 AM »

This is very beautiful!  Who, Me? Hand Thumbs Up Right
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caribou
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« Reply #6 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/
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caribou
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« Reply #7 on: June 17, 2013, 01:11:48 PM »

I've added some tooltips !

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caribou
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« Reply #8 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.
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Conker534
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« Reply #9 on: June 19, 2013, 09:32:39 AM »

I'm a big fan of MOBA games, i'll be checking this out. Smiley

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caribou
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« Reply #10 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 !
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caribou
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« Reply #11 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
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caribou
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« Reply #12 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
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