Koalabeast Games

Category: Progress (page 2 of 5)

Game Play Screen Shot and Alpha Update

screen

We took some time to play test the client with some of the TagPro moderators today. In this shot you can see the system of random names that will likely take the place of the Some Ball system. You can also see the word bubble indicating who is HONKING. Yeah, I gave in.

We are working hard towards a first Alpha. This initial alpha will be bare bones and small. The goal will be general testing of the client and to get feedback from the users concerning the movement changes. We’re shooting for roughly a month from now but we’ll keep everyone in the loop if that changes.

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Ball Faces? Bomb Respawn Animation and 45 Degree Walls

We’ve made some strides in some of the backend work. The UDP implementation is going well and we hope to be testing it soon in a standalone client. As a reminder, UDP is a different network protocol than what your web browser uses (TCP). Using it in the standalone client will result in less perceivable lag than playing in a web browser.

While it’s not polished yet, we do have a rough draft of the bombs respawning:

respawning bombs

We’ve also introduced 45 degree walls into the engine, however we still don’t have the walls rendering with final graphics. Hopefully we’ll have that wrapped up next week:

45-degree

Community Feedback Request: Do you want faces on the balls?

We want the community’s feedback concerning faces on the ball. I myself use the googly-eyes addon when playing TagPro and love it. It gives the balls a little personality. A newer addon was posted to the subreddit recently that was well received. And it just so happens our artist sketched some face concept art for TagPro Next couple of weeks ago:

faces

If we implemented faces, they would likely serve a revenue model for us. So along with being able to earn new eyes, mouths and facial hair (to mix and match), we’d have some that could only be bought. Since it would be part of the revenue model, it’s unlikely this would be a feature that you could turn off. Again, this isn’t something that is currently planned; we want to know what the community thinks and we’ll go from there – so let us know:

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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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