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diamond dog
Jul 27, 2010

by merry exmarx


This is a game I'm working on with a small team. It's for Windows, Mac & Linux and was originally based on an awful mash-up gag game I did a while back. I've been working on it mostly-alone on and off for about a year, but we've recently kicked into for-reals development and are aiming for a beta release in a couple of months--but you can play an early demo right now. I mean, if you want to.

https://www.youtube.com/watch?v=D8dAopQAQYs

The idea is that you'll be able to use a familiar interface (Minecraft-style block placement) to build FPS maps from terrain/props, weapons, enemies and level elements inspired by classic FPS games like Wolf3D/Doom/Quake/Goldeneye and Turok (there's dinosaurs). Also the team took a vote and we ended up with stuff like Tron, BioShock and Halo as well.



You can string together a series of levels with some sort of story to make a single-player campaign, or a co-op map, or a multiplayer arena, then you can share it with friends or the internet in general. There's a simple trigger/channel system that lets you set up traps and make weird logic for puzzle or gimmick levels if you want, but nothing more complex than that: no scripting-type stuff, everything is block-based.



Or you can just play other people's levels, and never build anything at all. I'm hoping to have a huge number of multiplayer modes like Timesplitters or Halo so there'll be lots of reasons to kill people. If you're more peaceful you can join your friends in collaborative multiplayer creative mode instead, and let them hog the credit for the cool poo poo you build.

I'm the designer and programmer for almost everything besides the level database and lighting system, so if you hate something it's my fault. I'm also doing the sound effects.

It has pretty cool music by BoyVsBacteria:
https://soundcloud.com/blowfishstudios/bierenstein-side-b
https://soundcloud.com/blowfishstudios/tremor-type-b
https://soundcloud.com/blowfishstudios/bathyscape-side-a



Theme Packs
The game content will be organised into packs, each of which contains a bunch of weapons, building blocks, special elements (traps/teleporters/jump pads/doors etc), player models and enemies inspired by a particular game. They're meant to be totally interchangeable parts so you could say take the submarine-like bulkheads from the BioShock-inspired pack and combine them with computers from the Quake-inspired pack and a starfield skybox from somewhere to make a rusty hulk of a spaceship. Then fill it with velociraptors and demonspawn or whatever.

The plan is to have a bunch of theme packs in the first release and then keep making as long as people are playing the game. We'll probably charge a buck or two for later ones, but your first few are free. (Or you'll probably just be able to "buy the game" and get everything forever, none of this is really certain yet.) Note that you never need to buy anything if you just want to play levels and don't care about building them or using the cosmetic player models in MP. As long as you own all the packs used in a level you make anybody will be able to play your level, and when you invite people to help you work on your level in multiplayer creative mode they'll be able to use whatever packs you have.



Weapons
So far there's about 36 planned weapons which range from railguns and cerebral bores to freezethrowers and laptop turrets. I've tried to include every iconic weapon from these games that I could think of without getting too nuts and forgetting the workhorses like tommy guns and super shotguns. Since that's a lot of ammo to keep straight we decided to go for an ammo pool system where most weapons (with the exception of melee types and consumable weapons like grenades) use varying amounts of one of three ammo types: metal (red), chemicals (green), or energy (blue). It's pretty much the same as Doom where different weapons shared your Bullet or Cells pools.
Right now I'm keeping ammo limits pretty tight to keep things moving in multiplayer. Let me know if you hate this I guess?



Check out an early demo
This is real early but I've got a build for you to try out some creative mode and deathmatch gameplay.


Windows, OSX and Linux builds available on this downloads page from now on.

Known issues with this version:
- Player animations are kinda wonky due to blending issues. It's in the pipe.
- Weapon feedback is kinda weak right now. Muzzle flashes/fist animations don't appear in third person, and I think there should be clearer feedback when you're damaging somebody.
- When you first join a game in progress you might not see other players' current weapons right away.
- Sometimes you spawn underground when you first join. Respawns will be fine. I have no loving clue what is up with this.
- Lag compensation is currently basic, and works well at lower pings with the tradeoff of occasional weirdness particularly at higher latencies.
- Rounds don't always end. A new round should start after someone has achieved (currently locked to) 25 frags, but this doesn't always happen. Not that it matters much.
- Several weapons are still a work in progress and have a number of minor issues.

If you spot something new please let me know either in the thread or via PM. Thanks!

Right now I'm especially interested in latency. We're using a weird cloud server setup for multiplayer and I'm not sure how consistent it is, especially for regions other than Asia (we've done all our testing on Asia only). Feedback is appreciated! Let me know how the game felt and what kind of ping you got on your nearest server region (there's a counter in the lower-right of the screen). Note that the reported ping isn't really your actual ping but I'll be able to interpret it. Anything below 300 is usually good.



Further info
If you want to follow development you could try my twitter: @theradix
Or check the website (playgunscape.com), but it's pretty WIP right now. Feel free to poo poo up the forum though.
Or just keep an eye on this thread. I'll keep posting builds as I have them.

diamond dog fucked around with this message at 03:11 on Aug 13, 2014

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diamond dog
Jul 27, 2010

by merry exmarx

Babyface Mingo posted:

The lack of bunny hopping is truly saddening. There isn't too too much to say about this, from the couple of minutes I played of it. It feels really bland and basic (yeah I know, early demo) like I'm basically playing an even more simplified Quake Live, but I could see some really awesome poo poo spawning from the construction aspect of it if this gets enough attention. Other then that, the ping/fps was pretty perfect from what I noticed.

Gonna be keeping an eye on this project.

That's actually about the best I was hoping for with this build and being compared to Quake anything is great. Thanks for trying it out! (I think I spawn-killed you a couple times.)

diamond dog
Jul 27, 2010

by merry exmarx

Shalinor posted:

Definitely feels very Quake'y, I dig it.

Managed to lock it up by rocket jumping, though. Kinda weird, guess I found a bug!

drat that's a completely new one, assuming it wasn't just coincidental. Were you playing offline, online in an empty room, with yourself in a second client, or with other people when it happened?

diamond dog
Jul 27, 2010

by merry exmarx
There's four (it's a relatively small map) not counting fists, all from the Quake-ish pack. I think there's eight or ten fully implemented in total right now, and a bunch more waiting for me to get around to finish setting them up. I'll try to include some or all of the rest of the working ones in the levels that'll be in the next build.

diamond dog
Jul 27, 2010

by merry exmarx
New build is up! Most of the new stuff I wanted will have to wait until Monday thanks to a holdup with the new menus that would let you access that stuff, but there are a bunch of fixes and proper deathmatch mode ready to go in so why wait?

I also recorded a fantastic 8-person game where I show off my wicked sick skillz but I forgot to capture the sound :negative:

v0.1.4694
Download Windows version: (Dropbox, 31mb)
Download OSX version: (Dropbox, 32mb)
Download Linux(???) version: (Dropbox, 34mb) (totally untested!)

Important changes in this version:
- Deathmatch rules enforced: frag limit currently locked to 20.
- Raised player limit from 5 to 12 slots (you'll be able to choose this yourself very soon).
- In game chat! Press enter to start/send.
- Now catches mouse better when you alt-tab back in.
- Raised FOV a little in preparation for an adjustable FOV setting.
- Lots of weapon fixes and tweaks: rocket launchers are now pretty viable!
- You now get credit for kills with all weapons.
- Turns out someone had broken the server selection drop-down! Now it's fixed. I think we were all actually playing on the US server when I thought I was testing on Asia, so maybe latency issues aren't as bad as I'd thought? I'm still very interested in feedback on this.




Tiggum posted:

This looks awesome. And judging by what you've said (and the screenshot) it looks like level creation is even simple enough that I could actually do it. I used to love making levels for Duke Nukem 3D but every other FPS I've liked seems to have a level editor that I just can't get my head around, so I'm pretty keen to see more of this to find out if I'll actually be able to do stuff.

Thanks! And I definitely had (in my case) Doom in mind, remembering back when everybody dicked around in the level editor making dumb little things that could be stupid, but still really fun, because it was totally okay to make abstract levels and the constraints of the engine made sure what whatever you made would still be Doom. Creative mode in Gunscape is even easier since you're just stacking blocks (worse case: clicking a block a couple of times to change its trigger channel and starting enabled state if you're setting up doors or traps) rather than extruding shapes from line segments. Obviously that's somewhat more restrictive as well but on the other hand there's no learning curve if you've ever played a Minecraft. Everyone should be able to make stuff!

diamond dog
Jul 27, 2010

by merry exmarx
https://www.youtube.com/watch?v=D8dAopQAQYs
Finally capped a decent video of the MP gameplay. This took like a week between me being an idiot and server issues. Starts off a bit rough, but the ping settled down nicely after a few minutes and we had a great 9-player match (which I won by cheesing it up with the BFG).

Also: new demo build! This one's a pretty big update.

v0.1.4736
Download Windows version: (Dropbox, 55mb)
Download OSX version: (Dropbox, 55mb)
Download Linux version: (Dropbox, 57mb)

Important changes:
- 5 new player models. A space marine, two dudes from a Turok-inspired theme pack, a WW2 lady, and Unnamed Block Mascot Character.
- Lots of little netcode optimisations, I still haven't gotten around to movement compensation, so players still jump around sometimes. Note that if you start out on a server with bad ping give it a few minutes, I think there's some load balancing voodoo in play.
- Players now hold/aim their weapons correctly again, this broke last version for reasons I've bitched about a bunch already on IRC.
- Weapons fired by other players now display muzzle flashes/animations appropriately.
- Some dumb placeholder announcer has a couple of lines.
- Two new maps, including three new weapons: the freezethrower (still kinda WIP), the concrete saw, and the electric trap-laying harpoon gun.

The available maps are now:

DM02, the first available map, featuring the hotly-contested railgun in its temple and brutal battles for the BFG at the top of the central tower.


DM01, a small duelling map meant for 2-4 players inspired by the Q3 map DM17.


NCC88b, the labyrinthian nazi starship. Built mostly from the Wolfenstein-based theme, it also features a few blocks from the Portal-ish, BioShock-ish and Quake-ish sets.


Limerick posted:

Hah, I didn't realize it at first but it looks like you put a pic of yourself wiffing the poo poo out of a BFG shot in the OP. Nice job. :v:

but seriously this looks like a great fun time and I'll try it out when I have the opportunity. If I do, the Linux version will get tested (poorly).
Yeah I've got this bad habit of always aiming away from my target with the BFG, because I've spent so much time testing it by deliberately aiming away from enemies so I can see the electric arcs it throws at them clearly.

Whoah.

diamond dog fucked around with this message at 12:45 on Feb 8, 2014

diamond dog
Jul 27, 2010

by merry exmarx

Fib posted:

For some reason, the Windows build lists no levels when I go to host. I can host on linux and join from windows though. I tried to check what was happening in Process Monitor and it seems the game is looking for AppData\LocalLow\Blowfish Studios\Gunscape\GameContentCache but never creating it. I compared it to the corresponding folder on linux and the linux version puts a whole bunch of files under .config/blahblah/GunScape that never get created on Windows. I tried moving the game to a different drive and running as administrator, doesn't seem to help.

loving wonderful. The game should be checking that location, not exploding if it doesn't exist. I'll have a stab at fixing this today and then I'm gonna stab someone on Monday. Thanks a lot for the find dude.
For now, simply creating that folder should probably fix it. Despite what the linux version does it isn't an important folder. nope actually a couple of other bugs in play.

edit: I've bunged together a windows version fix, it's currently uploading but should be available at https://www.dropbox.com/s/960gahnsquakic7/Gunscape%200.1.4736bw.zip in an hour or so (my connection always sucks on Saturday mornings for some reason). I'll edit the above links when it's up.

diamond dog fucked around with this message at 23:49 on Feb 7, 2014

diamond dog
Jul 27, 2010

by merry exmarx

Agoat posted:

Would anyone get upset if I brought over maps from Call of Duty?

You'll have to build everything yourself so go for it. When we make creative mode available and turn on online level sharing I expect to see a lot of maps based on peoples' favourites from other games, which would be awesome because it means people are trying to share something they have a great fondness for. Also, maps that are a majestic forest of blocky cocks: same thing.

diamond dog
Jul 27, 2010

by merry exmarx

Dragonmaw posted:

I am excited for this here game of guns and scapes.

Thanks for the help playing it just now: you probably didn't know this but you were a giant three times taller than everyone else (your hitbox was normal-sized though). I think it's a windows-only issue because people use that model all the time when the team plays.

diamond dog
Jul 27, 2010

by merry exmarx
New build is up! This week for me has been mostly about bugfixes and getting creative mode into a better state. It's looking good so hopefully next week you should be able to create your own deathmatch maps (singleplayer and co-op will be a little while yet, mostly because I have a huge backlog of new blocks/enemies/special elements that aren't fully implemented yet) either alone or in a collaborative multiplayer session. You can jump in and out of action mode while editing to test your level/shoot each other a bit on the fly.

I've also been looking into the netcode a bit and think I can do some major optimisations next week, along with finally finishing the lag compensation.

Tested a bit of co-op:


v0.1.4755
Download Windows version: (Dropbox, ~55mb)
Download OSX version: (Dropbox, ~55mb)
Download Linux version: (Dropbox, ~57mb) (Linux version may currently crash when hosting or joining but you can try the maps offline at least.)

Important changes (mainly minor fixes this week):
- Invert mouse, mouse sensitivity, world FOV and viewmodel FOV options now present in the settings screen.
- Timer fix for the concrete saw weapon in the starship map, so it should be useable now.
- Chat should scroll correctly (sometimes messages were disappearing too quickly when the chat box was nearly empty).
- Placeholder punching SFX replaced: you can now hear when you're hitting someone versus whiffing.
- Audio now plays during deathcam.
- DM01 was meant to have ambient music, now it does.
- Some shader fixes for Windows builds.
- Mousewheel now does the same thing as Q. A proper weapon swapping UI is coming, I promise.
- (Lots of fixes/some new tools in Creative mode but it's not quite ready yet.)

diamond dog
Jul 27, 2010

by merry exmarx

Zaphod42 posted:

I'm guessing that level is from your Bioshock inspired tileset? :allears: love it.

Also hell yes t-rex :black101:

Yep, that level is mostly made from the BioShockish set with a few other blocks mixed in.

Today is screenshot day:

Hoping to get all these guys into the demo build a short while after we unlock Creative mode for everyone.

diamond dog
Jul 27, 2010

by merry exmarx

circ dick soleil posted:

You stole this idea from my Minecraft mod.
I invented video games.



Here's a gif I've been meaning to make about one particular block type: window blocks.



Window blocks are more than just a cubemap; they act like a scene with a skybox camera so they can contain animated elements (there's meant to be sharks swimming around in this one but it isn't quite finished yet) and parallax effects. With most window blocks, neighbouring windows merge into a single long window.
By choosing a different window scene from your world skybox you can have effects like a player starting off outside on a planet surface before getting teleported up to a space ship which uses windows that show a starfield rather than sky. Or you can set your windows and skybox to the same scene to allow for impossible mazes or architectural tricks like having a clear view of the sky in a room that has stuff built over it.


In update news, this week was super busy with non-dev stuff (crowdsourcing campaign crap) but I'm hoping to get the new version up Monday--I was aiming for Friday but we had to hold it back a bit so the guys can get online level sharing working. Which isn't really strictly necessary, since you've always been able to host your maps for people to join even without the level server, but it'll be nice to have.

diamond dog
Jul 27, 2010

by merry exmarx
Hey! :siren: We just went live on Kickstarter! :siren:

After working on this thing for a year, often alone, sometimes with the help of a great team that does really radical work way beyond what I've been able to do in my games in the past, this is a big exciting thing. I'm wicked nervous, and hopeful, and invite everyone to have a look and share it with others if you think it's a cool thing. I think it's cool. And I really want to see what kind of cool stuff people make with it. Thanks!

And thanks so much to everyone that's helped out with ideas/suggestions/bughunting and playing in all those deathmatch testing sessions. Especially the great #SAGameDev people who have been really supportive and made me feel a lot less nervous about all this poo poo.

Check it out here:
https://www.kickstarter.com/projects/1786613985/gunscape

(Posted w/ Shalinorpproval.)

To go along with this we put up a new build last night--this time you have access to creative mode, meaning you can build, host and share your own maps (albeit in a clunky prototype version of the menus/level browser which'll hopefully be replaced over the next few weeks). Currently you're limited in the blocks you can use, which is mainly a time thing--I should have time to start importing all the new blocks that have been made and start setting up all the special elements (traps etc) from the unimplemented theme sets that have been created soon.
Also, you're still restricted to deathmatch when you host a game: other MP modes and singleplayer/co-op will still be a while. However! You can host a multiplayer creative game and edit maps with buddies right now, and jump in/out of test mode to shoot each other as much as you want, which is pretty fun.



Windows version
Mac version
Linux version - Untested

Remember, this is still a very early version, and the first version to feature map editing. The interface and creative mode/editing tools have a long way to go. I'm also gonna keep fixing little bugs nonstop this week, so silent updates with non-breaking improvements are likely to happen periodically from this point, but the game itself should pop up with an alert that an update is available if we do anything major.

Here's a couple of the new maps that happened yesterday. Killing people on a map made by someone else for the first time was kinda rad:

diamond dog fucked around with this message at 13:09 on Feb 25, 2014

diamond dog
Jul 27, 2010

by merry exmarx
Thanks for the feedback. The editor interface (and main menu stuff, too) is very prototype-y and honestly pretty crap right now. We're starting the process this week of designing proper new UI for everything, which will include a separate settings screen for creative mode that'll let you set preferences for cosmetic things like a visible reticule toggle and block highlighting style along with keybindings and FOV settings etc. which are separate from your action mode preferences.

Regarding lights, what's there at the moment is really just the lights which were implemented while testing the lighting systems. I want to have a better way to set global directional lighting strength and direction, and an interface for adjusting the colour/intensity of point lights you place so we don't need a million different light blocks in the menu.
We'll also add in anti-lights soon. This'll make it a lot easier to make dark areas on an otherwise brightly-lit map.

I'm not clear on the function of the existing point/spotlight blocks: the lighting stuff was pretty much the one in-game feature I'm not responsible for coding, but I can ask about it in the morning.

You'll have to bear with me as to the current selection of blocks in the creative mode toolkit. I've been pretty flat-out and I didn't really have time to curate it much for the build... there's a lot of new content that needs to go in there as well, I'll try to get on top of that this week now that the KS campaign is finally up.

Single-player creative mode should save fine, I've used it recently myself. Is this something you can reproduce? We're still nailing down server issues, so it might have been a one-off glitch, but I'll definitely get that looked at.

diamond dog
Jul 27, 2010

by merry exmarx
I think we're honestly pretty locked into the art style at this point! Minecraft's approach and most of the aimlessly "retro" games that do chunky pixels look like garbage imo, but we worked hard on our aesthetic.

As I said, you'll be able to control the direction and strength of the default lighting, and simply turning the intensity to 0 there would be the same thing as your "custom" suggestion. Anti-lights are gonna be a useful thing to have, it's just another optional tool that I can see being pretty handy. (Also there are a couple of light-emitters right now: I think the Bathyscape has a wall light and a bright chandelier thing, and a computer with a subtle green glow, and Tremor has a ceiling light and a pylon thing that emits blue light.)

SwissCM posted:

I can't help but think it's a shame you didn't use something like the Sauerbraten engine. It's a lot more flexible while still being easy to use.
This was discussed for sure early on but there are a couple reasons I didn't want to go that way:
  • Cube 2/Sauerbraten already exists and does its thing, and you can use it if you want.
  • An editor of that style isn't particularly difficult to use, yeah, but there's still some sort of learning curve and I suspect the curve is greater if you know absolutely zero about how polygon graphics work. On the other hand, I wanted to see what would happen if you gave people an editor they pretty much already know how to use. (Assuming everyone's played Minecraft/whatever.) Along these lines you can build a decent-sized map out of these blocks in a couple hours, which I think is an important consideration too since not everyone will be willing to devote multiple days to a level.
  • and I might totally be wrong about this, but you know how sometimes constraints can be really liberating when you're creating something? One of the reasons that you don't see finely-tuned Doom-style levels much anymore is because it's hard to constantly iterate your level design once you go past a certain level of intricacy in the detail that needs to be built and maintained with every change, and people often don't whitebox out their maps. I'm hoping that by giving people licence to be abstract they'll be able to be more focused on how fun their maps are, or how much fun they're having editing in co-op with a buddy, and that the game will be more welcoming in general.
That said I do have some tentative ideas for an advanced surface editor for advanced users, but it's a long way down the track.

diamond dog
Jul 27, 2010

by merry exmarx

Everdraed posted:

After a lot of fiddling (and a depressing amount of work lost on a multi-level Bioshock type map) I can't seem to save any edited levels. If I make a new level in single player editing mode, put down some tiles, then save and exit at best I'll see a blank map with a timestamp of the original creation date in the list, though sometimes not even that. Please fix I need to make terrible boost maps!!

Edit: This is with the latest two versions 2.4814B and 2.4814C, and with running the program as administrator on Win7 64.

Shiiiit okay, I'll be in the office in an hour and we'll figure this out. I might need your help a bit to find out exactly what's going on; I'll be in touch.

edit: in the meantime, try waiting five minutes and check your levels list again? I remember something about levels not always showing up right away earlier but I was told it'd been fixed.

diamond dog
Jul 27, 2010

by merry exmarx

Beast Pussy posted:

Is there going to be a way for people who own the game to upload their own weapons, models, or environment blocks? I know you mentioned a server for levels specifically, but I didn't see anything about how modifiable it would be from a user standpoint.

I can't promise anything, but it's been discussed as a future possibility. The goal at the moment is just to build a huge library of assets for people to use in the theme packs, since that's the main thing you're buying when you buy the game, but if possible I want steam workshop support for custom models and weapons at the bare minimum. And then custom blocks/props tied specifically to your account, somehow. Non-core features like this are way off though.

diamond dog
Jul 27, 2010

by merry exmarx
Zaphod42: sweet, thanks for the support!

Cicero posted:

Random suggestion: Since you're essentially targeting nostalgia, it could make sense to add multiple selectable 'styles' of games that alter the core mechanics, kind of like groupings of mutators. Like, a Quake style would have bunny hopping and rocket jumping, a Goldeneye style would have prolonged explosions and pick-ups that could be shot to change their spawn location, etc. Of course they'd be more in-depth than that, but you get the idea. Obviously this would be a very complicated feature, but it could help the game to really evoke the olde ways without having to settle on a compromise mish-mash of mechanics.
That was in the first design doc to some degree. The original concept for the game had more of a competitive structure of level creators vs players, and you'd be able to set flags on your level to allow/disallow mobility modifying effects from rockets etc. That was before we settled on basing our content on classic games (btw, regarding the nostalgia stuff: I hope we're doing more than just that; I think there's a dearth of a legitimately enjoyable style of game that should be addressed and I'm trying to make something that appeals to people who are excited by that, rather than the fact that we've got wall textures that look like Wolf3D or whatever).

But I think it's important to keep the core gameplay and physics consistent in a game that's going to have such a huge variety of maps (hopefully, eventually), so that you can jump into any multiplayer session and know what's going on. It's the same reason custom weapons aren't intended for the near future. It's important that the basic gameplay is really fun, or there's no point in creating levels for it, so another consideration is that if I wanted to be able to have completely different play styles applied as a universal toggle then every one that's added is essentially a new game that needs to be tested and tweaked and refined in an environment which has a huge number of modifying factors in all the different gimmicks that different theme sets bring to the table.

Instead the idea is that each theme pack will have features that promote a particular play style: the Tremor pack has boosters and jump pads that let you bounce around at high speed in open arenas with Quake-style weapons, but take those away and put players in tight corridors like those featured in the NCC-88 map and you get something slower and more tactical, with people locating players by sound, ambushing one another and setting up traps with the electric harpoons.
Reflecting different gameplay styles with each theme was a goal with the weapon selection too, so I made sure the GoldenEye-inspired set has two explosive weapons (a grenade launcher and proximity mines), which will produce those distinctive long-duration explosion fields. (It also has pathetic dual skorpions and a golden gun, and you can find throwing knives and some Perfect Dark-inspired weapons in other themes).

I don't want to disappoint anyone! But it was a deliberate choice to overload as much as possible onto the blocks, special elements and weapons rather than settings screens, because I think it's important that the game feels like a game rather than a game-making tool or engine/editor package. I should point out though that the current hosting screen is really barebones and you will be able to configure options such as a large number of game modes, item and monster spawn frequency, whether spawn overheal is applied, and probably more.

Cicero posted:

yeah, and every FPS should have Goldeneye-style post-match awards. I really don't understand why more games don't do this.
Rad idea, I agree (I put them in the multiplayer mode design for a client project a few months ago). The whole leaderboard and post-round screens are pretty scant right now and this'd be a good addition for certain game modes.

diamond dog
Jul 27, 2010

by merry exmarx

LackinPants! posted:

I booted it up and couldn't find any servers to play on. Is that because a master list isn't live or just not many folks since it's still early on? We plan to play via a password protected game so I wasn't sure if there was a way to just directly connect to his IP or we should just hammer refresh in the US server list till it pops.
Yep, it's just early on, you probably have less than a 25% chance of there being any games running whenever you jump in at the moment. Luckily you have a friend to play with already (hope you guys enjoy it!). You can host your own games no problem: click the NEW GAME button on the server browser, pick a level and choose the host option. You can password protect it here too. Later on we'll be adding local servers so you can directly connect to people or play over a LAN, but for now there are public servers which will host your session when you choose the host option (and since you're not really hosting, the server is, the game will persist even when the "host" leaves the game if there are other people still playing).

Regarding the movement physics, I'm still making gradual improvements/bugfixes but I think you can expect the feel of the player to stay roughly consistent with the way it is now. I'm pretty sure the right-clicking thing was your imagination. But! With regards to manoeuvring in the air or cancelling out your momentum, try the shotgun: kinda like that TF2 one you can use it to save yourself from a pit or do a little double/triple jump by firing it downwards. I use this a lot on DM02 to grab the railgun quickly, or to cross the gap above the jump pad to reach the small health pack from the BFG platform.

diamond dog fucked around with this message at 05:55 on Feb 26, 2014

diamond dog
Jul 27, 2010

by merry exmarx
Yesss I loving love Marathon, I lobbied for it but nobody else was into it so back me up. I think I worked a couple of Marathon ideas (at least the health stations) into the Halo-inspired pack design but it deserves a whole one.

In-fighting rules, factional in-fighting is something I hadn't though of before but it's a good idea. However for technical reasons to do with the modular world, and implementation complexity due to the number of AI archetypes, it's firmly in the "nice to have" pile rather than "to do". I should suggest it as a stretch goal! It'd definitely extend to cool poo poo like having AI allies etc.

Throwdini posted:

I was quite startled by how slowly the player moves. That's not a fun deathmatch. The jumping is floaty, too. I'd feel ripped off if I bought the game and it controlled like that. I really hope this turns out as awesome as it has the potential to be.

I mean, if it were up to me the character in every FPS would move like doomguy, but this game is meant to be more versatile than that (by which I mean I think most single-player maps made in it will be of the slow methodical sort, and the platforming aspect also needs to control well), and to appeal to people who aren't me. If you're interested and our timezones overlap right I can try to let you know when a 5+ player deathmatch is happening next time I see one if you want to try it out. It still might not be your cup of tea but I think the DM is starting to get to a pretty good place for a early pre-alpha demo.

Some dumb idiot posted:

The game seems pretty great from the little I've played with it and I've backed the Kickstarter, I just wish the Double barreled shotgun was more like DOOM 2's than the Force of Nature, even if Shotgun jumping is fun.
Flak cannon will probably be more your thing when it goes in but yeah, I need to at least dial up the damage on the standard SSG a bit.

diamond dog
Jul 27, 2010

by merry exmarx
efb. ^^Yeah, that.

I guess I see it as both, but what I meant was that I think it's important for the gameplay to have a quality and cohesiveness of its own rather than shifting that responsibility onto level creators, because not everyone is a game designer. This goes in hand with trying to remove as many barriers as possible from the editing process so that anyone can use it. Sort of like how someone can make a super lovely Doom map and fill it with monsters mindlessly and it'll still be some degree of fun because the Doom gameplay is rock-solid, and some degree of atmospheric because that kind of comes with the engine.
Obviously you trade some versatility for that, but I think there's a need for something at this end of the spectrum of effort/skill/desire to just dick around in a toybox.

(Also I didn't pick that tagline! I came up with Gunscape but the construction kit thing I think came out of a joke I made about calling it Kombat Konstruction Kit. I don't think it's that inaccurate, though.)

diamond dog
Jul 27, 2010

by merry exmarx
Yeah, I'm not really against it but I want to see how the current approach pans out once more weapons/powerups/special elements are in. The default play style is going to be enough to keep me busy for a while.

diamond dog
Jul 27, 2010

by merry exmarx

Pseudoscorpion posted:

This looks super awesome and I would back it but I've always had trouble backing non-US-based Kickstarters. Any chance for a Paypal option at some point down the line?

Pretty sure that's planned, yep.

diamond dog
Jul 27, 2010

by merry exmarx

Lucy Heartfilia posted:

Tons more movement modifying blocks would be nice. Just off the top of my head: bouncy blocks, blocks that slow movement, slippery blocks, blocks that speed up movement, blocks that prevent jumping, blocks that are sticky and allow wall jumps...

iopred posted:

a) No teleporters! Can you add them? :)



Soon! There's a large list of planned gimmick blocks, many of which have assets already but will take a while to implement so they'll be coming out gradually. Right now there's barely anything available in the editor compared to the mountains of stuff in the pipe.
Basically, if you can think of a fun special level element from a fps game it's probably planned--but ask anyway, because if it isn't I'll work out a way to add it.

iopred posted:

b) I couldn't get the map to save, so I lost all my work. I even tried the 'tab -> level settings -> save' option.
Are you using the latest version? This seemed to happen occasionally with the last build but it should be more robust now.

Only, we hosed up and made pipes and a few other blocks invisible in the newest build. A fix should be up in the next hour or so so maybe hold off on the demo for the next little bit (I'll post when it's up).


Segmentation Fault posted:

I think some more freedom with making slopes would be great. Are you aware of Sauerbraten? I realize that it's a different engine and it'd be difficult to make free-form objects like Sauerbraten allows, but being able to make slopes in any direction would be great, as well as making half-cubes or quarter-cubes for steps.
Something that's being worked on for the Turok-inspired set:



Most themes won't need as many different blocks as this (Turok is an extreme example because it's outdoor terrain) but every pack should have a handful of angled blocks. Dirt ramps in the TF2-inspired theme, angled walls and stairs in the Quakey one, etc. They won't all be simple angled polys either, some will be part-terrain, part-prop, such as buttressed ceilings that are going into Bathyscape.

diamond dog
Jul 27, 2010

by merry exmarx

The Radix posted:

(I'll post when it's up)

New build is up! If you've been playing today you probably already have it. This fixes the poo poo we broke, makes the menus a little easier to navigate (real menus are still coming) and adds 9 or 10 more blocks to the TF2-inspired pack--lots more props and some special elements from that pack like teleporters and an elevator, probably a CTF mode, and mmmaybe new weapons if I have time coming next week.

Downloads available here.



New Quake-inspired stuff should go in soon too next time I have a spare half hour.

diamond dog
Jul 27, 2010

by merry exmarx
I just jumped up there. Here's a sweet new music track I forgot to post: https://soundcloud.com/blowfishstudios/torus-side-a

diamond dog
Jul 27, 2010

by merry exmarx
;) I'm not certain it's going to stick around once we have proper voice sets for player characters but I'm gonna try my best to keep it in some form.

iopred posted:

Hey Radix, I couldn't get my level playable in the host game.

But here it is anyways: https://mega.co.nz/#!EJ8i0DyR!zQREGQcAiDI5hXmG0sucNhc8K0EJF4PCjY3Gg48o-XA

Just need those teleporters :)

Uh oh. Where exactly does it go wrong? If it was just refusing to save, have you tried with the latest build?
One-way teleporters should be in by mid next week. Bi-directional teleporters in a couple different styles (each working a little differently) are in upcoming packs but might be a while yet.

PS something very cool might be happening! I'm excited! It's a secret!

diamond dog
Jul 27, 2010

by merry exmarx
^I agree, and ASAP, but ASAP might not be until next week, sorry. Currently working on important stuff like skyboxes, default weapons, new junk like teleporters, CTF mode and maybe a couple new weapons there's time. After that, what types of enemies would you wanna see first? I'm leaning towards the fish zombies/big diving suit guys + security cameras/turrets/manhacks for the first singleplayer update.

iopred posted:

This game makes me happy beyond words, you have my kickstarter dollars.



I really wanted the single barreled shotgun, so I made it!
Sweet. That'd fit right in.

Colon Semicolon posted:

If this allowed me to add my own models I'd be so happy. Are there any plans for this?

I definitely want workshop support at least so you can reskin whatever with your own cosmetic changes locally. Letting players create their own content that'll be visible to other players (which'd be fine for some things but is kinda problematic for others) is something that's been discussed and I think the feeling is "eventually" but not planned any time soon.

diamond dog
Jul 27, 2010

by merry exmarx
Oh poo poo iopred that Sixth map is quake as poo poo, sweet.

Segmentation Fault posted:

Also suggestion: I really think you should make the decoration props for Bierenstein models instead of sprites. I get that you're channeling Wolf but it feels out of place compared to every other theme's models.

Okay.



I think I'll let players choose instead of having one or the other though.

diamond dog
Jul 27, 2010

by merry exmarx
Haha, nope, they've been sitting around for a few days. There's a fair chunk of art that's finished but I'm the bottleneck for it actually getting into the game, and Kickstarter has been taking up most of my time for the past two or three weeks.

diamond dog
Jul 27, 2010

by merry exmarx
Yep. That was going to be my main request if the kickstarter took off but welp.

diamond dog
Jul 27, 2010

by merry exmarx
I think that's a cool idea because everyone wants to add more blood and we're trying to be kind of restrained, but a kids mode would be better so we can go balls-out. I've suggested serious sam-style flower gibs a couple times, I'll bring it up again when things slow down a bit.

Neat new stuff today:

Skyboxes!

Feels really nice after being in the dark void for so long. When we release the next build you'll be able to pick your window and sky scenes independently. Also you'll be able to set the starting gun and ammo now.

Palette-animated acid!

It stings!

diamond dog
Jul 27, 2010

by merry exmarx
I just call em painfloors.

Iacen posted:

Downloaded it yesterday and gave it a quick whirl (just the editor). I think Minecraft might have damaged me, because the first thing I tried to build was a lovely wooden shack.
What was the thought about having blocks be one character high, instead of the MinecraftTM standard of two blocks? That threw me of in the beginning.
Couple reasons, mainly because it lets you do decent-sized features so the textures and props look nice and not like they're crowing themselves. Gameplay-wise we don't need to go smaller, since the objective is making level layouts, so this way you can build stuff a lot faster.
Yeah, it means you can't do quarter-block-sized details but I think it's more than worth the tradeoff.

Segmentation Fault posted:

In the event this doesn't get funded on KS, will you open a PayPal or something so we can help fund anyway? I want to give you guys my money one way or another.
Thanks. I think so.

It's probably too late to save the Kickstarter, but if anyone has any youtuber or games press friends and wants to point them this way it'd be appreciated. I've done what I can and even though people seem pretty uniformly enthusiastic about this thing we just aren't getting any eyes on the campaign page. I'm hoping to be able to make an announcement soon that'll help but... we'll see.

diamond dog
Jul 27, 2010

by merry exmarx

Segmentation Fault posted:

Wait. You haven't gotten anything from RPS? Which sites have talked about this game? Your KS might be failing simply because nobody knows about it. I do know Worlds of Wander (a similar project but for platformers, started by Commander Keen creator Tom Hall) didn't get funded because nobody knew about it. Get RPS, Yogscast, TotalBiscuit, all of those motherfuckers on the horn, I guarantee there's enough people out there who would fund this.

Thanks for the suggestions guys, I'll try sending off some more emails now. RPS got an email before of course but I'll give it another shot. It does seem to me to be a case of nobody knowing about it rather than actual indifference or people hating it or anything.


iopred posted:

Speaking of momentum, the one thing about the jump platforms I've noticed is that you can stop your momentum while in the air. Which means a lot of trips to the void. In Quake 3 you could influence your trajectory, but not completely change it.

Oh, I'll look into this. You shouldn't be able to stop yourself mid-air from those green arrow boost things (except maybe by using shotgun recoil or a well-placed rocket etc), just steer around a bit or overshoot/undershoot. I made some changes to the way momentum works a week or two ago, it could be related to that.

As for player movement having a bit of inertia/slide to it, what do other people think? Personally I prefer the abrupt movement, but it was implemented during an earlier phase of the design that would have had a greater emphasis on tricky platforming, so I might not have given due consideration to classic-style character momentum.


Everdraed posted:

Is something weird with the newest patch or on my end? I can't see my old maps on the edit list and there seems to be no maps available to host for MP along with the display of a 'No Offline Maps Found' message.
Give it another shot and let me know if it's still broke. We just did something to the map server that might have put it offline for a couple minutes.

Edit: confirmed, just a server hiccup.
BTW we updated the Kickstarter video, it now features a lot of Everdraed's maps and you guys dying from that session I was recording the other day.

diamond dog fucked around with this message at 01:33 on Mar 4, 2014

diamond dog
Jul 27, 2010

by merry exmarx
^I will ask the person who implemented the half-arsed joystick controls for testing and forgot to take them out to fix that for the next build.

thomawesome posted:

Just played for the first time tonight. I am dying for a Jedi Knight pack.

So are we! Star Trek-inspired stuff is planned too. Not in the first round of packs that we're working on but definitely on the list for future stuff.


InfiniteJesters posted:

Any possibility of a medieval tileset for us Heretic/Hexen/Thief fans in the audience? :)
A Heretic/Hexen-inspired set is the very next thing on the list after Too Rockin'. It'll be extra diabolic, the idea being that you can combine the Quakeish and Hereticish packs to get something Doomy.

Thief is further down on the shortlist and has some really cool weapons planned for it so I'm looking forward to that one.


Hooray! Thanks to everyone who helped me hassle them.


Fib I'll look into your thing today.

diamond dog
Jul 27, 2010

by merry exmarx

Destra posted:

How does the map list work? I can't seem to go beyond page 2 and none of my maps appear there, even though they're published.

It seems to be bugged for some people right now. Sorry. Next update (tomorrow hopefully) will fix that.

diamond dog
Jul 27, 2010

by merry exmarx
Cheesegod: thanks dude!

MONKET: I agree, we had an earlier version of this HUD that I liked more; it was even higher fidelity but it had this rounded black and white comic booky look that was actually a pretty nice contrast to the rest of the blocky world. What we have now isn't ideal. In the near-ish future we'll have a customisation screen of some sort for it (personally I like HUDs that are just a couple of tiny coloured text labels next to the reticule), and I know at one point we were even talking about having HUDs in theme packs, which would mean either you could choose a HUD style from the themes you own or level creators could pick one to inflict on you depending on what kind of feel they're going for in their level. I'm not sure if that's a great idea but we should revisit the themed HUDs thing at some point for sure.

Keiya posted:

I'm broke right now, so all I can offer is feedback, but there's currently a rather big problem with the menus, even for placeholders: There's no quit button!
Should be fixed today! The current update is coming along well and will include a bunch of interface fixes. CTF mode is looking fun. I'm worried there won't be time to finish off the Final Fortress weapons and the physics changes necessary for slopes and angled walls, but we'll do the new build today regardless because some of these fixes are pretty important.


Lagomorphic posted:

Any chance in hell of this having controller support and splitscreen multiplayer? This looks like it would be a great couch deathmatch game.
There's a fair chance! There's currently (bad, just for testing) controller support and we were recently approved as PS4/Xbox developers and afaik are in various stages of the approval process with Gunscape for both so, while nothing is certain yet, if the game ends up on at least one console it'd make sense to do splitscreen and to support it in the PC version too.

diamond dog
Jul 27, 2010

by merry exmarx
Yeah it'll be the permissions.

Doc Block posted:

This is great. Backed it.

One suggestion: a little more forward momentum on the jumps. I keep coming up short and falling because my first instinct is to let go of "forward" a little early and let momentum carry me, like in other FPSes. Having to hold down the forward button until I've actually landed doesn't feel right.

edit: Also, thank you for supporting Macs. I don't even have my PC plugged in these days, so Gunscape being available for OS X is nice.

Sweet, thanks! I agree about the forward momentum now that you mention it. As I've implied I'm hesitant to gently caress with the player physics too much at this point but something like that would be a good idea and not break anything. I should probably also add in a couple frames of airtime before you fall to make platforming feel a little nicer (this used to be in but I removed it for some reason, maybe I'll remember why while I'm doing it).


This week has been pretty intense but there's some cool stuff going in or about to go in.
2-Flag CTF (capture the fish) is now playable and mostly debugged, and I've heard it's fun? Although you can have up to 50 flags so "2-flag" is kinda misleading. I'll probably reduce this limit. I don't think you need 50 flags.
One-way teleporters exist, and might go in today if there's a new build going up, but there won't be an interface to set their channel for another couple of days. This means for now (if they're in the build) you can place them but you'll only be able to have one pair, or one exit and multiple entrances, or multiple exits which are used at random.

Some of you might have noticed all the new TF2-inspired props. Gonna do a bit more on this theme pack and move onto single-player stuff like the trigger system interface and monsters. (All of which will work in multiplayer.) The TF2-inspired pack has a cool scissor lift block that works as an elevator but it won't me much use to anybody until the trigger interface is in.

Sorry that I haven't been replying to things as quickly lately! I pass on every bug/whatever people report here or in IRC but if you have any major issues the playgunscape.com forums is the best place to get things sorted fast.

diamond dog
Jul 27, 2010

by merry exmarx

Doc Block posted:

Isn't Linux Mint the distro that doesn't install kernel updates by default? Enjoy your security issues.

To end the derail, something that would be nice to have for Gunscape is the ability to control the brightness and radius of lights. Sure, you can place a few lights right next to (or on top of) each other, but the radius doesn't really increase when you do that so you wind up with a 6x6 (or whatever) section that's superbright and then immediately falls off to black. It'd be nice to be able to have dark hallways and yet not have the entire level be super dark or have to place a billion lights.

Also, the ability to turn off the distance darkening.

You'll soon be able to talk to a light block and tell it how big and bright to be and what colour. Then when I get around to it you'll also be able to pick your fog colour (black, skybox-blending or whatever).

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diamond dog
Jul 27, 2010

by merry exmarx

Destra posted:

I think I tweeted you about this, but I probably should have been a bit more formal and posted it here. I've noticed this sprite acts kinda funky for myself and a friend, both of us using nVidia cards. Another friend using an AMD card had no issue.
Oh yeah. I think previously I thought this was a non-issue since we were going to replace the sprites, but now they're being kept in addition to the new 3D wolf stuff, so I'll have a look into this today.

ACPaco posted:

I like the green slime tiles. Is swimmable water in the works?
Yep!

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