3D Vehicle Models!

Sun 28 Aug 2016, 18:19 by bencelot



Player models are done and now it's time to do vehicles. There is a bit of work to do here, but shouldn't take as long as the players as there are no animations to worry about, and far fewer models required. These are going to look sick once finished, as the dynamic specular lighting is going to make them shimmer and shine as they drive around the map. Gunna be sooooo shift!

There are a few small gameplay changes required though. The main one is to do with vehicle heights. Currently the flat 2D sprites are only drawn at 1.25m tall, which is very short for a car (especially the Flatbed). This is going to look silly in 3D, so I need to make the vehicles taller to scale up with the new 3D player heights. About 2m tall for most vehicles. This means 2 gameplay changes are needed:

1) Vehicles will be taller. Currently they're 1.25m and I'll be making them 2m so they actually look good in 3D. However I don't want you to be able to suddenly jump off of vehicles an extra 0.75m as that would break many maps. So to compensate I will have a separate jump force when you jump off a vehicle. Jumping off the ground jumps you 2.25m in the air, and jumping off vehicles will jump you 1.5m, which when added to the new 2m height will work out to the same height as before. So really no gameplay change here at all! Just a tweak in how the jumping works.

2) Vehicles will have variable heights. This means when you stand on the back of the flatbed you're about 1.5m high, but when you jump up onto the cab section you're ~3m high. I'm going to try and make most vehicles fairly flat with a maximum height of 2m as mentioned above, but I think the Flatbed can be an exception here. Basically this means that if you want to jump over a wall with a vehicle you'll want to run to the highest point of the vehicle to get the most height. Doesn't change that much, but for example with the Buggie you might be better off reversing the high back up against a wall instead of going in head-first, as the bonnet will be lower.

Anyway here's a screenshot of a fully 3D player shooting at a demo Buggie.

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EDIT: And I'm done! Here are all 11 vehicles in 3D glory!

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36 Comments


chross says:

Mon 29 Aug 2016, 07:45


Will this affect "vehicle explosion driven" jumps?


bencelot says:

Mon 29 Aug 2016, 13:58


Hmm, like when you stand on a loafer and bazooka it? I don' think it'll make a difference to that, though it's certainly something I want to maintain, so I'll check it.


bencelot says:

Tue 30 Aug 2016, 23:34


Let's play a game of guess the car!

Image


Asterparity says:

Wed 31 Aug 2016, 00:26


The 3 images suggest Loafer. The model front suggests Buggie, though I'm unsure with the wheel placement. Could also be Pickup, but I always imagine pickup being more blocky.

EDIT; didn't realize that was the back. Derp. Definitely loafer then.


STM1993 says:

Wed 31 Aug 2016, 00:47


The 3 reference images are for a 4-seated sedan; that'd be Loafer.

That seems to be the back of the car, and given that it is shaped that way... its either Gallant or Loafer, but I'll bet on Loafer.

I always imagined the Buggie to be a Mini-Cooper.


bencelot says:

Wed 31 Aug 2016, 22:16


Yup it's the Loafer. Not 100% done yet but getting close!

Image

Image


Asterparity says:

Thu 01 Sep 2016, 04:16


That looks great! The details, and how well it fits with the terrain... It seems... Small, compared to the standing mutant though. Then again, any vehicle seems silly as soon as you get Bloody Gains.


chross says:

Thu 01 Sep 2016, 07:48


Sexy!


bencelot says:

Fri 02 Sep 2016, 17:51


Ok Loafer is done!! The only thing left to do is the vehicle decal, but I don't think people like the bullet hole decals so I'll do this when I get a better idea.

I've added a bunch of cool new stuff, such as glowing headlights, glowing red brakelights when you hold reverse, and even spinning wheels! Here's a few piccies:

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STM1993 says:

Fri 02 Sep 2016, 18:35


Just noticed that not having skillpoints makes the player use non-mutant arms. I wonder if it should stay that way or stick to mutant arms regardless for players (because with the platinum shoulders it looks weird without mutant arms).

I like the damaged empty loafer's texture! It should be the default imo, makes the cars look more rugged and less plain.

I noticed that the lighting looks blockish on the northeast in 2nd pic (more accurately, just outside the vehicle's left windows, in a diagonal staircase line, all the way to the boxes).


Asterparity says:

Fri 02 Sep 2016, 19:29


Nah, I think clean suits the Loafer better. After all, for $500 off the assembly line, and almost always is destroyed as soon as it's fired upon. Odds of ever finding a used Loafer for sale in this universe is like a 1% chance. Mhm. That'd be funny. "Used Loafer. Pay $300 for a normal Loafer that spawns with 100hp."

I prefer the normal arms with no mutations. Gangster Camoflauge :lol:

Now bence, I expect the other cars to be sexy as well. We can't have a cheap mass production loafer be the prettiest as well!


bencelot says:

Fri 02 Sep 2016, 21:33


I reckon I'll add just a little bit of stratches to the default loafer, but not too much. So half-way. There still needs to be a visual difference between healthy and damaged for gameplay reasons. And as for mutant arms I reckon I'll leave it as is, where the arms go veiny only once you get your first skill. I think it helps newbies notice the difference between themselves and others more and be made more aware that they need to unlock skills. And also it's a fun change to have some construction workers running around the map :p

Working on the buggie now, taking STM's suggestion of a mini cooper!

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bencelot says:

Sat 03 Sep 2016, 19:40


Beep beep!!

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bencelot says:

Sat 03 Sep 2016, 22:37


Ok so done some more thinking about vehicle heights and I think some vehicles will need to be over 2.25m tall just to look good, which means they won't be jumpable. This is going to be a gameplay change but I think honestly a really fun one. Probably the only vehicles that will be over this height are the Camper, the Flat Bed (front section), and maybe the back of the Hornet. This could have some really cool gameplay implcations as you can use these vehicles as a far more effective barricade.

Imagine parking a Camper in a 3 tile wide corridor so people can't get around it. They can no longer jump over it so the only way to get through is to enter the vehicle and drive it out of the way (or destroy it). If you start backing up other vehicles behind it this could realy slow your enemy down. For example defending a flag like in the picture below. Before players could just jump over any vehicle. Now if it's a camper or a FlatBed they can't. Interesting tactics!

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What could be even cooler is if I decide to model the Camper with a little nose on the front, so you can hop onto that to get over it going in one direction, but not if you're approaching from behind:

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Thoughts?


STM1993 says:

Sun 04 Sep 2016, 03:56


Buggie looks a bit like a long 4-seater in that screenshot. Also, do you think you should be able to see guns pop out of a window?

The vehicle heights idea is interesting, but my main concern is that you can just plant a tall car directly over an objective to render it hidden & inaccessible (maybe even camp inside the car after that). Its already bad enough as it is that attempting to walk on top of a car causes the entire car to become your hitbox. I suppose you'll have to ram your own car against the barricade so as to push it away or use it as a stepladder, and hope the enemy doesn't have so much cash that he can keep this up easily without compromising his ability to attack. (also, free campers!)

Other quirks:
* If the car is protruding out of a cliff, you can jump from the bottom and end up appearing at the top of the car.
* If you ram an enemy, you'll actually push the enemy to the top of the car. That said, I wonder if the taller height would make it such that you cannot jump over a car attempting to ram you.
* You always exit a car from the sides. If there is not enough room, you'll exit on top of the car; you don't have to drive it out of the way though it might hinder you if you are carrying say, a flag.


Maximilian says:

Sun 04 Sep 2016, 16:11


bencelot wrote:

Thoughts?


Yes, do it.


bencelot says:

Sun 04 Sep 2016, 18:03


STM1993 wrote:
Buggie looks a bit like a long 4-seater in that screenshot. Also, do you think you should be able to see guns pop out of a window?

The vehicle heights idea is interesting, but my main concern is that you can just plant a tall car directly over an objective to render it hidden & inaccessible (maybe even camp inside the car after that). Its already bad enough as it is that attempting to walk on top of a car causes the entire car to become your hitbox. I suppose you'll have to ram your own car against the barricade so as to push it away or use it as a stepladder, and hope the enemy doesn't have so much cash that he can keep this up easily without compromising his ability to attack. (also, free campers!)

Other quirks:
* If the car is protruding out of a cliff, you can jump from the bottom and end up appearing at the top of the car.
* If you ram an enemy, you'll actually push the enemy to the top of the car. That said, I wonder if the taller height would make it such that you cannot jump over a car attempting to ram you.
* You always exit a car from the sides. If there is not enough room, you'll exit on top of the car; you don't have to drive it out of the way though it might hinder you if you are carrying say, a flag.


Good point, I have made the Buggie a 4 seater! To keep Gallant competitive I have increased it's max speed and acceleration and it's collision armor. As for seeing guns out of windows that'd be awesome, but I won't do it just yet as it'd require making more models... also having something like a massive minigun sticking out the window could be weird.

The objective exploit is a good consideration too. The arrow will point to it so it won't be hidden at least, but I need to make sure the pickup range is large enough that you can never fully cover it with a vehicle.

As for the taller height when ramming players, I'll see how it works in the code but it might be interesting to have it unjumpable. Considering how slow the Camper and Flat Bed move you're a bit of a noob for getting hit by one anyway.


Asterparity says:

Sun 04 Sep 2016, 21:55


I imagine... It's 4/5 on Conquest, the scientists need to take only one more point to win. While doing so, the most outrageous thing happens. A tidal wave of Campers comes out and not only pushes the capturer off the point, but creates a barricade filled with MG's.

I think only 3 things are possible from this anomaly ramming people.
A; They're launched into the air, which would be easy exploits for jumping.
B; They're thrown under the car and either killed instantly or could be hidden underneath, still taking vehicle hitbox.
or C; They're dragged with the car acting as a sort of wall.

However, since Camper's front is shorter, it'd probably have a rolling effect and either collide twice with the player or knock them to the top without A;'s problem. And Flatbed is so slow it'd probably just drag them along. That said, ramming damage could potentially be a problem if it occurs as the player is dragged infront.

Aside from that speculation, sounds like fun!


bencelot says:

Mon 05 Sep 2016, 19:06


My car collection is growing!

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bencelot says:

Thu 08 Sep 2016, 00:42


Image

Roadster done! Averaging about 1 vehicle per day atm. Not a bad pace I think. Especially as I'm making small gameplay tweaks at the same time. I have made a buff to Roadster by increasing its hitpoints to 1000hp instead of 800hp. Paying $3000 for an 800hp car was just competitively unviable when the Gallant existed with 1000hp and at only $2000. With them both at 1000hp they're both equally strong in this regard, and those extra hitpoints really do matter.

I now see the relationship between Gallant and Roadster like AK to M4. The Roadster is fundamentally the same (good speed, 2 seats, 1000hp), but improves on the Gallant in a number of key ways. For the M4 it's all about accuracy. For the Roadster it's handling and speed. I've made handling the Roadster quite a bit nicer and lowered its mass to 1000kg for extra acceleration. You can get into and out of situations faster, more accurately, and escape from situations with ease. I think this will justify the additional $1000 cost.

But why use the Gallant then? Well the main reason is clearly that it's only $2000 making it the cheapest 1000hp+ vehicle. Every dollar counts in conquest mode. But that's not quite enough so I have added a little extra to make it special. Just as the AK has it's special advantages of increased damage per bullet over the M4, the Gallant has a very unique advantage of huge mass and collision armor. I've buffed its mass up to 2000kg (from 1500kg) and drastically reduced the damage it takes when colliding with walls and vehicles. Most cars take 100% collision damage, but the Gallant only takes 30%. This makes the Gallant the ultimate ramming vehicle, which is especially useful for Checkpoint but has quite a lot of general use as well. It's a subtle advantage but combined with it's cheap cost should keep it as a solid vehicle despite the Buggie and Roadster buffs.


Quote:
VEHICLE CHANGES
Buggie now has 4 seats instead of 2.

Gallant mass is now 2000kg instead of 1500kg.
Gallant now has 150% boost intensity instead of 140%.
Gallant now only takes 30% collision damage instead of 50%.

Roadster now has 1000hp instead of 800hp.
Roadster mass is now 1000kg instead of 1300kg.

Camper now has 6 seats instead of 4.

Radar Truck max hp is now 400hp instead of 600hp.
Radar Truck reveal range is now 20m instead of 30m.
Radar Truck will only make a woowoowoo noise if you have direct LOS to it, allowing you to hide it behind walls.

Hornet now does x3 damage vs guards.
Hornet reload time is now 5s instead of 8s.
Hornet now uses the same seek targeting system as Seek Rifle, Bullet Time and Venom Shot.


Olaroll says:

Fri 09 Sep 2016, 13:20


Those cars look really good! Keep up the good work bence :D


bencelot says:

Fri 09 Sep 2016, 15:31


Thanks man. It's actually been really fun modelling them. Just chuck on a podcast, listen to that all day and make my models. No need to think ;)


bencelot says:

Sat 10 Sep 2016, 02:24


Deathtruck coming through!

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You'll notice that the Flatbed now has a completely flat front. This is be design to get this fun one-way roadblock mechanic. Players can jump up the back of the flatbed and hop over the front, but not go the other way. Camping in a 3m wide corridor with the front facing towards the enemy is a very powerful move, as your allies behind you can still jump over the top and attack. The top of the Flatbed is also 3m tall compared to the standard 1.75m tall vehicle, allowing you to reach high places in a sneaky way like this:

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bencelot says:

Wed 14 Sep 2016, 03:43


And I'm done!

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For comparison here's what it looks like in v0.994:

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STM1993 says:

Wed 14 Sep 2016, 06:53


NIIICE!!

Hornet looks more like a truck than a jeep now haha.
I take in Extraction Truck is now 2.5m tall at the back?
Camper looks like its 2.5m throughout.
Love the new radar truck!


Asterparity says:

Wed 14 Sep 2016, 08:30


Is that new Radar a 1 seat vehicle? Never knew the Hornet was supposed to be a jeep. Thought it was some kind of mini-hummer. They all look so good. Except the Loafer and Buggie which seem simpler, which I adore since they're the cheap vehicles.


chross says:

Wed 14 Sep 2016, 09:40


Looks really great!
Good job


bencelot says:

Wed 14 Sep 2016, 15:41


Heh cheers guys. Today I'll be doing the decals and then I'm done! Might need ideas for decals on a few of the cars. STM, the Hornet is a bit bigger than before which I think is appropriate considering the 1500hp. Aster, the Radar is still a 2 seater car, however it is the only car with a width under 2m. As for vehicle heights and the new gameplay dynamics we have the following:

Cars you can jump onto (below the jump height of 2.25m):
Loafer = 1.75m
Buggie = 1.75m
Gallant = 1.75m
Roadster = 1.75m
Torpedo = 1.75m
Pickup = 2.00m
Hornet = 2.00m

Cars that block jumping:
Extraction Truck = 2.5m
Radar Truck = 2.75m
Camper = 2.75m
Flatbed = 3.00m

When jumping from the ground you can jump 2.25m, and when jumping from a vehicle you can jump 1.75m (this stops the new vehicle heights from breaking the existing maps). So the standard jump height on most vehicles is 1.75 + 1.75 = 3.5m, same as in v0.994. That is to say if you're using cars as a step you can jump over walls 3.5m tall for the lowest cars and 4.75m tall from the top of the Flatbed. Map makers might want to make a few secret jumps that exploit this Flatbed jump, effectively requiring a $10000 investment to get into some super awesome sniper spot or something. Remember phase jumping has been removed so these jump heights are consistent now.

Also some cars are now too tall to jump onto. This is especially important when a car is parked in a narrow corridor 3m wide so you can't run around. The Radar Truck is extra special as it is only 1.9m wide and can just narrowly squeeze into a 2m gap, allowing you to block even more pathways. By parking one of these cars in a small gap you can prevent an enemy from gettnig through. They can of course simply enter the vehicle and then exit on the other side, but they can't do this if the car is either A) Occupied or B) Dead.

Permanently occupying a car is probably not very practical unless you're doing some special team strategy where someone's job is simply to hold a chokepoint. This is a job probably best suited to the Camper as the Radar Truck will just get destroyed too quickly. BUT my favourite strategy here is postioning a Radar Truck in a chokepoint, and then when you see an enemy approach it you destroy your own Radar Truck on purpose. Once destroyed they can't do the enter/exit trick to get past it, and as it takes 10s to fade away you can make great use of this blocking if your timing is right. Could be a super pro strat when trying to capture that final checkpoint!

Finally these cars have different height structures, meaning you might be able to hop onto the bonnet but not go the other way. They behave in different ways:
Camper is completely flat, which means from both directions you cannot jump onto it. A 2-way block you could say.
Radar Truck is 2.75m on the front, but the back is lower, so you can hop on there then hop over the whole thing. A 1-way block. So when positioning this make it so the front faces the enemy to block them, while the back faces you so you can jump up and over.
Flat Bed behaves the same as Radar Truck, and the Extraction Truck does too but in reverse.

So yeah, quite excited to see how this all plays! And hopefully I'll put out a new test build in a few days. I just have to do the vehicle decals and I might 3Dify a few of the skills (like BT). Then we can try this all out! As cool as these cars look in a screenshot, the real sexyiness comes from actually driving them, with spinning wheels, glowing brakelights and sexy dynamic specular lighting. Gunna be gooood!


bencelot says:

Wed 14 Sep 2016, 17:03


Example of using Radar:

Image

1) You can camp here with a bazooka to destroy the Radar as an enemy approaches and deny them for 15s.
2) You can let them do the enter/exit trick to get past but start firing as soon as they exit (ontop of the car). This exploits their bigger vehicle hitbox, as well as the draw-time they're forced to suffer when exiting a vehicle.
3) You can look to the left and rely on the "swwwooo!!" entering noise to warn you when an enemy does the enter/exit trick to get through. Of course as it's a Radar you should already be warned, but this principle applies to Camper too.


Maximilian says:

Thu 15 Sep 2016, 18:49


good thing now vehicles arent completely useless, we can build barricades yay


Asterparity says:

Thu 15 Sep 2016, 18:55


You forgot two more things.

4) The enemy brings their own vehicle and can use that to jump over.
5) Aster buys a SAW and breathes on the car causing it to explode instantly.


GG123Snipa says:

Thu 15 Sep 2016, 19:06


"Build Barricades"

Barricade/Placeable shield plspls tnx


bencelot says:

Fri 16 Sep 2016, 16:17


Four new additions are on display in this screenshot. Can you spot them all??

Image


STM1993 says:

Fri 16 Sep 2016, 18:11


Vehicle lights now have a different lighting from the neon lighting.
What's that blue arrow above the Buggy?
I see the Buggy actually slopes downward on smoothed heights now!
Wouldn't consider the awesomeface decal a new thing.
I see a black line south of the car, looks like the mouse line.

Can't spot anything else. The tail lights?


bencelot says:

Fri 16 Sep 2016, 18:18


Quote:
Vehicle lights now have a different lighting from the neon lighting.
What's that blue arrow above the Buggy?
I see the Buggy actually slopes downward on smoothed heights now!
Wouldn't consider the awesomeface decal a new thing.


Yup these are the four. Started working on decals, have added a new CC unlock just for vehicle headlights, added a seat arrow and got pitch and roll done!

The arrow replaces the old window view which I always found a bit hard to see. It shows you what seat you're in, and will point forwards or sidways depending on if it's possible to shoot. Also changes colour to green when shooting is possible, and for the Torpedo and Hornet it will go red when the bomb is active and the missiles are reloading. Basically a HUD element to help you shoot out windows.

The most exciting part is the pitch and roll of vehicles, really making use of the 3D models. Cars will pitch and roll:

1) When they're going up and down slopes. This will affect gameplay when it comes to standing ontop of vehicles and shooting out windows.
2) When you accelerate, brake or take a sharp turn the car will rock slightly to simulate momentum and top-heaviness. Purely graphical
3) When you shoot out tires the car will sag down slightly (thanks for the idea Qwerty!). Purely graphical.


bencelot says:

Sat 17 Sep 2016, 19:06


And vehicles are done! I'd like to playtest the new changes in a few days and make whatever tweaks are necessary, but for now 3D player and vehicle graphics are sorted!

I just made a pretty big gameplay change to how vehicles handle though. I have removed the "slow drive" feature of vehicles because it is basically useless. I have replaced it with an "allow jumping" feature. This allow jumping feature determines what happens when a vehicles goes off a jump or ramp. In v0.994 and every version prior cars would fly up into the air, which is fun and all but 99% of the time it is actually quite annoying. You lose all traction and can't control the car. Flying into the wall. Cars are hard enough to drive on these small maps, and having ramps makes them even harder.

Here's an example of what we want (green) and what we have (red). The red dots indicate where you fly up and lose all traction, and thus all control:
Image

Sooooo I've added a very useful new functionality! The new default is that cars will NOT fly up in the air when going up a ramp or jump. Then will maintain traction with the ground making them A LOT easier to control. However if you do want to do a jump, simply tap CTRL while you're moving up the jump and you'll fly up in the sky. It's very easy to do and 99% of the time you won't actually use it. Only when you want to do a specific jump. Basically sloped ramps are now treated the same as staircased ramps in that they don't fly you up into the air. But a quick tap of CTRL lets you go up if needed.

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Subvein v0.52 will be released in 7 hours!!

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Development towards version 0.52:

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Version 0.51 is OUT!

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