Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411273 Posts in 69323 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 01:09:22 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsSTΔRBOMBΔ - Play in browser right now!
Pages: [1]
Print
Author Topic: STΔRBOMBΔ - Play in browser right now!  (Read 2625 times)
titoasty
Level 0
***


View Profile
« on: September 26, 2018, 02:20:37 PM »






Starbomba is a battle royale bomberman, with up to 100 players fighting to survive. Choose your hero and explode enemies until there is only one!

Earth has been destroyed, and all races around the galaxy fight to find their new home, bringing destruction all around the universe. Be ready!

Features:
  • Up to 100 players fighting together
  • Mods & local servers
  • Teams of up to 5 players
  • Much more to come!

The game is currently in pre-alpha

Join our discord: https://discord.gg/aXRBNg5









--- initial post ---

Hi !
I'm currently working on a bomberman-like & I'd like to present you some of my ideas.

Ideas

The core gameplay is a bomberman-like but with 100 players.
There will be multiple items : teleport, smoke bombs, invisibility, traps, better bombs/flames/speed, and much more.
The goal is to make the game very intense & nervous.

The main mode is a classic 100 players battle royale, last one wins.
Other mode should come, here is a list of ideas :
  • you don't make friends with salad (2 teams)
    this mode is in two parts.
    first part : each team must find & own a unique artefact. at the end of the timer, the team WITHOUT the artifact is destroyed.
    second part : the players left (from the winning team) must now fight each others for the unique artifact. at the end of the timer, the one with the artifact wins. OR last one wins.
    BUT : you never know who has the artifact. in the first part, you know which team has it, but in the second part, you don't know who has it.
  • paint the floor : ala splatoon. paint bombs to change the color of the tiles
  • 5v5: you fight for an artifact and must own it after a certain time (or other team is dead). 3 rounds
  • survival (2 teams): first team put blocks to build a fort. after a certain time, the other team comes in and must break into the fort to destroy the core. defending team wins when timer is out, attacking team wins when the core is destroyed

The game server will be provided so people can host their own servers with mods.
People will be able to create custom mods, for sure.

Development

Game engine: electron + pixi.js + html/css/js

I'm actually working on the core engine.
There already is a working & stable prototype, tested with 5 players (+ 5 bots).
Art is made of placeholders for now.
If you want to try it, contact me & it'll be a pleasure.

What's next

The next steps (not in order):
  • enhance & polish the network code & server
  • find a good theme & work on the game design
    (awesome video:

  • draw the assets (I need you!)
  • other steps will come after... (ui, options, ...)

Hey, if some people are interested in helping me with art (& game design for sure), I'm definitely open ! Smiley
This is one of the very big challenge. I tried to do some pixel art (see screenshot) but I'm not good enough and it takes me way too much time to make some assets & animations.

There is a working prototype, ready to be tested with whoever wants.

recent screenshots:

|



old screenshots:


Let's talk about it !
« Last Edit: April 16, 2019, 07:02:56 AM by titoasty » Logged
haks109
Level 0
**


Juan Barba


View Profile
« Reply #1 on: September 26, 2018, 06:17:55 PM »

Wow! sounds like a really fun game not only to play, but to develop!

Definitely will stay tuned on this, also, would it be a game like slither.io? (in terms of Web technology and massive Web multiplayer)

For the pixel art thing: while it's not the best pixel art ever in the universe, it works to show the idea and certainly I actually like the tiles you used  Smiley
Logged

Currently working on: Matter -> Devlog | Twitter | Facebook
titoasty
Level 0
***


View Profile
« Reply #2 on: September 26, 2018, 11:50:15 PM »

Hey thanks!
It's definitely fun to dev! Smiley

I went on web techs cause it's a 2d game and will be fairly accessible from a hardware point of view.
And it was very fast to prototype too. Veeery.

About slither.io, it's something I'm thinking about. I was thinking about steam but it's totally feasible to make the game for browser too (perhaps only as anonymous?)
Logged
Sandwich Generation
Level 0
***



View Profile
« Reply #3 on: September 27, 2018, 05:04:00 PM »

Hello.. I was curious what u'd think of my game... because it is somewhat Bombermany

Also.. Have u seen this?

http://gameofbombs.com/landing#/play

Your proposal sounds similar, it'd be worth checking out imo ..
Logged

titoasty
Level 0
***


View Profile
« Reply #4 on: September 27, 2018, 10:49:41 PM »

I know gameofbombs and tried it, but it's more a kind of MMO and feels very boring..
Logged
titoasty
Level 0
***


View Profile
« Reply #5 on: October 15, 2018, 11:54:56 AM »

DEVLOG 1:

After an initial prototype to validate the technologies used, I began refactoring everything.

The game is now in a galaxy far away, where population didn't invent lazer blasters & fight with bombs.
We'll encounter multiple races, as you can see in some of my researchs:


The name changed accordingly and is now : STARBOMBA

The UI is redrawn, inspiration is mostly sci-fi UI (especially star wars and their neat uis) & the work of BLIND (http://www.blindltd.com/)
Here is the actual login screen:


Some tiles have been redrawn too, and try to follow this neat style with a clean pixel art, no too many details & a bit of post-processing to enhance the visuals:


Network engine has also been reworked.
Players can now add friends & create a group to play together (as a team or not).

Next step is to work on the modding system, one core element of the game.
Working on this abstraction now will help me create original game modes.
I have a few ideas and I'd love to develop, I hope I'll be able to do it soon.

That's all for now, more to come soon.
Logged
titoasty
Level 0
***


View Profile
« Reply #6 on: October 20, 2018, 03:12:48 AM »

DEVLOG 2:


Mods:
Modding system is on a good way.
Here what you can do so far:
  • create "dangers": bombs, traps, ... with different effects on tiles & players
  • modify tiles on map
  • create/use custom items
  • generate events


Bots:
Bots are now capable of avoiding bombs & trying to kill players.
They are sufficient for now, as their initial goal is to make up for the lack of players at the beginning.
Smart enough to avoid bombs & follow you.
But still stupid enough to make mistakes.


Art:
First biome is on its way too, and it's an earth-like one.
More will come like starships, different planets, ...
Here is the actual work-in-progress on earth one :



Next step is to create game modes where bots will automatically join, so people will be able to play their first games.
I'm making good progress for now, I hope a first server will be up soon.

Stay tuned!
Logged
titoasty
Level 0
***


View Profile
« Reply #7 on: November 06, 2018, 12:39:05 PM »

DEVLOG 3:


UI:
Most of the work was on the user interface, and it will continue for the next days cause I want it clean before presenting an early demo.
I moved away from pure sci-fi design but still kept a clean style, trying to avoid complexity & infos overflow.
Here a small preview :







Art:
I redrew all characters, keeping the same style but I tried to make them smaller (for ratio purpose) and with a more cartoony feel.



What's next
  • in-game UI
  • network engine : working fine, but I have to ensure that it will nicely scale

Good progress, art is still very difficult for me, but I keep a good pace at the moment.
Hope it will continue like that for a long time.

Stay tuned !
Logged
Claude Ruelle
Level 0
**


View Profile WWW
« Reply #8 on: November 06, 2018, 12:57:03 PM »

Wow, it's really coming together! When is it going to be available for people to play?
Logged

Composer of Relaxing Life Sim Music.

www.clauderuelle.co.uk
titoasty
Level 0
***


View Profile
« Reply #9 on: November 06, 2018, 01:02:09 PM »

Thanks!
I hope before the end of the year.
It's already playable, but I need to ensure the server is veeery stable before opening it to players Smiley
There will probably be a first server with limited players by the end of the year.
Logged
titoasty
Level 0
***


View Profile
« Reply #10 on: November 28, 2018, 04:09:51 AM »

DEVLOG 4:

In-game UI
I mostly redone in-game ui.
Minimap is not active for now.





Server:
These past weeks have been spent on the server.
There was a lot of work to ensure stability & to be able to put some parts on a cloud platform.
But there are still a lot to do Smiley

I implemented client-side prediction, server reconciliation and interpolation.
No extrapolation for now, we'll see later if it really needs to be added to.
It's way better with high pings and smoothes network peaks (which I encountered with a noip provider)


What's next:
  • auto-update: even if the game should be on platforms with auto-updates (like steam), I need to implement it right now before alpha tests to smooth the testing process with very regular updates.
  • in-game banner
  • new items, heroes, tiles, ...
  • open to alpha tests


If you want to talk about the game and test it soon, here is the discord : https://discord.gg/hpre2N

Stay tuned !
Logged
titoasty
Level 0
***


View Profile
« Reply #11 on: December 10, 2018, 01:36:27 PM »

DEVLOG 5:

We're close to alpha tests!
If you want to try it out soon, join our discord now: https://discord.gg/hpre2N

Auto-update is now up and working under Windows thanks to NSIS.
Mac & Linux will come later, depending how the game will be distributed.

Now we're working on new content: heroes, biomes, items, ...


inside a spaceship


More to come soon.
Stay tuned!
Logged
titoasty
Level 0
***


View Profile
« Reply #12 on: December 13, 2018, 03:24:19 PM »

work in progress for spaceship interior


Logged
titoasty
Level 0
***


View Profile
« Reply #13 on: December 14, 2018, 02:24:12 PM »

Hey, we got a logo!


Logged
titoasty
Level 0
***


View Profile
« Reply #14 on: January 02, 2019, 04:03:22 PM »

DEVLOG 6:

What's been done:
  • auto-updates
  • new items, heroes, tiles, ...
  • mods & api

It's now time to test with more people, so feel free to join us on discord or just download the game and try it.
It's better to join discord so we can coordinate for games with more people.
Here is the discord link:

And here is the download link:


If you have any question and want to participate, feel free to leave a comment and/or join the discord!

Stay tuned!
« Last Edit: January 03, 2019, 04:09:24 AM by titoasty » Logged
titoasty
Level 0
***


View Profile
« Reply #15 on: January 03, 2019, 12:56:22 PM »

Hey, we got an itch.io page!

https://tosutostudio.itch.io/starbomba
Logged
titoasty
Level 0
***


View Profile
« Reply #16 on: January 11, 2019, 08:49:34 AM »

DEVLOG 7:

Bots are finally here!

How it works: after a certain time in the queue (actually it's 15 seconds), the game starts anyway and bots will come fill the missing players (only available on modes up to 5 players).

Be careful, some can be quite hard to beat and we barely finish rank#1 on our average games...

Next goal is to focus on better client/server stability and new content.

Join our discord to play with us & discuss about the game!

Stay tuned!
Logged
titoasty
Level 0
***


View Profile
« Reply #17 on: January 19, 2019, 03:29:03 AM »

DEVLOG 8:

Teams are now implemented (you can make a squad of 5 persons, and it can be changed via mods)

New tiles:
  • lava
  • hole
  • spike trap
  • treadmills



Next step is a new biome.
And what about an in-game chat?

Stay tuned!
Logged
titoasty
Level 0
***


View Profile
« Reply #18 on: March 05, 2019, 02:33:15 AM »

DEVLOG 9:

Hi everyone,
After some time, we are now back with improvements!
We totally redesigned the UI and in-game design with smoother graphics.
Pixel art is still here behind, we are using upscaling techniques to smooth pixel art.

Pixel art upscaling? What does it mean concretely?

This means that when you create mods, your tiles must be 16x16, and the game engine will smooth them before rendering.
So you can have smooth graphics even with small pixel art. No need to be an amazing artist Wink

UI

On the UI side, it has been totally redesigned, on the visual part and on the engine part.
It is now easier for us to modify the UI, and make quick iterations on it. (even if we need to redesign it completely, it'll be easy & fast)

What's next?

Mods!
We are working on integrating mod.io api, which is truly amazing & simple to use.
The current modding API is powerful enough to make maps with customs tiles and even include bots.
Documentation is the biggest work of all for this part Wink


Here are some screenshots of the current design:



login



home



mode selection



in-game



new biome: planet keman



in-game

Stay tuned for more!
Logged
titoasty
Level 0
***


View Profile
« Reply #19 on: April 15, 2019, 08:18:37 AM »

DEVLOG 10:

TL;DR: browser version is here, have a try! http://starbomba.io/

Hi,
Long time no see!

We rewrote one of the server in Go for better performance, and decided to make a browser version!
So here you are, you can now play directly in the browser with your friends:


We hope you'll enjoy playing with your friends with this first online version.

Tell us what you think, we'd be glad to hear from you!
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic