Post a new topicPost a reply Page 1 of 4   [ 71 posts ]
Go to page 1, 2, 3, 4  Next
Author Message
 Post subject: Development towards version 0.52:
PostPosted: Sun 26 Jul 2009, 12:39 
Geneshift Creator
User avatar

Joined: Sat 14 Mar 2009, 17:50
Posts: 6039
Location: Sydney, Australia
Gender: Male
Sunday 26 June 09:
Here's a very rough guide of what's been done so far:

Added a bazooka! It's the missing super grenade. All other weapons have a super type.. now grenades do to! Currently it costs $5000, weights 5 subograms, and deals 120 damage, making it a 1 shot wonder!! For.. $5000. By FAR the most expensive (and heavy) bullet in the game. Very fun to use though, and will probably be spammed a shitload when 0.52 is released. Eventually it shall become the ultimate tactical weapon used to take out vehicles.

Completely rebalanced all the weapons. Way more recoil now. Even less damage over distance.. spraying and praying is NOT a good idea. I've also made some tweaks to the super weapons. Super weapons no longer have infinite ammo and ammo is more expensive (50% of originial purchase price instead of 20%). Super weapons should be rare and exciting. Once someone gets one, half the fun of the game becomes trying to get it off them. If there are 20 nailguns lying around and that's all everyone uses, that's the complete opposite effect of what we want. Oh, and mercenaries only gain +500 for each combo kill, not $1000. And yes.. the nailgun has been nerfed. Take that, Phrst. :)

Done a few general balance things like making gangsters deal less damage and improving on the default taunts. Also fixed a bunch of bugs, including map related bugs like the one Mumu spotted in BX_Hydro ealier today.

Dedicated servers can now spectate the match. Yay for Wabansi!

Optimised the picking up of weapons and included automatic ammo and grenade pickups.

In keeping with improving flow and usability, the F-Keys (defaults) now allow you to instantly quickswitch between skills. Furthermore, quickswitching now has an option for complete quickswitching. As in, imagine you have a knife and a grenade, and you're currently holding your USP. Before, you would press 1, and the box would pop up, selecting the knife.. you'd then press 1 again to move it down to the grenade, and finally you'd left click. 1, 1, click. Now (if you have quickswitching enabled in the options menu) you press 1 and it'll automatically switch to your knife. That's already greatly improved. Press 1 again and it'll switch to the grenade. Removes the click entirely. Same applies for skill selection.

I've added support for Caps Lock and I'm pretty sure fixed the weird keyboard thing some people have been getting.

Added widescreen support (funny.. I'm just about to upgrade my monitor.. ;) ).

Today I did a lot of behind the scenes work in preparation for adding all the new skills (starting tomorrow). This includes reworking the way the weapons.ini file works. Now the default values are safely and permanently stored in the code itself.. but you can override them through weapons.ini. So if you ever fiddle around with the weapons.ini file and then find that you've muddled things up.. you can just delete it and the game will create a new one for you.

I also built the skill trees in the menu, arranging them into position and putting in the sexy lines that link up prerequisite skills. Looks cool now.. not just 4 skills all in a row up top.. but a whopping 11 skills (per tree) all linked up and covering half the page.

I finished off all the icons for the new skills (this takes a suprising long time).

I did some nice graphical work on grenades and the bazooka.. giving the bazooka a sexy smoke trail and grenades a cool flame effect when they explode.

Another cool thing to do with flashbangs.. when they explode you can quickly look away from them to reduce the flash intensity.

Anyway, that's a rough guide of where we're up to. I've had to do quite a lot of behind the scenes stuff over the last week in order prepare for all the new skills.. but I'm ready to start tomorrow! Stay tuned.

_________________
Creator of Geneshift and Nik Nak Studios. Hope you enjoy the game!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Sun 26 Jul 2009, 13:08 
Mutant

Joined: Mon 01 Jun 2009, 13:59
Posts: 387
Quote:
Another cool thing to do with flashbangs.. when they explode you can quickly look away from them to reduce the flash intensity.


So can we except a non-360 vision in the future?
And where's that multilingual keyboard support?


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Sun 26 Jul 2009, 15:54 
Mutant
User avatar

Joined: Wed 17 Jun 2009, 17:41
Posts: 680
Location: VA
Gender: Male
First you took away the MP5, now this? Outrageous! :)


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Mon 27 Jul 2009, 00:48 
Geneshift Creator
User avatar

Joined: Sat 14 Mar 2009, 17:50
Posts: 6039
Location: Sydney, Australia
Gender: Male
Non 360 Vision is a possibility for the future. It could be pretty fun, but it'd have to be an optional feature.

As for Unicode, I'm still looking into it. ;)

_________________
Creator of Geneshift and Nik Nak Studios. Hope you enjoy the game!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Tue 28 Jul 2009, 11:40 
Walking Encyclopedia
User avatar

Joined: Sun 05 Jul 2009, 09:08
Posts: 3221
Location: Singapore
Gender: Male
Lookin' good!

Hmm, I wonder what will happen to the railgun and shock revolver though. They're pretty much the most unused super weapons, and the pistols would be particularly weak with the further decreased damage over range.

Are sniper rifles affected by the 'less damage over distance' feature?

_________________
ImageImage
Member of [TG] Team Gamble
[[STM's Random Stuff]]
Credits to Illusion & Affle for my signature & avatar respectively!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Tue 28 Jul 2009, 11:45 
Geneshift Creator
User avatar

Joined: Sat 14 Mar 2009, 17:50
Posts: 6039
Location: Sydney, Australia
Gender: Male
Yes, all weapons lose damage over distance. The thing about sniper rifles though, is that their range is so huge (like, 150m) that even if you hit some guy over a screen away, the bullet is still fairly early in its flight and thus loses almost no damage at all.

_________________
Creator of Geneshift and Nik Nak Studios. Hope you enjoy the game!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Tue 28 Jul 2009, 12:04 
Walking Encyclopedia
User avatar

Joined: Sun 05 Jul 2009, 09:08
Posts: 3221
Location: Singapore
Gender: Male
bencelot wrote:
Yes, all weapons lose damage over distance. The thing about sniper rifles though, is that their range is so huge (like, 150m) that even if you hit some guy over a screen away, the bullet is still fairly early in its flight and thus loses almost no damage at all.

Ahh, so the damage loss is by the % of the total range travelled.

What about the knife? It's not always the Mentals who must use knives, and they may not always have Blade Fury active all the time.

_________________
ImageImage
Member of [TG] Team Gamble
[[STM's Random Stuff]]
Credits to Illusion & Affle for my signature & avatar respectively!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Tue 28 Jul 2009, 12:59 
Geneshift Creator
User avatar

Joined: Sat 14 Mar 2009, 17:50
Posts: 6039
Location: Sydney, Australia
Gender: Male
Yup, percentage based. 0% distance means 100% damage. 100% damage means 33% damage. In v0.52, this will be reduced to 20% damage.

It applies to knife too.. but not really relevant because knife can only be used at 1 range anyway.. the damage for knife is 150 making it a 1 shot 1 kill weapon anwyay.

_________________
Creator of Geneshift and Nik Nak Studios. Hope you enjoy the game!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Tue 28 Jul 2009, 15:47 
Mutant
User avatar

Joined: Wed 27 May 2009, 05:14
Posts: 413
Location: Pasadena, California
Gender: Male
Quote:
It applies to knife too.. but not really relevant because knife can only be used at 1 range anyway.. the damage for knife is 150 making it a 1 shot 1 kill weapon anwyay.


Whoa... are you serious? So it's always just gonna kill? That is such a good news for me.

_________________
Image
This is not a signature.


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Wed 29 Jul 2009, 10:38 
Walking Encyclopedia
User avatar

Joined: Sun 05 Jul 2009, 09:08
Posts: 3221
Location: Singapore
Gender: Male
Unless the guy was a Physical with high level or even maxed out corpse construction, but either way that guy's screwed because the only people who'd REALLY use a knife are the Mentals, and they have Blade Fury and Thunder Jump.

Plus, who'd ever rush a Physical with a knife unless you're a Mental or mentally unsound (suicide)?

_________________
ImageImage
Member of [TG] Team Gamble
[[STM's Random Stuff]]
Credits to Illusion & Affle for my signature & avatar respectively!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Wed 29 Jul 2009, 13:03 
Geneshift Creator
User avatar

Joined: Sat 14 Mar 2009, 17:50
Posts: 6039
Location: Sydney, Australia
Gender: Male
Wednesday 29 July 09

Funny you mention it.. for at this very second I'm completing the Kamikaze skill (formerly known as Detonation).. and it is coool!


Over the last few days I've done a lot more behind the scenes stuff that you don't really care about.. fixed a few tiny bugs that you've probably never noticed, and made a few optimisations here and there.

Something you might be interested in though!! Today I finished fireball (now known as Plasma Ball), blast radius (now known as Splash Damage), Mana Drain, Dash, Corpse Construction and Kamikaze. They're all really funky.

Mana Drain combined with Plasma can make for a pretty vicious combo. Chuck Splash Damage into the mix and fire into a big group of gangsters and you can make back all the mana you spent instantly! Firing every 2 seconds! Talk about fire power, ay ay!!

Corpse Construction works great.. I'm really curious to see how this one plays out due to the nature of its levelling. All you're doing is increasing the upper limit when you level up.. so I don't think many people will invest all 10 points into this one. Unless your Phrst with a nailgun. Oh wait, nailgun has been nerfed now.. forget I said anything. ;) Thing is though, it's so handy that it might be worth investing 1 or 2 points even if you're in a different skill tree entirely.

Dash is great. The speed boost during invisibility is huge, letting you actually travel FASTER than normal if you invest all 10 points into it. Expect to see a lot more knife kills. Oh, and boy do you travel fast when sprinting. Reminds me of speed hacks from counter strike.

Detonation was originally going to work with guts like Bullet Rupture and I actually completely made it that way.. but decided in the end that I didn't like it that much. So scrapped all my new sexy code and made detonation work more like a grenade blast instead. It's much better now. It's easy to see exactly what's going on, looks cooler and more unique, and has a more controllable tactical use (arrgh, I'm not gunna make it! I just have to get this much closer to fuck this guy up!!).

Anyway, next up are Support and Thunder Jump!

_________________
Creator of Geneshift and Nik Nak Studios. Hope you enjoy the game!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Thu 30 Jul 2009, 02:22 
Mutant
User avatar

Joined: Wed 27 May 2009, 05:14
Posts: 413
Location: Pasadena, California
Gender: Male
Although I assure you, Phrst will find yet another weapon and totally break it. Then you'll proceed to nerfing that weapon as well, until we get to v1.0 where every single weapon has been nerfed down to 1 hp dmg per bullet with 1 shot per minute. After that, we'll even have to nerf the name Subvein into Vein because Phrst was becoming too cheap with the "sub" part of the name.

_________________
Image
This is not a signature.


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Thu 30 Jul 2009, 07:04 
Mutant
User avatar

Joined: Thu 16 Jul 2009, 09:36
Posts: 373
Location: Sydney, Australia
Gender: Male
I'll post this up here incase you forgot ;)

Keybind skills!!!!

With all these new skills you're putting in, its gonna get harder and harder to manage them. It's hard enough to select between 2 active skills and use the right one at the right time under pressure. It's why im sticking to 1 active skill at a time right now.

Maybe you could have a submenu with all the skills on there that you can just assign your own keys to. You can change them around to suit you, or anytime you decide to pick up different skills. (note: im talking SKILLS here, not weapons). The skills would be used when you press the key, instead of just selecting the skill so you have to then click the mouse button again to use it. Would save time and frustration trying to get the right skill to work :)

I know i've suggested this multiple times... and it will continue. I'll hound you about this till you give in :twisted:

_________________
Registered Map Maker


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Thu 30 Jul 2009, 08:54 
Mutant
User avatar

Joined: Wed 17 Jun 2009, 17:41
Posts: 680
Location: VA
Gender: Male
Monkeylemur wrote:
Although I assure you, Phrst will find yet another weapon and totally break it. Then you'll proceed to nerfing that weapon as well, until we get to v1.0 where every single weapon has been nerfed down to 1 hp dmg per bullet with 1 shot per minute. After that, we'll even have to nerf the name Subvein into Vein because Phrst was becoming too cheap with the "sub" part of the name.


Come see me using grenades. You spend too much time on the forum, practice my friend, practice.


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Thu 30 Jul 2009, 17:21 
Geneshift Creator
User avatar

Joined: Sat 14 Mar 2009, 17:50
Posts: 6039
Location: Sydney, Australia
Gender: Male
Thursday 30 July 09

Today I put skills on hold for a bit to work on graphics. All the new skills I've added so far have been graphical.. and I realised that some of the existing ones weren't. There was no way to tell if someone was using Vampirism, for example. So what I did today was go over all the skills and make sure that each one has some graphical influence on the game. Bullet Time and Critical Shot and stuff already did, but the 3 healing skills did not. So what I did was add health orbs that spin around you whenever you heal yourself. Looks really cool. Each health orb represents 10 hitpoints.. so if you see some guy run around and then suddenly 8 orbs start spinning around him, you know he just got his self repair on. Either that, or he just Fired a bazooka into a crowd of enemies and has really high Vampirism. Anyway, it's sick.

In staying true to the graphics theme for the day I made some other nifty additions. Players now explode into a gory mist of blood when killed, and the Blast Cannon looks fucking awesome now. Move over Minigun.. it's Blast Cannon time.

I also fixed a bug to do with the wrong flags occassionally showing up in the server lobby. And I also made the server lobby multithreaded.. which is fancy talk for faster and better :D

_________________
Creator of Geneshift and Nik Nak Studios. Hope you enjoy the game!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Thu 30 Jul 2009, 17:28 
Mortal
User avatar

Joined: Thu 30 Jul 2009, 11:12
Posts: 5
Yay, will be awesome!

_________________
"We come from Soldat to pwn you." - Subvein Veterans


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Thu 30 Jul 2009, 18:07 
Walking Encyclopedia
User avatar

Joined: Sun 05 Jul 2009, 09:08
Posts: 3221
Location: Singapore
Gender: Male
Maybe you could make the character's jumping look more obvious. Currently it can be quite hard to tell if you're jumping or on the ground.

_________________
ImageImage
Member of [TG] Team Gamble
[[STM's Random Stuff]]
Credits to Illusion & Affle for my signature & avatar respectively!


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Thu 30 Jul 2009, 18:18 
Mortal
User avatar

Joined: Thu 30 Jul 2009, 11:12
Posts: 5
STM1993 wrote:
Maybe you could make the character's jumping look more obvious. Currently it can be quite hard to tell if you're jumping or on the ground.


Yes. And crouching could be made more obvious too. Would be cool.

_________________
"We come from Soldat to pwn you." - Subvein Veterans


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Fri 31 Jul 2009, 06:14 
Mutant
User avatar

Joined: Wed 27 May 2009, 05:14
Posts: 413
Location: Pasadena, California
Gender: Male
Phrst wrote:

Come see me using grenades. You spend too much time on the forum, practice my friend, practice.


My summer intern stuff has ended. I'll have much more free time from now on. Cower in fear, my friend, for I will pwn you so hard you will crawl up in the corner in a fetal position while crying for your mommy for 50 hours straight.

No, not really, I suck at this game :P

_________________
Image
This is not a signature.


Top
 Profile  
Reply with quote  
 Post subject: Re: Development towards version 0.52:
PostPosted: Sat 01 Aug 2009, 19:46 
Geneshift Creator
User avatar

Joined: Sat 14 Mar 2009, 17:50
Posts: 6039
Location: Sydney, Australia
Gender: Male
Saturday 1 August 09

Over the last 2 days I've added Thunder Jump and Slowmo Speedup. Slowmo Speed up is undeniably useful.. and Thunder Jump is just plain awesome. I really can't wait to see these new skills in action.

Also.. swiss's constant nagging has paid off and I finally got around to auto cast quick skills. Gotta say.. it's very useful. You probably won't want to use it for Venom Shot or Plasma Ball.. but it's great for all the other skills. Also, your current skills are displayed up the top of the screen so you can instantly see what keys they're under. Having Self Repair instantly cast when you press F1 is a god send.

Also added more cool noises to improve the richness of the game. This includes noises for when you jump and land, making jumping a little more obvious... and also noises for when you kill someone, which I particularily enjoy. Killing a bot creates a slightly quieter noise than killing a mutant.. but basically it's a little 'beep' noise. Sounds sexy, and it sure feels good to kill a bunch of guys with bullet rupture now.. beep, beep beEEp BEEP BEEEEEEEEEEEEP!!!!

_________________
Creator of Geneshift and Nik Nak Studios. Hope you enjoy the game!


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 4   [ 71 posts ]
Go to page 1, 2, 3, 4  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron