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1322753 Posts in 59574 Topics- by 50707 Members - Latest Member: RobertElliott

November 21, 2017, 06:06:26 am

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TIGSource ForumsCommunityDevLogs[Wishlist it!]NEO Impossible Bosses, MMO raidbosses minus the MMO grind
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Author Topic: [Wishlist it!]NEO Impossible Bosses, MMO raidbosses minus the MMO grind  (Read 2846 times)
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« Reply #20 on: May 27, 2017, 10:49:42 pm »

Honestly looks pretty cool man, I like it. Cut right to the fun stuff.

@oxrock Thanks! It's a challenge to balance interesting, high challenge parts like the bosses with low-mid level moments so the game produces a good state of flow for the player, but I still think players can do without a level grind of some sort.

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« Reply #21 on: August 09, 2017, 10:25:46 am »

Update #12: GREENLIT! Steamworks networking, leaderboards coupled with replays and a rant on how steamworks does it's callbacks, plus an updated hub area

It's waaaaaay late, but NEO Impossible Bosses has been greenlit along with the pre-SteamDirect greenlight wave about a couple of months ago! Now that Steam has given me access to an Appid to work with, I've been working on integrating the many modules that steamworks(the library that lets you work with Steam) provides.

First up, I have to convert a lot of my old network api functions to Steam's variants. I could not get their GameServer samples working with my appid, so I had to use the Lobby variant as a means to connect players over the Internet. I suspect that I have to contact Valve to enable gameservers, but I'm content with this approach for now. So I'll have to let it pass.

Other things to integrate are cloud saves, achievements and leaderboards. Cloud saves are easy enough to code since all I need is 2 simple functions saving/loading from the cloud at appropriate times. Achievements are also simple enough to code. Leaderboards are a little more annoying to code up due to the way they force users to implement their callbacks, which I'll explain later. Whilst implementing the Leaderboards, I had an idea. Why not integrate downloadable replays into the leaderboard?

Shot of the leaderboard, complete with information on timings, party compositions, and a downloadable replay.
Not shown: Defeat results with lowest boss health percentages

I already had replays implemented earlier so I could deal with desyncs when I encountered them in multiplayer. Theoretically, it should help that players can download replays of successful attempts on bosses if they're stuck, so there's that sense of community help. I'm sure I'll be looking forward to seeing the Impossible difficulty leaderboards filled with many DEFEAT results.

Rant on the way steamworks does it's callbacks

To sum up, there are about 2 different ways that steamworks does it's callback functions.
1) Use the STEAM_CALLBACK define, which makes an object that you have to construct (forces me to use a constructor for my parent class containing these guys)
2) Have a "CCallResult<Classname, SteamObjectType> mSteamCallAchComplete;" object and pair it with a class function with parameters SteamObjectType and a boolean. Then set the callback when after you've checked the steamworks function is successful.

To say the least, these are fairly cubersome techniques and c++ done wrong. I'm forced to make a class functions have another area of construction for technique 1), and set callbacks with 'this' pointers for 2). Then these techniques hide how the callback function's parameters and return value should look like.

I'll leave this with a suggestion: why not use simple typedef for a c-style function pointer, which, in addition to whatever steam structures it needs, supply a simple void* for user data? Then set the callback with a simple SetOnAchCompleteCallback call with the userdata. It's many, many times simpler, the function parameters are explicitly defined, and there's no need to do that template type checking thing.

Hub area Update

Revamped hub area. Missing from the static screenshot are swaying flowers, blue flames and the glowing pool

Now this area has been hard to make. I've reverted to a environment art placement style similar to one of the other boss's arenas, which is to put some bigger props(white flowers) surrounded by many smaller props(white/red flowers). Then there's additional vfx to work on as well.

I hope this update was sufficient to tide for the lack of updates. As NEO Impossible Bosses edges towards the proposed deadlines of early 2018, I hope to be able to cover more of what gameplay is within the game. Seeya around!

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« Reply #22 on: August 09, 2017, 10:58:21 pm »

Definitely something I would love to try. Nice idea!

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« Reply #23 on: September 08, 2017, 02:33:10 pm »

Hey dude I had no idea this existed until someone on the Impossible Bosses discord randomly posted it.
You should talk about it there!

Also Impossible Bosses 2 (by Psyris) actually exists on Starcraft 2 in case you didn't know. (we regularly doing runs of it)
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« Reply #24 on: September 09, 2017, 05:25:15 am »

Hey dude I had no idea this existed until someone on the Impossible Bosses discord randomly posted it.
You should talk about it there!

Also Impossible Bosses 2 (by Psyris) actually exists on Starcraft 2 in case you didn't know. (we regularly doing runs of it)

Hey thanks! Will put my case there. Been meaning to put up a post on the forums for awhile now; havent had the time to do it.

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« Reply #25 on: September 30, 2017, 08:14:46 am »

Gif update! Land destruction improvements, Reworked Extinguish ability, Demon boss work

Steam store page is up! Wishlist it on Steam now!

Land destruction visual improvements

Here's a slight improvement to the land destruction debris of the Fujin's Destruction Palm ability.

Before this, a hole would just appear

I had already used my Navmesh to define the triangular meshes, and then subdivide the triangles. I first defined the subdividing rules to be based on the length of an edge of the triangle. If the one of the edge's lengths is exceeded I subdivide it by adding a line from the edge's midpoint to the opposite vertex of the triangle. It's pretty trivial to handle the case for 2 or 3 edges of the triangle exceeding length, I'll leave it to you developers:)

Reworked Extinguish ability

Before I reworked this ability, the One-Eyed Mage boss would just fire off fast moving projectiles to heroes in a straight line. In this encounter, players have to keep track of a high number of things including enemy adds, circular areas, etc, hence why I decided that this ability had to be reworked to ease the amount of tracking.

'Extinguish' projectiles reworked, following a new kind of pattern that doesn't stray far from the boss

The projectile pathing pattern is made using a mathematical formula called a Rhodonea curve, with random speeds. I'm still not totally satisfied with this, it still looks messy due to the random speeds. Maybe I'll remove the random speed and tweak it such that it has a dodgable aspect to it.

Ji'loch the Imprisoned boss work

Demonsmash! Closing in is essential for a melee boss

Demonic Seekers. Projectiles that track heroes

Ultimate: Armageddon Blade

I'm very, very close to a demo build release on itch.io/steam. After that I'll be putting up a closed beta. See you around!

« Last Edit: September 30, 2017, 08:30:25 am by ddengster » Logged

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« Reply #26 on: October 28, 2017, 10:09:07 pm »

Update #14: An apology, Patch Notes for closed beta 0.02, some gifs

First of all an apology, I did mention of a demo on itch.io/steam, but I decided against having a demo at this stage after doing the research. Out of ethical commitments though, I will put it out closer to release.

In other news, I exhibited at Gamestart 2017! It was fruitful, and attendance turned out better than my previous exhibition, the numbers reached to about 180+, compared to 130 last time. I got some press coverage in as well!

Meanwhile, the closed beta is up and here are the patch notes for build 0.02:

Patch notes
- Fixed multiplayer issues
- Fixed chatbox issues
- Fixed desync issue not recording queued commands
- Fixed shield vfx
- Fixed some movement & steering issues
- Fixed negative movespeed issues
- No longer updating scores for the initial tutorial boss encounter.

- Enemy hitpoint bars are now red
- Some boss abilities that push now bounce players up
- Right-click selection priority for runes
- Item balancing updates; items now have class restrictions
- One-eyed horror boss encounter tweaks, reworked ultimate, + 1 more ability
- Deadly Boss machine encounter tweaks + 2 more abilities
- Count Winkus encounter tweak + 2 more abilities
- Guardian: Sonic clap now taunts every 15 seconds
- Ranger: Item "Glowing Rose" ability upgrade switched to Venom Shot from Rune of Winds. Venom Shot now leaves behind AOE venom clouds with the upgrade.
- Tweaked mana costs of the abilities of many heroes.

Rationale behind the item class restriction change:
- A player could buy a bunch of high armor upgrades on a priest and essentially tank all the bosses. While amusing, it takes out much of the challenge of the game, hence the changes.

Future roadmap:
- Reworks on the Necromancer/Demon bosses.
- Further balancing tweaks

Do note that with each new build, the leaderboards will be reset and you will be able to upload scores for the bosses again. Also, hard mode will not be accessible for the moment as it's too much to test.

If you have a key, please give me some feedback; even your information on PC specs/performance will help me, and it's more likely you'll be able to keep your key past release.


Count Winkus's new ability, Lightning Surge! A replacement for his old teleport ability

The ranger's Venom shot Ability is upgraded with Venom Clouds thanks to the item "Glowing Rose!"

Item Talk
Thanks to Steam leaderboards and being able to attach replays to them, I was able to see just how some players were able to abuse the game systems. I had a player who stacked a bunch of high armor/mid damage items on his priestess, and when he took on the boss it couldn't deal damage fast enough to out-dps the priestess.

Below the paladin's head lists some unit stats, 18 armor is roughly 48% damage reduction. For reference, bosses dealt around 200 per hit. It's easy to outheal them at 800 health a pop

After a bunch of testing, I decided on a class restriction for items. It's worth noting that World of Warcraft initially chose to limit healer classes on wearing plate mail armor for a reason, and that reason is just the problem I experienced.

And lets finish with a preview of a few items! Credits to icon makers at the hiveworkshop.

Glowing Green Rose
Ranger only
+12.5 percent attack speed
+8 percent move speed
+3 mana regeneration
Venom Shot now leaves behind Venom Clouds, dealing poison damage and slowing enemies in it.

Meteor Magnet
FireMage only
+50 ability damage
+400 health
+15 health regeneration
+2 mana regeneration
The cast time of the Meteor ability is reduced by 1 second (down from 4 to 3 seconds).


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