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TIGSource ForumsCommunityDevLogsWino: a team-based block wining game
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SuperDisk
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« on: April 29, 2014, 03:21:30 PM »


    Wino is a 2D competitive block mining game inspired by Infiniminer and Team Fortress/Gang Garrison. Originally started for Ludum Dare 29 with the theme "Under the Surface," El_Cabaro and I started working on a game where under the surface, players compete for naturally flowing wine springs while avoiding lava and attacking the opposition.

    Come join the beta testing group! https://steamcommunity.com/groups/winobetatesters


    Classes

    Winer
    -Can store the most wine
    -Fast moving
    -Can double jump
    -Can slowly sap the enemy of their wine

    Engineer
    -Can build wall
    -Can build bin
    -Can build healthstation
    -Can build ladder
    -Stores least amount of wine

    Digger
    -Digs quickly

    Prospector
    -Can locate wine
    -Can place C4 charges

    Tools
    Drill - digging (everyone)
    Wine vacuum - storing and obtaining wine (everyone)
    Prospectron - finding wine (prospector)
    Block gun- building walls (engineer)
    Storage bin - storing wine (engineer)
    Healthstations - heals allies (engineer)
    Ladder gun - slowly climbable (engineer)
    Laser gun - hurting enemies (everyone)


    [/list]
    « Last Edit: March 14, 2019, 08:27:13 PM by SuperDisk » Logged
    Trainzack
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    « Reply #1 on: April 29, 2014, 04:06:48 PM »

    Huh. Does very remind me of infiniminer, but not really of TF2.
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    Ouren
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    Poppy Works


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    « Reply #2 on: April 30, 2014, 08:54:55 AM »

    I want this on a 3.5 in floppy.
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    SuperDisk
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    « Reply #3 on: May 17, 2014, 10:41:18 AM »


    We got back together this weekend and added a few more things, but mostly jacked around and drank Big Red food-colored to look like wine.

    • Ditched the lobby system
    • Added wine sucking animations
    • Fixed server synchronization for wine bins
    • Added depositing animation
    • Added wine splash animation and sounds
    • Added floating names above heads
    • Added the "Win Condition" where if you get a set number of wine, the winning sequence happens.

    So mostly animation and other useless stuff. It'll get done sometime. Probably.


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    SuperDisk
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    « Reply #4 on: May 31, 2014, 07:35:51 PM »

    Land generation, brought to you by tears and sweat. We accidentally deleted it after about 4 hours and had to remake it.

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    SuperDisk
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    « Reply #5 on: October 17, 2014, 06:40:39 PM »

    Crazy revival bump! We're going to finally "finish" this game over the weekend, hopefully, then as a long term goal, get it on Steam (which is ambitious at best, but hey.)

    The plans:
    • Nerf the god-like engineer
    • Make the prospector do something more interesting
    • Add air caves
    • Weapons! This is a must.
    • Fix the master server list
    • Animations of characters moving (right now they just slide around)
    • Maybe a global leaderboard?
    • Better art
    • Just more general polish

    Then we'll see how it fares in the public's eye.  Coffee
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    SuperDisk
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    « Reply #6 on: October 19, 2014, 09:07:39 AM »



    Well, we didn't accomplish everything planned, but we did:

    • Add air caves
    • Weapons! Laser guns actually

    I swear we'll accomplish it at some point. We're just moving so slowly.
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    SuperDisk
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    « Reply #7 on: October 25, 2014, 09:28:50 PM »

    Partner in crime El_Cabaro digger halloween costume.



    To add some more info, the list of things that needs to be finished before a proper release (well, a barebones one) are only:

    • Make lasers hurt
    • Animations
    • Make prospector work better

    And that's it!
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    SuperDisk
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    « Reply #8 on: January 19, 2015, 02:06:50 PM »

    Recently added more stuff.

    • Fixed lasers
    • Fixed player name colouring
    • Made fall damage and lasers more screenshakey
    • FIxed screen resizing minor bugs
    • Added "wine sapping" where the Winer can slowly suck wine from the enemy's repository. It sounds a klaxon for the other team when doing so.
    • Resized the player hitbox a bit so it's more nimble

    Someday we'll get this done.
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    SuperDisk
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    « Reply #9 on: June 15, 2015, 06:51:17 PM »

    We updated the server.

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    SuperDisk
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    « Reply #10 on: October 04, 2015, 11:23:51 AM »

    A new lighting overhaul and a bunch of fixes under the hood.

    Also, new world generation based on cellular automata. I think I screwed up the implementation though since the worlds aren't coming out like in the javascript version I ported, but it's good enough for now.


    « Last Edit: October 04, 2015, 11:32:04 AM by SuperDisk » Logged
    SuperDisk
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    « Reply #11 on: March 13, 2018, 10:28:01 PM »

    Finally some more work on this thing. Played around with shaders today and reworked the lighting system for the LAST TIME.  Lips Sealed Seriously, it's difficult to get good performance out of MMF2 when you have thousands and thousands of blocks. Any thoughts on the dithering shaders? Took goddamn forever to port from GLSL to HLSL but I learned a lot in the process, which I guess is what counts.
    « Last Edit: August 13, 2019, 04:14:42 PM by SuperDisk » Logged
    SuperDisk
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    « Reply #12 on: January 06, 2019, 02:22:09 PM »

    Another update. El_Cabaro and I had some extended time to hang out this winter break and made huge progress on debugging and polish. The game is very very close to release, and we're hoping to get it on Steam pretty soon. Speaking of Steam, come join us on the Steam group for beta testing. We'll probably hold one last big test and everyone is welcome.

    https://steamcommunity.com/groups/winobetatesters

    I'll probably write a post eventually on how I got good performance out of MMF2.5 on 8836 map tiles without any chunk loading or whatever else, because I'm kinda proud of the shader I wrote.

    Finally here are some pics.









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    SuperDisk
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    « Reply #13 on: August 13, 2019, 04:02:38 PM »

    We're very closely nearing release and we've scheduled a (potentially) last beta test for Thursday that will last two days. Anybody interested please visit the Steam page and join, we'd love to have you: https://steamcommunity.com/groups/winobetatesters#announcements

    In other news, we had been using Purple Motion's Second Reality track as title screen placeholder music since the beginning of the game, and finally I got around to doing a "remix" of it. Check it out:

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