Development towards version 0.52:

Sun 26 Jul 2009, 12:39 by bencelot



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.


70 Comments


Snipufin says:

Sun 26 Jul 2009, 13:08


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?


Phrst says:

Sun 26 Jul 2009, 15:54


First you took away the MP5, now this? Outrageous! :)


bencelot says:

Mon 27 Jul 2009, 00:48


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. ;)


STM1993 says:

Tue 28 Jul 2009, 11:40


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?


bencelot says:

Tue 28 Jul 2009, 11:45


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.


STM1993 says:

Tue 28 Jul 2009, 12:04


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.


bencelot says:

Tue 28 Jul 2009, 12:59


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.


Monkeylemur says:

Tue 28 Jul 2009, 15:47


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.


STM1993 says:

Wed 29 Jul 2009, 10:38


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)?


bencelot says:

Wed 29 Jul 2009, 13:03


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!


Monkeylemur says:

Thu 30 Jul 2009, 02:22


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.


swiss says:

Thu 30 Jul 2009, 07:04


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:


Phrst says:

Thu 30 Jul 2009, 08:54


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.


bencelot says:

Thu 30 Jul 2009, 17:21


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


Tarrega says:

Thu 30 Jul 2009, 17:28


Yay, will be awesome!


STM1993 says:

Thu 30 Jul 2009, 18:07


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.


Tarrega says:

Thu 30 Jul 2009, 18:18


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.


Monkeylemur says:

Fri 31 Jul 2009, 06:14


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


bencelot says:

Sat 01 Aug 2009, 19:46


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!!!!


STM1993 says:

Sun 02 Aug 2009, 01:53


Crouching should also look more obvious too as Tarrega said, and yay for the progress ben!


Snipufin says:

Sun 02 Aug 2009, 02:35


bencelot wrote:
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.


I think it should be an option for either auto-cast or auto-select.


swiss says:

Sun 02 Aug 2009, 02:50


Snipufin wrote:
bencelot wrote:
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.


I think it should be an option for either auto-cast or auto-select.


I think Ben was making that an option, in that you can choose whether you want it to be auto-cast or auto-select. (since his original plan was for auto select :lol: )


bencelot says:

Sun 02 Aug 2009, 03:58


yes you're right.. I forgot to mention that. It was originally auto select.. then I added the option to make it auto cast instead. You can toggle it in the options menu. By default it'll be set to auto cast.

Now.. time to add some support and frenzy skillature!


Monkeylemur says:

Sun 02 Aug 2009, 17:33


So it's like killing a whole bunch of those Tamagotchi things then :P. Sure, I can't wait to try that out :twisted:


bencelot says:

Sun 02 Aug 2009, 20:24


Sunday 2nd August 09

Today I added Frenzy and Support. I think I first described Frenzy as being insane.. and I was right. Too right. The original stats and idea were WAAY overpowered. I mean.. I got to a point against the bots where I emptied an entire minigun in under a second. Bots are obvioulsly much easier than humans.. especially as they don't move yet.. so some playtesting is definitely in order.. but still. Was pretty cool. Anyway I changed it a bit. Before the timer was directly linked to the frenzy, where each hit would add 1 second to the count, and the frenzy would fade over time. Now what happens is each hit simply restores the timer to max.. which is between 2 to 5 seconds depending on your level. And the frenzy doesn't go down until it times out. This is a nice middle ground for 2 reasons. Firstly, it means you have to go from opponent to opponent very quickly to keep your frenzy alive. Which really is what a good ol' Frenzy is all about. Secondly.. it ties in verry nicely with Weapon Handling (its prerequisite). See, if you improve weapon handling then you can reload faster.. which means that at higher levels you'll reach a point where you can completely reload a machinegun clip and continue shooting before your frenzy times out.. allowing you to reach massive speeds.

As for Support.. it was very easy to add and works fine. Couldn't really test it that much against the bots just yet.. but we shall see how it goes. Should be great though. It looks cool.. these faint blue rings circle around you as you stand near your allies.. looks very healthy :)


bencelot says:

Tue 04 Aug 2009, 19:06


Tuesday 4th August

Today I added Force Fields and Bouncing Bullets. So awesome!!! Forcefields protects you from the sides as mentioned before and I'm really excited to see other players using it and developing all the cool tactics..

Bouncing Bullets has been changed a bit. Before it would return bullets at 10% damage at level 1 and 100% damage at level 10. I've changed that now so that as you level it up it increases the bullet speed and the bullet steering speed instead. So at level 1 bullets bounce off really slow and hardly steers at all.. but as you level it up they become faster and more accurate. And it is soo cool!! God I can't wait to get this version out. One really fun thing I was experimenting with was combining bullet time with bouncing bullets. I would run at a bunch of bots with bullet time on and they'd start shooting at me.. then I'd cast Force Fields and go and walk my forcefield into all the slow moving bullets in my Bullet Time and convert them to my team. The bullet time is great because it buys your bullets extra time to turn around and face towards the enemy.. and then step back and my army of converted bullets pushes forth!

Funky stuff. Just so you know here are the remaining skills to create:
Clip Magnet
Black Hole
Darkness
Blade Fury
Silver Shield
Infection
Disable
Stolen Seekers
Melt

won't be too long now :)


Snipufin says:

Tue 04 Aug 2009, 20:01


Kinda was wondering, can you combine force field with invisibility(that the fields become invisible too), or will it just leave up force fields surrounding nothing?

Edit: Also, what does it mean with turning? Does it mean that they make a slow 180 turn when colliding(like seekers).


bencelot says:

Wed 05 Aug 2009, 06:18


Forcefields currently works with invisibility.. and is hidden. Might want to change this later on.. I don't know.


As for bouncing, it won't be a slow 180 turn.. It will actually bounce and immediately change direction (like throwing a tennis ball against a wall), but then once changed direction it will slowly steer towards enemies.


Snipufin says:

Wed 05 Aug 2009, 09:26


bencelot wrote:
As for bouncing, it won't be a slow 180 turn.. It will actually bounce and immediately change direction (like throwing a tennis ball against a wall), but then once changed direction it will slowly steer towards enemies.

So they technically become seekers after they bounce(atleast for a little while).


STM1993 says:

Wed 05 Aug 2009, 11:30


That seems to defeat the purpose of the Stolen Seeker spell, unless the steering is very slow. Plus, what if a seeker were to hit the force field and bounce?

On a side note, the Stolen Seekers will definitely be affected by bouncing bullets.


Snipufin says:

Wed 05 Aug 2009, 12:27


I think it will just turn towards the spot the bullets came from and then stop seeking. Also to remember that the force fields are only on the sides.


STM1993 says:

Wed 05 Aug 2009, 12:42


It depends on how wide the fields on the side are. I hope to be able to see a screenshot of it soon.


Snipufin says:

Wed 05 Aug 2009, 15:35


STM1993 wrote:
It depends on how wide the fields on the side are. I hope to be able to see a screenshot of it soon.

If I know ben, I believe they will be 90 degree shields curved around 45 degrees on each direction. ben is lazy


STM1993 says:

Thu 06 Aug 2009, 10:21


Like this?
Image

MS Paint ftw.

(Dark blue lines are bullets, light blue thing at sides = force field)


Snipufin says:

Thu 06 Aug 2009, 12:30


STM1993 wrote:
Like this?
Image

MS Paint ftw.

(Dark blue lines are bullets, light blue thing at sides = force field)


Yeah, somewhat like that, but I think the barrier would be fully round, like a quarter of a circle each.


bencelot says:

Thu 06 Aug 2009, 13:14


Attachment:
teaser.jpg


Featuring:
Bazooka
Force Fields + Bouncing Bullets
Vampirism
Mana Drain
Frenzy


Snipufin says:

Thu 06 Aug 2009, 13:29


bencelot wrote:
Attachment:
teaser.jpg


Featuring:
Bazooka
Force Fields + Bouncing Bullets
Vampirism
Mana Drain
Frenzy

Which one is that red&blue circle?


bencelot says:

Thu 06 Aug 2009, 13:38


each red orb = +10 hp (vampirsm)
each blue orb = +5 energy (mana drain)


Snipufin says:

Thu 06 Aug 2009, 14:04


bencelot wrote:
each red orb = +10 hp (vampirsm)
each blue orb = +5 energy (mana drain)

Make them look more obvious :s


STM1993 says:

Thu 06 Aug 2009, 15:09


Sweeeeet!

The orbs don't look very obvious however, it's not easy to count the orbs.

I see that the left shield must have been very heavily damaged while the right is still about full?


bencelot says:

Thu 06 Aug 2009, 15:14


hehe, normally you won't see that many orbs. It's just because I killed about 5 gansters with 1 shot.. so 500hp for vamp and mana drain.. you do the maths. It's perfect, trust me ;)

As for the shields, you're kinda close. You determine how much health the shield has by it's transparency. The red colour is simply a sexy graphicial effect that happens whenever something bounces off it (if you don't have bouncing bullets, it'll fade blue instead).


bencelot says:

Fri 07 Aug 2009, 20:05


Saturday 8th August 09

Over the last few days I've added Black Hole and Darkness. It took me a lot of time to get Black Hole performing the way I wanted it to. What it basically does is when you cast it, it will suck any enemies within range into you and start spinning them around you. They will be held in this spinning state and won't be able to escape for a certain period of time (determined by the lvl of the skill). During this time you can walk around if you like and they will continue to follow you. On some maps like Cargo or Tower.. you might just feel like walking them to the edge and dropping them off! A very interesting skill, indeed. Should definitely come in handy during extraction matches for objective control.

Of course, Black Hole really shines when used with darkness or blade fury. I've done darkness so far. What that does is gradually makes their screen darker. The longer you hold them in your black hole orbit.. the darker their screen becomes. The rate of darkness is determined by the level of the skill. So at level 1 it's not too hot.. it will really slowly fade their screen but they'll still be able to see things. But at higher levels.. you can go invisible.. sneak up next to a group of dudes.. and then suddenly chuck a flashbang and cast blackhole simultaniously.. their screen will instantly go white.. only to fade out and reveal that their screen is now pitch black! They have no idea what's going on.. the best they can do is look at the minimap to see themselves spinning around you, and to spray their weapons wildly in the random hopes of hitting you. Of course.. you can see everything and have plenty of time to pick them off 1 by 1 with your weapon of choice. I suggest knife.



Today I spent a lot of time balancing the existing skills.. mostly weakening them. What I'm going to do for v0.52 is increase the mutation levelling speed and raise the mutation goal up to 30 in the Battle gamemode. This should result in higher levels in the servers.. which is good because there are so many juicy new skills and combinations to test out!! The problem was that lots of these skills were WAY overpowered.. especially the damage dealing variety (weaponhandling/energize/criticalshot/venomshot). Once you got any of those up to level 10.. you really did become unstoppable. Not fun for new players!

Anyway.. you'll now be able to unlock skills faster.. but to balance this out, most skills will now be weaker. Bullet Time, Invisibility and Shield are better though!



the balance just right..


swiss says:

Sat 08 Aug 2009, 02:28


I believe i saw u saying something about the knife being a one hit kill weapon (at least at low levels with no dmg reduction etc).
For me, it takes at least 2 stabs to kill someone, and even up to 4 if at a distance. It seems like the dmg reduction over distance affects the knife too, and when you're talking about a range of 1.4m, it reduces pretty quickly. Has this been changed in 0.52 or you planning on doing anything about it?


Snipufin says:

Sat 08 Aug 2009, 02:33


swiss wrote:
I believe i saw u saying something about the knife being a one hit kill weapon (at least at low levels with no dmg reduction etc).
For me, it takes at least 2 stabs to kill someone, and even up to 4 if at a distance. It seems like the dmg reduction over distance affects the knife too, and when you're talking about a range of 1.4m, it reduces pretty quickly. Has this been changed in 0.52 or you planning on doing anything about it?

I thought he said knife WILL BE one hit kill in 0.52


swiss says:

Sat 08 Aug 2009, 02:46


bencelot wrote:
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.


Well if you are going by the numbers, at 1.4m distance, (i.e max distance) it will do 30 dmg in 0.52, while it was doing 43 dmg in 0.51. Unless he is using some different calculations for it.


Snipufin says:

Sat 08 Aug 2009, 04:38


Read: "knife can only be used at 1 range anyway.. the damage for knife is 150 making it a 1 shot 1 kill weapon anwyay."


Monkeylemur says:

Sat 08 Aug 2009, 05:07


I've seen some amazing shield skill at action. I think critical shot doesn't need to be nerfed to be quite honest. However... I've not seen any non-noobs on Subvein these days. It doesn't really matter what skill I need to use to beat them. At least not yet.


bencelot says:

Sat 08 Aug 2009, 07:24


The problem is.. imagine we're playing in a WAR server and there are level 50 or higher characters running around. Now, assuming players will be ruthless and try to optimise their builds as much as possible.. are there any skill combinations that would become too crazy? I reckon weapon handling + energize + critical shot would have simply been too insane. Same as the 3 healing skills combined. Because they're passive.. they can stack and become overpowered.

On the other hand.. someone who gets invisibility + shield + bullet time wouldn't be overpowered.. because you can only use 1 at a time anyway and they cost mana. The way it should be is that higher level players aren't that much STRONGER than lower level players.. but rather they are a lot more FLEXIBLE and better at adapting to the situation.. which allows them to use their skill to greater effect. Anyway.. just something I've been wondering about. v0.52 should be a good playtest for WAR mode.

Oh and swiss, knife will become 1 shot again.


STM1993 says:

Sat 08 Aug 2009, 15:44


Then some passive spells should have a higher starting base but gain lower for every level increase. For example, for Regeneration, make it start at 1.50hp/s instead of 1.25hp/s, but every level added to it, you gain 0.50hp/s instead of 0.75hp/s.

At the same time, most of the active skills should be buffed a bit. Otherwise certain passive spells would become too weak at high levels but too strong at low levels (eg: Vampirism).

That'd meet with the goal that higher-level players aren't exactly stronger, but more flexible.

EDIT:
Something that just came into mind: what if someone casts Stolen Seekers on an opponent's Stolen Seekers? It'd be a major flaw if it works against enemy Stolen Seekers, because the first one to cast that spell will be the one to lose out while the last to cast will dominate everything - that'd mean no one would want to use the Stolen Seekers. Needa make a list of what kind of projectiles that Stolen Seeker doesn't work on...

EDIT 2:
Does Weapon Handling work on Venom Shot? Might need to test that out.


bencelot says:

Sat 08 Aug 2009, 21:08


Sunday 9th August 09


OMG Blade Fury is fun.


swiss says:

Sun 09 Aug 2009, 04:38


bencelot wrote:
Sunday 9th August 09


OMG Blade Fury is fun.


Stop teasing us!!!

I should have my 3rd map finished by today. The 1st many people have already seen (revamped to look better though) but my other 2 have custom textures. With the bug about custom textures in the current version, im hesitant to release it untill 0.52, but we will see how i feel. May just show some people to get a bit of feedback to see if theres anything that needs canging before Ben releases 0.52. 8-)


STM1993 says:

Sun 09 Aug 2009, 10:22


Aww come on, stop teasing us =(

swiss... I spent 20 minutes trying to download that map in Subvein but failed, and I was in a hurry to play for half an hour... care to upload it in the maps section? >.>


bencelot says:

Sun 09 Aug 2009, 10:35


STM1993.. was it downloading the map or the texture?


STM1993 says:

Sun 09 Aug 2009, 10:39


The texture.


kosta_SK says:

Sun 09 Aug 2009, 10:54


I have same problem.
I tried 3x but it fails at "load texture"...


bencelot says:

Sun 09 Aug 2009, 11:06


yeah it's like 2MB.. server is down now ayway.. as swiss is updating it :)


Snipufin says:

Sun 09 Aug 2009, 12:47


STM1993 wrote:
EDIT:
Something that just came into mind: what if someone casts Stolen Seekers on an opponent's Stolen Seekers? It'd be a major flaw if it works against enemy Stolen Seekers, because the first one to cast that spell will be the one to lose out while the last to cast will dominate everything - that'd mean no one would want to use the Stolen Seekers. Needa make a list of what kind of projectiles that Stolen Seeker doesn't work on...

I think ben said somewhere that Stolen Seekers works on enemies' Stolen Seekers IF your lvl of Stolen Seekers is better(aka more powerful). Can't remember if the older spell then gets overwritten or if it slows down the turning speed on the new Seekers.


swiss says:

Sun 09 Aug 2009, 13:21


STM1993 wrote:
Aww come on, stop teasing us =(

swiss... I spent 20 minutes trying to download that map in Subvein but failed, and I was in a hurry to play for half an hour... care to upload it in the maps section? >.>


I've decided not to publicly release it just yet due to the custom texture bugs. But next time Ben hosts a server, give me a pm, and i'll send you the texture so you can join in. I also had a weird experience where the game crashed, i started it up again, and it had to download the texture again, even though i already had it. It only took a minute, but it was odd that it even happened.

The fact that im still tinkering with a few things, makes me not wanna put it up aswell. :P


LungJuice says:

Fri 14 Aug 2009, 20:42


Theres going to be Widescreen support? awesome and this sounds like 0.52 will be great so can you give an ETA of X weeks or months as to when it will be released? Also can you give us a screenshot of the skill trees pages or your scetch of how they will work?

Oh and swiss why dont you just zip the maps and textures of the complete ones and upload them as an attachment to a post of yours in the mapmaking section?


bencelot says:

Fri 14 Aug 2009, 21:03


15 August 09

Howdy.. I've almost finished all the skills now. Infact.. all that remain are Melt and Clip Magnet! Infection, Silver Shield, Stolen Seekers.. they're all done.. and oh so sexy.

After these 2 remaining skills, all that needs be done is make a map or two.. add better support for dedicated servers.. and a dash of playtesting ;)

I HOPE to release on the 23rd of August for 2 reasons:

1) it's the 3 month anniversary of Subvein.
2) it's the 23 year anniversary of my life! Hooray for BIRTHDAYS!!


Monkeylemur says:

Sat 15 Aug 2009, 09:33


Ah~ so you've been rotting on the face of the Earth for almost 23 years now. So the next version is only about a week away :D Can't wait.


LungJuice says:

Sat 15 Aug 2009, 22:10


Hey is it possible you could make a server monitor on your site that updates every 30 secs or so that could include a a graph depicting the total amount of servers and players that are online at any one point in the day?

Also im glad to hear that it will hopefully be out in a week, if not likely ythe end of the month. BTW you are putting comments in your code arent you so that you can easliy pick up on what is going on?


Monkeylemur says:

Sun 16 Aug 2009, 09:44


^That is actually a really good idea. Gives me and all the other players an idea of when people are gonna be on. I'm Monkeylemur and I approve of this message.

Also, there's a game called Dead Frontier which has a similar style to Subvein except much less available movements. It's a zombie survival with no download whatsoever. Got bored of it in 2 weeks. We might get a few AI ideas though. The best thing about that game is the zombie AI and how they are provoked.

There's another game called Battle for Wesnoth which might give us perhaps a scenario kinda idea for the WAR mode. I fell in love with its single player scenarios.


Mumu says:

Mon 17 Aug 2009, 09:33


The whole status site is kida useless if you ask me , coz there are not a lot of serveres out there nor players perhaps when the game reaches 1.00 ?!? ... but still I don't see how this will help in any way ... there shold be a log file that records this stuff (located in the servers game folders) just like Cs 2D.

Dead Frontier is epic ... but I fail to see what AI you are talking about , I mean is the same tuff that SubVein bots (armed with the knive). The whole Idea of "hunting" for food and supplies is basic for an Survival game so is the enless holdes of zombies/dinos etc.
Well If you ask me this wold make an interesting game mode for SubVein since there are skills elevations and stuff ...


Monkeylemur says:

Mon 17 Aug 2009, 20:47


My point about Dead Frontier is the whole aggro idea. The current gangster bots only attack you when they see you. What if Ben can get them to attack us if we make noise near them. Obviously that still won't make the AIs be like a real player, but it's definitely a start, not to mention a more holistic experience, since now we have to be careful where we shoot.


bencelot says:

Fri 21 Aug 2009, 08:05


21 August 09

Loo loo loo! Skills are FINISHED! YAY!!! Clip magnet & Melt (now known as Vaporize) took awhile... but they're finished now and oh so awesome. I really can't wait to see these skills in a full blown game. I'm going to be increasing the levelling curve a bit so we should be reaching higher levels sooner and having a jolly good time ;)

Looks like we're still on track to release by Sunday 23rd August, which is good. It's been a bit quiet lately as it was just before releasing the previous version.. so make sure EVERYONE logs on Sunday to get the new version and we'll play a massive game!

All that's left to do now is create a dedicated server that runs in the background and a bit more playtesting. That shouldn't be too hard and should be done by Sunday. I'll also be making more maps.. but I'll release those whenever I finish them and simply adding them to the download (or you can download them from the server ingame).

Anyway..
Hope to be infecting, vaporizing, blade furying, forcefielding, black holing, supporting, and stealing from you soon ;)

Ben


STM1993 says:

Fri 21 Aug 2009, 09:08


YAY!

Unfortunately I'll be having school, homework and exams, so I can't join you guys, sorry =/


LungJuice says:

Fri 21 Aug 2009, 10:18


F*** yeah this is awesome! Cant wait to play this on Sunday, ill hopefully, have my good computer (the one with the fully functional graphics card) up and running soon (see below* to find out what happened to it) and be ready to play and hopoefully i will have figured out how to get the port forwarding working right for my home network.

However what time on Sunday on this websites time will you do you plan on making the new version available.


EDIT 2: Ive decided to move 90% of my port into its own topic (here http://subvein.net/forum/viewtopic.php?f=7&t=149) because these irrelevant massive walls of text at the end of most of my posts must be annoying a lot of people.


bencelot says:

Fri 21 Aug 2009, 13:11


Dunno when on Sunday I'll release it.. it's my birthday.. so hopefully like 3am the night before so I can go get drunk and shag countless supermodels on my actual birthday. That's the plan, anyway.

That's Australia time.. which before most other countries.. so for you perhaps even saturday night!


LungJuice says:

Fri 21 Aug 2009, 21:18


Well i live in qld and your website server is 1 hour ahead of me so you might be on daylight savings at the moment but i was mostly wondering to try and ensure that the most amount of people will be on at one time.

BTW everyone should have in their signature or something the "class" and kinds of weapons they prefer to use. Im more a cyber/sniper atm but that may change when 0.52 comes out

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