Koalabeast Games

Category: Progress (page 3 of 3)

TagPro Next Status: Artist, Flags, Joiner and Engine

TagPro Next has an artist! We’re really excited to be moving forward with Sergey Basov as the artist for the new TagPro. Sergey is an experienced game artist who has worked on assets for Game of Bombs – A great web game that you should check out. Here Sergey’s first draft of the new flag and base for TagPro Next:

TagPro Next Flags

The first iteration of the new joiner is complete and code reviewed. It’s looking awesome and will really allow us some flexibility on how we join players to games. For example players will be able to specify if they’d like to play in casual games or stat games – and which game modes they’d like to participate in. There is still plenty to do on the joiner, but it’s coming along nicely.

A lot of progress has been made on the prototype game engine. So much so that it will likely become the foundation of the new engine. We’ll be putting some work into adding a UI that will let us easily adjust movement and physics settings, so we can find the perfect feel for TagPro Next. Here is a video of LuckySpammer playing around in it:

Just a reminder, we don’t post all blog update to /r/TagPro – just the most important ones. However we do post all updates to /r/Koalabeast.

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TagPro Next Status – 2015-05-10

Over the week we worked with three artist on a single asset: the flag. It’s going really well and it’s a lot of fun watching the artists go from concept to polished asset. By next week, we should have the TagPro Next artist selected!

The author of another web game approached us over working together going forward. Not necessarily directly on each other’s products, but in more of a partnership. It’s likely the two teams will meet soon to discuss further.

We are developing a scaled-down prototype engine for experimenting the new “feel” of TagPro. It will allow us to easily test things like friction, acceleration, max speeds, boosts, ect. It’s also testing the normalized movement – being that moving diagonally will no longer allow you to move faster. It’s possible in the future we will produce a build of the prototype with the values we decide on for community feedback.

AMorpork plans to produce a blog entry the coming week on our inter-process communication layer for TagPro Next: Intercom. It’s fairly unique and a piece we plan on open sourcing.

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TagPro Next Status – 2015-05-03

We received a ton of great submissions from our ad for a game artist. After meticulously reviewing them, we narrowed it down to four artists. We’ve decided to work with each artist to create an animated flag asset. This will allow us to get to know the artist, their process, their style and the overall cost of bringing an asset from concept to final product.

We made some progress this week on the automated server spawning. The service is actually spawning servers now. We plan to integrate the code that estimates the best server layout with the code that does the actual spawning this coming week.

Continued progress on the world joiner. Its initial iteration is nearly finished and it should be ready for a code review soon. The joiner matches players by their preferred (lower latency) servers.  A rank matching system is in development and matches players together who are closer in skill. Because this may take a long time to find an exact match, the joiner will slowly increase the skill gap needed to find players with similar rank. The intention is to quickly find players with a similar skill. The measurement to determine a player’s rank has not been determined, but will most likely be based on recent win percentage. Research into skill measurement systems like ELO, TrueSkill, and Glicko systems is also being considered. Work to integrate the joiner and server spawner will need to begin soon.

As we are fairly certain the client will be built using React components, we’ve begun exploring the FluxThis framework for the client.

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