Koalabeast Games

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Cannons, Debris and Shadows!

Sorry for the long delay since the last update. I plan on doing a better job. However we are posting smaller updates on the twitter and youtube account if you like to subscribe there.

One of the videos posted on the youtube account concerned a proof-of-concept slingshot/cannon mechanic. It generated a lot of buzz and discussion on reddit after it was posted. That’s a good thing!

I wanted to share the latest version of the cannon which has had some polish applied:

There is a two second penalty when you enter the cannon, during that time the cannon will animate a loading sequence. The player being loaded can’t move but can be tagged – so flag carriers going for cannons beware!

Once manned, the player has five seconds to fire or eject before the cannon shatters them. We’re not sure about this game mechanic. On one hand we’re worried about people camping in the cannon. On the other hand since you can pop them with TagPro – maybe its fine with no timer. Or maybe the timer should just fire you instead of shattering you? We’ll probably try it a lot of different ways once we start serious testing with maps made for it.

You’ll notice some other things in that video: Shadows are starting to appear and we’ve completely revamped the shatter animation. Shattered debris actually slides around and takes physics into account. Makes for some pretty dramatic tags. It still needs some polish and we’ll  allow users to turn it on/off and maybe even an option for old debris to fade away. Here is a fun video of me stress testing the debris.

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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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