The Ultimate Site of Worms Armageddon

Other Things => Off Topic => Topic started by: Xrayez on October 06, 2017, 07:39 PM

Title: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on October 06, 2017, 07:39 PM
Current version: Pre-Alpha (developing features, the game architecture isn't set in stone yet)

Discord Server (https://discord.gg/ErHgA8z)




Other videos posted so far:
Spoiler! View






Current features and log:
Development time: over 3 years.
Title: Re: Yet another clone of worms
Post by: WTF-8 on October 06, 2017, 08:09 PM
that rope
Hedgewars confirmed
Title: Re: Yet another clone of worms
Post by: HHC on October 06, 2017, 08:13 PM
Nicely done rayez. How does the steering work? Do you use one hand for arrow keys and another to aim with mouse or??
Title: Re: Yet another clone of worms
Post by: TheWalrus on October 06, 2017, 08:19 PM
Features:
  • BnG
  • Basic rope
Confirmed physics already better than WMD
Title: Re: Yet another clone of worms
Post by: Xrayez on October 06, 2017, 08:21 PM
that rope
Hedgewars confirmed

In-game stuff is far from perfect. I've been working extensively solely on terrain object recognition and processing. A lot of work, but that's like 30% of all development investment, other stuff should be much easier to implement.

Nicely done rayez. How does the steering work? Do you use one hand for arrow keys and another to aim with mouse or??

Thanks!

The character is controlled by rolling motion. It uses friction to move around. Left/right arrows to roll, up/down arrows to change aim, just like in Worms. If it's in air, the rolling won't affect the motion, but jet is used instead. Controls are subject to change (well, most of the stuff is subject to change)
Title: Re: Yet another clone of worms
Post by: Sensei on October 06, 2017, 09:14 PM
As has been requested, I've put up a short video of the game project I've been working on

Thanks!

That terrain destruction reminded me on Pocket Tanks for some unknown reason..
(
)
Title: Re: Yet another clone of worms
Post by: h3oCharles on October 07, 2017, 08:31 AM
As a Hedgewars player, I can say, that the rope is pretty much a copy-paste of code and retextured
Title: Re: Yet another clone of worms
Post by: Xrayez on October 07, 2017, 08:35 AM
As a Hedgewars player, I can say, that the rope is pretty much a copy-paste of code and retextured

I think the Hedgewars developers have neglected rope physics and texturing just like I have  :P
Don't worry, I'll try to make it as close as W:A rope eventually.
Title: Re: Yet another clone of worms
Post by: TheKaren on October 07, 2017, 10:24 AM
Wow, apart from w2 wa and wwp, this is better than any other Worms release Team17 has made, and it's not even finished :O

Amazing Xrayez :)
Title: Re: Yet another clone of worms
Post by: Xrayez on October 07, 2017, 10:36 AM
Wow, apart from w2 wa and wwp, this is better than any other Worms release Team17 has made, and it's not even finished :O

Amazing Xrayez :)

Thanks!

I think it's crucial to understand and have experience with W:A before you can actually make something better than that. Developers at Team17 simply do not realize what makes W:A so special. They provided in-game tools that allowed community to make it grow. Having the ability to import and create maps is one of these features (I think the most important one). My dream is to resurrect the artillery genre.
Title: Re: Yet another clone of worms
Post by: TheKaren on October 07, 2017, 01:32 PM
Of course when I say that, it's cuz you've obviously hit the nail on the head here with true WA fans.

It looks like the physics actually work, but different enough from WA to make it unique too :)

I also like the fact you can adjust aim & power while firing on the jetpack, that's amazing, I don't even know if other Worms games have this and don't care cuz their physics are sh*t anyway.
Title: Re: Yet another clone of worms
Post by: Xrayez on January 02, 2018, 04:38 PM
Doing some work on procedural map generation! (check attachment) Currently a cave one. Happy New Year!  ::)
Title: Re: Yet another clone of worms
Post by: Xrayez on March 25, 2018, 08:00 PM
Presenting my work as a university project soon and I needed to create some gameplay elements, so I'd like you to show it off as well ;)
This is reminiscent to tower defense, but any scheme could be potentially created this way, so I'm quite excited!



Modified map for tower defense B3space originally by PinkEstranged - http://wmdb.org/5590

I need to replace those sound effects ASAP so I could probably stream the development at Twitch freely.
Title: Re: Yet another clone of worms
Post by: HHC on March 25, 2018, 09:50 PM
Interesting  :)

That is the kind of innovation that WA always needed  :o
Title: Re: Yet another clone of worms
Post by: Sensei on March 25, 2018, 09:52 PM
Looks cool m8! Would be fun to do some multiplayer at this.
Title: Re: Yet another clone of worms
Post by: Tomi on March 26, 2018, 06:15 AM
Wow, very nice job! :O
Title: Re: Yet another clone of worms
Post by: Xrayez on March 26, 2018, 11:41 AM
Looks cool m8! Would be fun to do some multiplayer at this.

Yeah, I'm planning to add multiplayer support, but the game architecture needs to be rewritten for this which takes more effort than expected. The problem comes from attempting to synchronize game states efficiently across network and having consistent and deterministic destructible terrain and physics. I'll probably go for peer-to-peer architecture (which I suspect W:A is currently implemented) which can be extended to client-server via "HostingBuddy" easily. Currently I've created a lobby through which you can communicate and start a game on a predefined map (merely as a proof of concept):

[attachment=1]

Another big challenge that I will face is creating replay subsystem...

I'm finishing university this year and I think I'm gonna dedicate far more resources on this. This is why I'm sharing with you what I've done so far, perhaps some folks would be interested in the development process (making sprites, sound effects and what not), because I'm mostly proficient in programming rather than other aspects of game development. And who is more knowledgeable about W:A's special gameplay if not you.  ;)
Title: Re: Yet another clone of worms
Post by: TheKaren on March 29, 2018, 12:30 AM
Great stuff!

I need to replace those sound effects ASAP so I could probably stream the development at Twitch freely.

Just get in touch on Discord, tell me what you need :)
Title: Re: Developing a game similar to Worms
Post by: Xrayez on May 01, 2018, 02:32 PM
Hey guys, great news! I know that a lot of you are roping junkies, so I took some time to improve the rope (both the mechanics and texturing) and decided to show it off.



PNG map by Nullum - https://www.tus-wa.com/maps/map-2144/

I haven't performed advanced rope tricks presented in the map because some of them are difficult, and some I just skipped because those were impossible to pull-off with the current mechanics which need to be refined through configuring proper physics properties, therefore I'm not quite satisfied with it yet. The "pump" feeling is there, but not consistent.

Rope pushing/pulling affects the character after rope is detached, which tends to mess up with rope scrolls, but I'm not sure whether it's just a thing of the habit or simply new mechanism. This can be partially observed in the Cannonball trick at 0:58 which created massive pump that might be inappropriate in some cases. All-in-all, I'm aiming to create consistent rope mechanics at the very least.
Title: Re: Developing a game similar to Worms
Post by: HHC on May 01, 2018, 03:12 PM
looks good rayez, the gravity has a slightly bitter impact than in WA, but overall, it's already better than the W:R one.
Title: Re: Developing a game similar to Worms
Post by: Sensei on May 01, 2018, 05:12 PM
Looks almost the same as W:A rope man. Good job.
I hope you set different camera options. After roping few years without ctrl+home, this video makes me dizzy.
Title: Re: Developing a game similar to Worms
Post by: Xrayez on May 01, 2018, 05:36 PM
looks good rayez, the gravity has a slightly bitter impact than in WA, but overall, it's already better than the W:R one.
Looks almost the same as W:A rope man. Good job.
I hope you set different camera options. After roping few years without ctrl+home, this video makes me dizzy.

Thanks! Yeah, camera customization won't be an issue. Here I'm just using engine's default parameters. But I've seen another issue with using default camera implementation, namely disappearing pixels, because apparently the camera works in-between pixel coordinates and those parts get clipped, so snapping to pixel coordinates would be a solution.
Title: Re: Developing a game similar to Worms
Post by: Anubis on May 01, 2018, 10:40 PM
Rope looks good, I would be interested in testing the rope in-depth so send me a PM if I can participate. :)
Title: Re: Developing a game similar to Worms
Post by: MonkeyIsland on May 02, 2018, 06:26 AM
Amazing job, Xrayez!
Title: Re: Developing a game similar to Worms
Post by: TheWalrus on May 02, 2018, 06:39 AM
How is it that x did a better job with the rope than the WMD design team.....
Title: Re: Developing a game similar to Worms
Post by: Xrayez on May 02, 2018, 08:19 AM
Rope looks good, I would be interested in testing the rope in-depth so send me a PM if I can participate. :)

I'll probably let the testing part going in the late Alpha stage of development where all the features are present (but not necessarily complete). Testing at the current stage is kinda pointless because I'm already aware of some bugs and most of the stuff (including rope) is subject to change or requires more tweaking. I need to figure out how to encrypt the binary as well. I'll let you know when I'm ready nonetheless.  :)

I was thinking of creating a dedicated devblog of some sort so I could communicate with people and provide either closed or open testing.
Title: Re: Developing a game similar to Worms
Post by: Sensei on May 02, 2018, 01:00 PM
Just noticed 0:29 part of the video.
This is just for testing physics or your game will be based on something like rubberworm command ldet?

Object droped on the floor but still was able to attach left like it was in mid air.
Title: Re: Developing a game similar to Worms
Post by: Xrayez on May 02, 2018, 03:45 PM
Just noticed 0:29 part of the video.
This is just for testing physics or your game will be based on something like rubberworm command ldet?

Object droped on the floor but still was able to attach left like it was in mid air.

I didn't consider introducing the notion of turn or losing turn yet, but again, this could be implemented the same way, no plans about this yet. As you mentioned, Rubberworm and ProjectX features would be really nice to have already built into the game core indeed.

Tbh, I don't see the point to copy W:A exactly as it is, though W:A's concepts are really powerful. I don't want it to turn into a complex, giant game with over 9000 weapons either, and with procedural everything (https://www.reddit.com/r/proceduralgeneration/comments/5e0oyj/wip_worms_clone_with_procedural_everything/)  :D

Overcustomization must be avoided in my opinion. This will turn the game of skill into the game of luck.
Title: Re: Developing a game similar to Worms
Post by: MonkeyIsland on May 03, 2018, 05:42 AM
We do have lots of weapons/tools in worms, but we don't play Full wormage.

Providing the ability to customize almost everything would make your project a "game engine" rather than "a game".
Title: Re: Developing a game similar to Worms
Post by: Sensei on May 03, 2018, 12:07 PM
Overcustomization must be avoided in my opinion. This will turn the game of skill into the game of luck.

I don't think ppl would be installing and sticking to W:A after 20 years if game only had schemes such as ttrr, bng, elite. Variety and customization is there for a reason. And as MI said, no one forces you to play full wormage.
Title: Re: Developing a game similar to Worms
Post by: TheWalrus on May 03, 2018, 07:21 PM
Overcustomization must be avoided in my opinion. This will turn the game of skill into the game of luck.
You can tell this guy played a lot of BnG, preaching to the choir.

I'm pretty excited for your game, x.  Physics already look better than hedgewars.
Title: Re: Developing a game similar to Worms
Post by: XanKriegor on May 03, 2018, 08:31 PM
Xrayez alone > whole T17.

I hope the game not gonna ask for something like Core i9, 2x1080ti and 32Gb RAM  :D
Title: Re: Developing a game similar to Worms
Post by: j0e on May 12, 2018, 10:21 PM
This project looks amazing. Could be the future of Worms right here!
Title: Re: Developing a game similar to Worms
Post by: TheKaren on May 15, 2018, 10:28 AM
Well, he did say "over" ;)

Looks fantastic Xrayez, i'm kinda struggling with the sound effects in the sense, i'm too critical of myself lol, it's a Worms thing, it has to be perfect, this could take a LONG time :)

Although I am sure we will both be proud of our work when finished :)

Figuratively bursting with excitement waiting to try out BnG!
Title: Re: Developing a game similar to Worms
Post by: Xrayez on May 15, 2018, 06:17 PM
Well, he did say "over" ;)

Looks fantastic Xrayez, i'm kinda struggling with the sound effects in the sense, i'm too critical of myself lol, it's a Worms thing, it has to be perfect, this could take a LONG time :)

Although I am sure we will both be proud of our work when finished :)

Figuratively bursting with excitement waiting to try out BnG!

I understand when you say you want to make it perfect, but what I'd really like are sound effect placeholders that would fit just fine, because literally anything is subject to change. You can actually make some semi-decent samples and I'll take that for now. But take your time of course if you feel like it.

Regarding timelines, I don't have them. If you ask me when it's going to be finished, I'll say: "When it's ready". This is a university project that has turned out quite well, and we'll see how it goes. If I were to estimate the time needed to finish the game, it would take 3 more years (taking into account the time needed to learn new stuff) :D My skill set grows with each development iteration nonetheless. External help, new developers, outsourcing and (crowd)funding would speed up the progress I think.

Regarding BnG, I made some progress optimizing map deformation, previously it was quite slow. I really need to get this down and well tested... It's getting a bit boring to solve the same technical problems over and over, can't wait to program actual gameplay, but I need to remain patient.
Title: Re: Developing a game similar to Worms
Post by: Xrayez on July 21, 2018, 10:16 AM
Hello guys, I've finally graduated and ready to start working on the project more diligently!

For the past month I've been working on a game editor which adds ability and potential for some nice customization:



As you can see, one can easily create and modify the whole game world, with ability to create a world from an image, as well as changing how it looks like, all in real-time
The scheme editor is something different from what you got used to in W:A. Namely, it allows you to actually create game rules that are handled by the game itself! No more unspoken rules please  :D

There aren't many game properties exposed to the scheme editor, but it's just a matter of work now.

Not sure how far I should go with customization abilities, but at least I'll simplify the scheme editor (icons instead of text) so that it will be quite easy to create unique gameplays.

Hope to hear some feedback on what can be improved and added, thanks.
Title: Re: Developing a game similar to Worms
Post by: Sensei on July 21, 2018, 10:23 AM
Bounces on 2:14 and 2:18 seems quite awkward after playing so much W:A.
But probably more realistic..
Title: Re: Developing a game inspired by W:A
Post by: Xrayez on November 28, 2018, 03:26 PM
so it's just easier to write it all from scratch with the proper architecture. ???

Speaking of which, how is your project coming along?

Do you have footage you can send me so I can start making some audio?

Yeah, I'm in the process of transforming/changing the main theme/character, when it's fairly established I'll shoot a video and post here. Need to translate existing code for character mechanics atm.
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 01, 2018, 10:46 AM
Presenting main character! (call him Mr. Web?)



"Roping" much improved, scenery gets more color and background as well, leg walking animation needs refinement to be in sync...

Komito: the sound effects you hear in the video are placeholders, although some of them I like. If you can improve upon those, I'll appreciate that!
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: XanKriegor on December 01, 2018, 11:04 AM
(http://buzza.ru/public/uploads/memes/1721f186dc9dc90fa4d972186bc636c7/LrDWyy.jpg)

The only missing thing here is rope attachment to a moving landscape.
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: TheKaren on December 01, 2018, 11:07 AM
This looks amazing Xrayez!!!!!!!

I love the character, will you have a selection of characters or just 1? It's pretty cool the way he walks around then curls up into a ball to rope around, what does he look like when he jumps?

Yeah I like some of the sounds as well, they could be improved on maybe, the sound when you bounce off a wall or object is a bit dull, the sound of the rope firing is really cool it actually sounds webby which suits the spider, the sound of the rope connecting is loud and clear but a bit boring, although it would make a great f**king layer of a snare in a song :D

The sound of the weapon firing is cool as well although it's possibly a tad too alarming or something but a really cool regardless it kinda sounds like a UFO taking off or something to me lol.

The roping actually looks really cool, it looks harder to rope at a very fast pace like you can in w2/wa/wwp but waaaay better than any other game Team17 have made, and it has a few differences that make it interesting as well :)

Your progress is amazing dude :)
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Anubis on December 01, 2018, 11:21 AM
Incredible, and a big facepalm to Team17 that are unable to do what a single dude can replicate. This looks way better than any try of new Team 17 era. It's so stupid how incompetent they are. Keep working on it! We could even kickstart this maybe we can get a few hundreds of dollar to help you!
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 01, 2018, 11:35 AM
The only missing thing here is rope attachment to a moving landscape.

Haha thanks yeah I avoided it on purpose because it was buggy but it's fairly possible to attach rope to rigid objects.

I love the character, will you have a selection of characters or just 1? It's pretty cool the way he walks around then curls up into a ball to rope around, what does he look like when he jumps?

It was already a challenge to develop a working implementation of a spider with all the states he can be in... I was thinking about a snail as a secondary character though which could be more easily implemented... he would have on-land artillery advantage over a spider.

The spider can jump, but the animation is lacking. Spider's legs just adjust to the environment currently.

The sound of the weapon firing is cool as well although it's possibly a tad too alarming or something but a really cool regardless it kinda sounds like a UFO taking off or something to me lol.

Yes, a bit too alien to me as well, but it was funny enough to include it!
I used this tool to generated sounds easily, you can try and play with it - https://jfxr.frozenfractal.com/

The roping actually looks really cool, it looks harder to rope at a very fast pace like you can in w2/wa/wwp but waaaay better than any other game Team17 have made, and it has a few differences that make it interesting as well :)

Practice makes perfect, the mechanics are close to W:A's one (or even W2), but it may be that I haven't yet mastered it :D

Incredible, and a big facepalm to Team17 that are unable to do what a single dude can replicate. This looks way better than any try of new Team 17 era. It's so stupid how incompetent they are. Keep working on it! We could even kickstart this maybe we can get a few hundreds of dollar to help you!

Thanks, I appreciate your willingness to help out financially, I should research this option and get the financial side figured out... The money could go for hosting a dedicated/matchmaking server for instance. I can always test networking locally but real case is always better.
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Jengu on December 01, 2018, 03:10 PM
The roping mechanics have improved a lot since your first video. Did you write a new implementation or did you just play around with the existing parameters?
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 01, 2018, 03:29 PM
The roping mechanics have improved a lot since your first video. Did you write a new implementation or did you just play around with the existing parameters?

The previous implementation used built-in engine's capacities that I was not completely satisfied with due to "too realistic" physics simulation (friction and bouncing calculation was impeding the pump feeling). This time I've managed to write my own physics integrator for this particular mechanic while being able to use the built-in physics engine. Since then I've played with various parameters and fine tuned it. The code behind it looks somewhat funky but it works!
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: TheWalrus on December 02, 2018, 08:05 AM
Presenting main character! (call him Mr. Web?)



"Roping" much improved, scenery gets more color and background as well, leg walking animation needs refinement to be in sync...

Komito: the sound effects you hear in the video are placeholders, although some of them I like. If you can improve upon those, I'll appreciate that!
i love how this game is coming along, the spider character is a nice touch, i like the shooting animations and the legs flailing around when roping.

im on the webysteria bandwagon, will help in any way i can, echo the sentiments of anubis, it really looks like its coming along phenomenally, keep it up
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: h3oCharles on December 02, 2018, 08:50 AM
web hysteria.

I call clickbait cuz no 1 sec turn time Kappa
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 02, 2018, 12:37 PM
im on the webysteria bandwagon, will help in any way i can, echo the sentiments of anubis, it really looks like its coming along phenomenally, keep it up

Thanks Wally, much appreciated. The progress staled a bit but I try to keep up the pace. I should consider taking breaks... Feels like I'm on a full time job. Also need to overcome my own personal issues to make it happen, and that way to be able to receive help...

web hysteria.

I call clickbait cuz no 1 sec turn time Kappa

While I haven't yet programmed any substantial gameplay, the "classic" scheme should be somewhat reminiscent to RnR (https://www.tus-wa.com/schemes/scheme-1017/) scheme I created some time ago which has 6 sec per turn. I'll most likely try to implement 1 sec scheme but taking into account that I can program any gameplay this might be not necessary to restrict turn time to 1 sec and provide "hysterianess" in other ways.

Personally I don't play hysteria for its quick turns, what I like about it is a nice combination of artillery and simple tactics that require quick action, and that's what I'm trying to replicate and improve upon here. Real-time mode might already provide some of the benefits along with turn-based mode.
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Husk on December 02, 2018, 01:20 PM
Personally I don't play hysteria for its quick turns, what I like about it is a nice combination of artillery and simple tactics that require quick action, and that's what I'm trying to replicate and improve upon here. Real-time mode might already provide some of the benefits along with turn-based mode.

yeah m8 also kaos and drown makes for quick action. but yeah hysteria is unique in that it's fun to discover what can be done in 1 second as u know very well rayez

oh and impressive game m8
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: h3oCharles on December 02, 2018, 03:19 PM
make real time rope race plz
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: TheKaren on December 02, 2018, 04:18 PM
Is Webysteria going to be the actual name for this game? If I have to admit, it's the only thing I am not fond of  :D

Sorry!  :-*
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 02, 2018, 04:31 PM
oh and impressive game m8

ae thanks m8!

make real time rope race plz

It's on my todo list already :P

Is Webysteria going to be the actual name for this game? If I have to admit, it's the only thing I am not fond of  :D

Sorry!  :-*

Well I scratched my head quite a while with this one, but every other name was either a simple combination of words that aren't unique, or the name was already hold by some company.

For instance, I wanted to call the game as "WebRush", but that was the name for toothbrushes brand AND a game feature of one of the Spiderman games  ;D

So I just had to pick one with the first unique and reasonable one. Feel free to suggest any other name until it's not getting viral and I'll consider to rename it.
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: TheKaren on December 02, 2018, 04:58 PM
It's not so much I don't like the name, it's just I 1st saw it and pronounced it as "Websteria" and that sounded better to me and kinda ruined it for myself :D

The truth is, you should call it whatever YOU want, it's your game :)

Or, you could ask the community for suggestions, and pick your favourite one.
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 02, 2018, 05:03 PM
... pronounced it as "Websteria" :D

The first time I went for "Websteria" as well but it turned out to be some kind of not-so-good looking sea plant.  :D
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Sensei on December 02, 2018, 05:26 PM
The first time I went for "Websteria" as well but it turned out to be some kind of not-so-good looking sea plant.  :D
I also like it more than weby..
Maybe arachno instead of web? ArachnoCity, Arachnosteria..

EDIT: Make game free to play and put paid skins in it, different types of spiders for example. Something like EPIC did with Fortnite. You'll get more ppl to play it if it's free and if game is any good community can only rise. With rise of community ppl will start spending $ to be different than other players. We just talked about this in discord few days ago. I see this as future for gaming industry. Free games with microtransactions for customization of characters and every item that's not related to p2w system.

Title: Re: Webysteria - fast-paced artillery and roping game
Post by: TheKaren on December 02, 2018, 06:57 PM
Omg... If this game turns out free 2 play with stupid microtransactions then I guess i'm out, that sh*t ruined gaming for me and many others... Better to add customization for players to make their own skins etc

Anyway some ideas I had:

Webshot

Silk Wars

Web Wars

Trapshot (since spiders trap their prey)

Might not like them but they might lead to other ideas :)
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 02, 2018, 08:49 PM
Make game free to play and put paid skins in it, different types of spiders for example...

I think this kind of system would work for big companies, EPIC has enough money to maintain it, and more importantly experience. It's my first game and I'd rather stick to a more traditional system... Maximum what I can do is Steam integration. It's early to talk about this though, but I get what you're suggesting.

Might not like them but they might lead to other ideas :)

Those are at least good enough as a sequel names, thanks for your input.  :)

I think I'll just stick to the existing name just to take away the burden of making decisions... Sometimes it has to be "good enough", not "perfect".
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Bloopy on December 09, 2018, 09:59 AM
Nice work, looks cool so far! I only daydream that I could achieve this much if I developed for 10 years. :D
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 17, 2018, 07:52 PM
Hey guys, I created a discord server for the game I've been developing, join if you'd like to receive development updates!

https://discord.gg/ErHgA8z
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on December 24, 2018, 08:06 PM
Merry X-mas all! (https://streamable.com/o4uqy)

Map: http://wmdb.org/17358
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on March 28, 2019, 09:27 AM
Maps with objects incoming...

[attachment=1] [attachment=2]
[attachment=3] [attachment=4]

Thanks Plutonic (https://www.tus-wa.com/profile/Plutonic/) for useful tips!
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on August 16, 2019, 11:35 AM
Reporting some progress regarding improved visuals, added some fancy water parallax, took me some time to rework spider movement, as well as webbing aka roping.  :)

Nevermind the lack of legs, I'll redo this a bit differently I think, the previous way was too complex and wasn't reliable at the end of the day.  :P

Hopefully I could start programming the actual gameplay, can't wait for this.  :D

And feel free to join my Discord server (https://discord.gg/ErHgA8z) where you'll be able to stay in touch with more frequent updates like this and likely receive some important news.  ;)
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: TheKaren on August 16, 2019, 03:37 PM
Love the simplistic graphics :)

It's coming a long great man!
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Lex on July 07, 2020, 10:19 AM
This project is cool.  Any rope implementation that's somewhat like WA's is awesome.  What's your thought on licensing for this game?  It'd be sad if the project disappeared some day since it's so cool.
Title: Re: Webysteria - fast-paced artillery and roping game
Post by: Xrayez on July 07, 2020, 11:15 AM
Thanks for expressing the interest.  :)

Any rope implementation that's somewhat like WA's is awesome.  What's your thought on licensing for this game?  It'd be sad if the project disappeared some day since it's so cool.

Yeah, I feel like I've managed to come up with some decent implementation of rope mechanics which is more or less close to W:A, but still need some bug fixing. I haven't showcased this yet.

What's your thought on licensing for this game?

It's kind of a difficult topic. I'd lie if I say that I don't want to have some commercial gain out of this project eventually. But that's equally difficult thing to do in my country which blocks most financial routes. So what I'm left with is continuing the development at whatever pace. If there are any lawyers out there who could donate their time to resolve those questions, would be great.

But yeah, perhaps I could start releasing some development builds, and as long as I don't publish the source code I should be fine.  :D

Perhaps gaining more audience is better. But perhaps I announced this too early.

I mean, if this has any chance to become popular, I'm afraid I won't be able to deal with both positive and potential negative effects.

But perhaps I'm simply overthinking this.

It'd be sad if the project disappeared some day since it's so cool.

I'm still working on this, even if not directly.

Considering the fact that there are other Worms-inspired games that keep popping here by other developers, I think I'll have to start doing the same in order to be able to compete.  :P