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TIGSource ForumsCommunityDevLogsOverload [BETA]
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dynasty9
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« on: December 03, 2014, 01:16:17 PM »

Overload [Beta]
Co-Op • RPG • Robot Slaughter Fest

Now [BETA]

One year ago

Two years ago

Kill. Loot. Escape.



Battle
Through three unique city sectors that pit you and your team against legions of diverse foes, deadly traps, and unpredictable hazards.  

Description
OVERLOAD is a cooperative action RPG where players must journey as far as possible into a randomly generated city, slaying as many robots, completing as many missions, and collecting as much loot as possible.  

Platform
HTML5 Browser

Features
  • A massive campaign - Spanning over 450 city blocks of a unique, randomly generated city
  • Customize your Runner - Choose your appearance, level up, and acquire new abilities and skills
  • Weapons - Over 400,000 unique variations of 36 different weapon systems.
  • Loot - 150,000 Types of Gear

Progress
  • [90%] - Combat
  • [90%] - Movement
  • [80%] - Enemies
  • [75%] - Equipment
  • [60%] - Leveling
  • [15%] - Crafting

TL:DR
Co-op, action combat in the Browser
« Last Edit: December 26, 2015, 06:33:41 PM by dynasty9 » Logged

dynasty9
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« Reply #1 on: December 03, 2014, 01:18:31 PM »


We started with a prototype almost a year ago now. It is multiplayer and can support 200 clients.




After some lite refactoring:







The city's looking a little bit better:

You can see the normals are not applied to the lightposts. It's starting to look more like a city. The tiles are pretty bad.
 




Testing with 100 clients and new graphics:






We've progressed a lot since then including an improved editor:






Here's an example of placing an orienting an archetype
« Last Edit: December 26, 2015, 05:43:47 PM by dynasty9 » Logged

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« Reply #2 on: December 03, 2014, 02:14:14 PM »

Mika produced an improved versions of a couple guns:
« Last Edit: December 03, 2014, 02:44:17 PM by dynasty9 » Logged

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« Reply #3 on: December 03, 2014, 03:49:54 PM »

It's important to have your changes to the game reflected quickly to testing. In the past it would take up to 18 seconds to commit your map data to the server and 120 seconds to reset the server.  In total that would take ~150 seconds to see changes you've made to the game. With hundreds of changes and experiments being done a day by each team member this time adds up. We sent out to reduce this time by reducing the server startup time to 15 seconds and commit time to < 1 second. So the total time to see your changes is now reduced to 16 seconds. The changes could be anything from the movement of a light-post to the change of the shield recharge rate for the medic. The changes are reflected into the client and the server all from one place.

Now we can more rapidly test changes and make a better game faster. Wooohoo!



Here you can see the placement of a cargo container and the fast upload, < 1 second.
« Last Edit: December 03, 2014, 03:56:39 PM by dynasty9 » Logged

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« Reply #4 on: December 05, 2014, 04:29:27 PM »

We've added the model for the sniper class who's got some skinning, inking, diffuse, normal, and specular work to do.





Now to get the hat on her head...
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« Reply #5 on: December 05, 2014, 04:36:06 PM »

We use a spatial partitioning grid to find our objects. The main drawback is that the size of an object cannot be greater then the size of the grid. I wrote this visualizer to find objects that were too big and fixed them. The grid is displayed in blue and an object's collision body, red, cannot be in more than four cells. We will soon improve the grid to allow for objects of any size. However, I would rather get our weapon system working!

« Last Edit: December 22, 2014, 05:11:37 PM by dynasty9 » Logged

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« Reply #6 on: December 06, 2014, 09:46:09 PM »

Screenshot Saturday post:
Need to align the snipers hat model to get it to attach properly on the snipers head.
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« Reply #7 on: December 06, 2014, 09:55:27 PM »

After each play-through of the game, we want to give the player some feeling of progression. We're trying to start small on each game mechanic. So we already have the ability to generate and equip weapons, so we start with that.

After each play through we give you 1 unlock credit for every round of the horde you survived. When the player achieves 5 unlock credits he receives a random new gun. Each play through has 10 rounds and could result in the unlocking of two weapons / game. New players should die within the first 3 or 4 rounds, and as they learn the mechanics they should be able to consistently beat the easy difficulty. As you get better and receive better weapons you can play harder modes to receive better unlocks.

I've been looking for a unlock style that allows for progression for every little bit you achieve while always keeping you close to the next unlock, ready to play one more game.

Also if you unlock the same gun 2x it increases in "mark" and becomes marginally better. The gun can increase to a maximum mark 10. Mark 10 being (20% more effective)
« Last Edit: December 08, 2014, 09:42:14 AM by dynasty9 » Logged

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« Reply #8 on: December 10, 2014, 10:09:32 AM »

Testing some attachment point stuff here's a character skeleton with guns attached to every joint.  Coffee
Video of animations /w Gun

Fast Throw


Throw
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« Reply #9 on: December 10, 2014, 10:19:56 AM »

Fuck yes.

Lemme say it again.

FUCK YES.
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dynasty9
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« Reply #10 on: December 10, 2014, 11:03:41 AM »

It was just a mistake and now we're trying to figure out how to get this into the game as a believable enemy. My Word!
« Last Edit: December 10, 2014, 11:20:23 AM by dynasty9 » Logged

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« Reply #11 on: December 10, 2014, 11:12:39 AM »

We've improved hit feedback and near death feedback.
The red ring around the edge flashes in and fades out quickly.
You can see the tiny red wedges indicating damage direction.


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« Reply #12 on: December 10, 2014, 11:14:51 AM »

Are you a Hunter: The Reckoning fan?
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dynasty9
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« Reply #13 on: December 10, 2014, 11:28:24 AM »

First we've seen of it. We were checking out this character.


Look at those dualies.. oh the 90's
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« Reply #14 on: December 10, 2014, 11:30:47 AM »

Came out in 02, bruh.

Anyway its a top down shooter thats pretty cool that is based off of a pen and paper rpg that is also cool.

Your assets remind me of it a lot.
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« Reply #15 on: December 10, 2014, 11:34:42 AM »

I knew I should have googled that date... We've got PS2 in the office were gonna have to check it out.
« Last Edit: December 10, 2014, 12:07:47 PM by dynasty9 » Logged

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« Reply #16 on: December 13, 2014, 08:21:59 PM »

Screenshot saturday:
Quote
Just got multi-texturing into the tiles, now to integrate with the editor and give to the artist.

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« Reply #17 on: December 16, 2014, 12:13:22 PM »

Just did some javascript grunt upgrades for a "grunt serve" command that will setup a webserver, watch all css, js, scss files and recompile + auto refresh the browser on changes. It also does soft refreshes of css in < 2 seconds. I can now change some css and see the results without refreshing. I feel like a wizard.
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« Reply #18 on: December 20, 2014, 01:43:39 PM »

Quote
Adding an armory. The UI needs to be redone.


Screenshot saturday
« Last Edit: December 22, 2014, 05:09:36 PM by dynasty9 » Logged

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« Reply #19 on: December 22, 2014, 04:56:17 PM »


I've broken the world! Screamy

EDIT: My google chat snuck in there whoops
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