Koalabeast Games

Category: Features (page 2 of 3)

Walls and the Bombs That Don’t Blast Through Them

It’s taken a while to nail down the wall art. We wanted them to be visually detailed (complete with shadows) but still have a simple method for texture pack artists to override the look. We’ve met that goal and now feel comfortable showing the concept art for walls:

Big Time Concept Art

This is concept art. Not all of the tiles represent their final form – but the walls are very close to their final look. Small details like the yellow striped warning panels and the air vents will be positioned by map designers. We plan to have more of these subtle visual modifications that help map designers spruce up levels.

The button and bomb are near finished. As well as some wiring that will optionally run along the floor visually indicating what buttons control. The bomb’s respawn animation will feature the doors quickly opening, and then bomb rising out and arming itself. The button you see featured in the art has a timer attached to it for delayed actions – this is something we are considering doing.

Right now, bombs can’t effect players through walls. This is a pretty interesting change from TagPro Classic. It will be fun to see how this plays out in map designs and play testing. However sometimes map designers want a bomb that can only be detonated remotely and not by touch. In classic, we often would put those bombs behind walls. In TagPro Next, we are considering making another version of the bomb that is surrounded in some kind of impassible wiring so the bomb can’t be touched or passed through when deactivated. Or maybe there is a tile that is impassable like a wall but blasts can pass through.

Here is a video showing some of the early bomb mechanics:

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Speed Boosts Graphics, Client/Server and Material UI

The tooling for the map editor is coming along, hopefully we have something to show in a couple of weeks. On the same note, progress for the overall user interface is happening. You can expect the new user interface to work more like an application and less like a web page. Right now, it’s looking like we are going to use a Material UI framework for the user interface. This will provide us a smooth and simple UI that will scale well to smaller screens if needed.

We have speed boosts graphics! In TagPro Next speed boosts will be spinning discs that hurl a player when touched – we hope you like them. We also have the very beginnings of the client/server communication working. You can see both the speed boosts and the client/server in action in this week’s video:

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UDP, Floors, Parallax Scrolling and Live Map Editing

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We have some new graphics to show off. The basic floor tile and background are complete. The floor tiles have subtle differences instead of being completely uniform – we really like the end result. The overall theme of TagPro Next will be a technical one, thus the circuit board background. It’s likely we’ll have some subtle animations included in the background. Parallax scrolling is also implemented for the background which you can see in the video below.

We’ve begun working on live map editing. The goal is that the map editor will be implemented within a special TagPro game. So you’ll launch yourself into a game to create TagPro maps. This will allow you to roll around and test your maps while creating them. We are even planning on allowing you to invite your friends to your map editing sessions to assist you. Check it out in the video below.

We’ve made some strides in the UDP library. For those less technical, UDP is a different method of making computer talks with each other. For gaming purposes, switching to it should result in less noticeable lag. We’ve opted to write our own library for ordering and guaranteeing UDP messages – we’ll likely open source it.

It has been pointed out that the parallax scrolling in the previous video was wrong. The background was moving faster than the foreground. It’s been fixed here and looks a lot better.

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