The Ultimate Site of Worms Armageddon

Worms: Armageddon => Promotion Project => Topic started by: Bamboy on March 18, 2016, 10:51 PM

Title: A Spiritual Successor to W:A
Post by: Bamboy on March 18, 2016, 10:51 PM
Current build for this project can be downloaded here: https://bamboy.itch.io/asteroidians

Greetings, fellow wormers.
I have been hard at work since the 1st of March programming a spiritual successor to W:A in Unity3D. Our working title as of now is 'Asteroidians', and the game takes place on an asteroid that is sinking into a star.

I have always loved W:A over other worms games but it has its share of problems that we are aiming to fix. The most important being accessibility for new players. A veteran and a newbie should be able to sit down together and both be able enjoy the game equally. However this is not an easy task to accomplish without also damaging the depth and variety that gives W:A its extensive replay value for veterans. I am hoping to get ideas from the W:A community about how this could be accomplished.

Another MAJOR thing that is specifically important for myself in this project is all the customization and features that W:A includes,  except tenfold. The other day I regarded the project as much as a tool as a game. Worms Unlimited (http://worms2d.info/Worms_Unlimited) has been a useful resource for ideas thus far.

Critical aspects of W:A we are looking to preserve, and features we want to include:

We also are thinking about implementing a "buildables" type game style where you have the option to build something every turn as well as attack. These buildables, for example, would be in the form of being able to place a girder and fire a weapon in the same turn. We are hoping that this would develop a more interesting attack/defend style gameplay. As of all things, this would only consist as a scheme and could be toggled off in your created schemes. We are also playing with the idea of a more accessible mario-style movement system, which would also be swappable with the classic movement.

The project so far is very much still in early development. Functional gameplay as of now includes the basic team rotations, bazooka and grenade, terrain deformation, and randomized level generation.
Here's a video I threw together real quick. Note that all W:A sprites are placeholders and will be removed.
https://www.youtube.com/watch?v=y8OU-npvyPU (https://www.youtube.com/watch?v=y8OU-npvyPU)
I also stream my development on this project early mornings PST. https://www.twitch.tv/bamboy360 (https://www.twitch.tv/bamboy360)

We are potentially looking for 2D artists and maybe C# programmers. If you are interested send me a PM with some links to stuff you're proud of. Although if you do not possess these skills then ideas and comments are also very appreciated. I want this project to be something that evolves and responds to the community's feedback.
Title: Re: A Spiritual Successor to W:A
Post by: TheWalrus on March 19, 2016, 01:11 AM
Awesome!  If only T17 was like minded!  If I can help in any way let me know, unfortunately im not a programmer, but i have  been around the online community since the very beginning.  GL with the project!
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 19, 2016, 01:12 AM
If only T17 was like minded!
My thought precisely.  ;D
Title: Re: A Spiritual Successor to W:A
Post by: Kradie on March 19, 2016, 01:23 AM
I am glad that there are committed and passionate people out there, that are willing to make a spiritual successor of Worms Armageddon. Perhaps I can be one of them, if you wish for my assistance within the development of music & voice, I wouldn't mind giving it a try.

Regardless of the matter, I wish you the very best with this project!
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on March 19, 2016, 09:20 AM
You might want to see Hedgewars (http://www.hedgewars.org/). Not only it's open source, there is way too much potential to it and too much lazy and missing devs that you might do something too.
Title: Re: A Spiritual Successor to W:A
Post by: Tomtysti on March 19, 2016, 09:43 AM
This is awesome! Good luck with the project! Just followed your Youtube and Twitch :)
Title: Re: A Spiritual Successor to W:A
Post by: Triad on March 19, 2016, 04:07 PM
Also one of the most important feature of WA is replays. Thanks to replays TUS Leagues, Cups/Tournaments, Challenges works like a charm for example. Good luck with the project.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 19, 2016, 04:37 PM
Yeah I've been hearing a lot about Hedgewars. I will check it out eventually.

I am not sure how I would go about doing replays. If they are a big deal then I will look into them for sure.

I never got into the community aspect of W:A outside of the game (as can be noticed by my 3 posts), so all of these tournaments, clans and stuff is completely new news for me. Help with what strengthens the W:A community would help greatly.

I have also thought about having services integrated into the game for easy sharing of maps/schemes but I absolutely do not have the knowledge of how to implement these things or manage the servers that would be required.

I woke up late today but I will be streaming dev shortly if anyone is interested.  https://www.twitch.tv/bamboy360 (https://www.twitch.tv/bamboy360)
Title: Re: A Spiritual Successor to W:A
Post by: Xrayez on March 19, 2016, 05:18 PM
Oh boy, here comes competitor  :D

I have very similar attitude towards developing that kind of game like W:A, but I'm still learning to make something (though I have much more experience with community and it needs). I made some stuff in Gamemaker back days, not particularly W:A style game.

Do you feel like Unity tools/engine are enough for your needs or do they limit you in some way?

P.S. Sophomore in Computer Science  :-[
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 19, 2016, 05:21 PM
Unity is basically a renderer for C# just with a crap load of built in utilities. There are some security type things depending on platform you're targeting but other than that there isn't much you can't do.
I'm still learning myself. I'm a self taught programmer specifically with unity. Been at it for ~4 years now. :)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 19, 2016, 10:17 PM
Hey does anyone know who did these concept UI designs? Is this person still around? http://worms2d.info/Concept_images (http://worms2d.info/Concept_images)
Bridging the gap between user and code is half of the work. Having someone to design how it should all work would be invaluable.
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on March 20, 2016, 10:35 AM
Hey does anyone know who did these concept UI designs? Is this person still around? http://worms2d.info/Concept_images (http://worms2d.info/Concept_images)
Bridging the gap between user and code is half of the work. Having someone to design how it should all work would be invaluable.

http://worms2d.info/User:Run! (http://worms2d.info/User:Run!)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 24, 2016, 08:33 AM
Spent about 20 minutes looking at Hedgewars and I'm not impressed by it. It might be worthwhile to look at the level generator code.

New stuff since I posted last!

Physics backend will be reworked soon! I'm getting an experienced individual to help out with this.
In the mean time I want to ask... What weapons I should implement next?
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on March 26, 2016, 10:42 PM
Well, the Worms Guild was discussing a topic regarding the "variety of weapons" so, here are them all. 37 of them. More will come (I think)

- Sheep with Jet Pack
- Sheep with a worms magnet: flies by worms, picks them up in it's magnet, flies them into the air and explodes them or takes them out to sea and drops
- Spy plane: You can see what happens in the buildings
- E.M.P, so all vehicles on the map become useless. Or you set one up in certain place and helis can't go there.
- Dynamic Environments: different liquid types, springs that constantly leak water, volcanoes that constantly spew out fire, unique terrain pieces like moving bridges, hospitals that heal per turn
- Railgun: does great long range sniper damage but its damage up close is crap and gets better the further away you are. this keeps skill involved and prevents noobs from using it at point blank range
- Revolver: like Handgun, give it a random chance that one of the six bullets will be a hollow tip and do extra damage or maybe even an explosive round
- Some kind of special weapon named after Andy Davidson... some goofy strike or something kinda like the MB bomb
- Acid Flasks: does light damage to a worm for maybe 3 rounds, but is extremely effective at melting through terrain. kinda like a Molotov only different. it should continuously burn through terrain until it hits water at the bottom.
- Mind Control: kinda like a lightning strike, but if a worm is under "X" hp, you can take the worm over and add it to your team, or it could even make that worm have AI control for the next round and it will target a worm on its own team with that crazy AI accuracy
- Split Personality: you can clone your worm. say you have a worm that has 100 hp. use split personality and now you have 2 worms at 50 hp.
- Increased Gravity: kinda like low grav, only in reverse, and instead of being functional during your turn, its active during the next turn.
- Oil Flasks: doesn't actually do any damage, but it spreads oil which can be ignited
- Freeze Ray: freezes any worm(s) for 1 round and makes them invincible while frozen <-- that's already a thing in Unlimited
- RPG-based leveling system or ELO system
- Magic Carpet: kinda like a jetpack, only it lasts for 2 turns and when the turn ends you stay floating in air
- Force Field: kinda like the current protective shield (from Worms 4 Mayhem), only larger and enemy worms can't enter it. it shouldn't last for long of course.
- Lightsaber: it should be a super melee weapon that does 100 damage.
- satellite with a laser coming out of it (It's one of the posters of Worms WMD)
- Alchemical Fire: kinda like Petrol Bomb, only purple fire and lasts forever.
- Slingshot: long range gun-type weapon that does damage and if done perfectly and over a long enough distance, can stun the worm for 1 round like a knockout
- The bowling ball from ProjectX: It's a physics based weapon that rolls and does moderate damage, but knocks worms pretty far
- Reinforcements: you can airlift in a worm with low hp anywhere on the map... but maybe make it difficult like Boggy B
- Boggy B from Worms Revolution
- Animal strike: a strike that drops animals... moles, ferrets, cows, sheep, skunks, pigeons, etc... just a random "wtf" strike
- Some sort of comms interceptor utility that lets you see private team messages for a couple of rounds
- Golf Club: like the baseball bat, only its arc is much higher and shorter.. used for launching a worm up and over terrain to their death
- Sticky mines from Hedgewars: you throw it and it sticks, and acts as a mine after that. proximity based
- The lightning strike can heal or hurt instead of resurrecting
- Worms charms: can have expanded modes in addition to lucky or unlucky
- Area of effect utility like the magnet which influences gravity instead of magnetism
- High or low gravity within the radius of the "wormhole"
- Make every weapon be over-customizable, like it was in Worms 2
- Homing Cluster Bomb from Worms 2
- Old Man: instead of the old woman, this weapon is just placed somewhere and is inert and acts senile until a worm comes within a certain proximity of it. it then starts shuffling towards the worm and has a fairly long timer, so it can be scary, like running from a zombie
 - Option to a health crate healing a worm that collected, but not remove poison or cure only the one who collected it
- Lightning Storm: Causes an outbreak of lightning strikes to occur
_ Booby Trapped Crates like in Worms 2

EDIT1: I told you there's more to come! Sudden Death twists! 15 of them
- Water rise from left and right
- an Air Strike will fall, somewhere randomly on the map, each time all the turns have ended
- Ebola outbreak: worms die and their health doesn't stay at 1
- Random donkey fall
- Null gravity
- Theme depenant events: for e.g. hawain style, a vulcano would errupt; Mexican style, a gaint boulder a la indiana jones style; City like style, a car would run over worms, followed by a police chase; or Windows 2000 where it would suddenly crash to blue screen xD
- Earth Quake after each turn
- The gravity gets weaker and weaker so you're mortality rate is becoming less while trying to kill the other worms at zero gravity
- Mass crate shower of Super Weapons
- Armageddon each time all the turns have ended
- Full Wormage: All weapons become available in unlimited quantity
- Remaining team slots will be filled with full AI 5 teams
- When crates appear, there is 25% chance that an oil drum will appear instead of a crate that will explode on terrain contact
- One single random meteorite of the Armageddon every turn.
- Rain: water still rises but you also have a steady stream of drops that cause worms to slide towards low spots. Then random lightning strikes can go off as well between rounds.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 27, 2016, 09:55 AM
Thanks for the reply Charles! Here are a few of my thoughts...

I am going to try to get a following together on a website that is currently otherwise not being used. I will still post updates and discuss things here but everything will be much more manageable on its own forum. http://excelsion.org/forum/asteroidians-the-spiritual-successor-f48.html (http://excelsion.org/forum/asteroidians-the-spiritual-successor-f48.html)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 27, 2016, 11:12 AM
You're absolutely right Caye. I have a very ambitious vision for what this project will be.

I plan on taking on this project in steps, over time new features will be added. First I am starting with what in my opinion makes W:A successful where other worms games have failed. Namely physics, player skill advancement, predictability (and lack thereof), and meaningful strategic choices.
Once the basics are there, new features (such as weapons) will be added over time for players to create unique and interesting games using the base tools I have provided.

I am no stranger to unfinished projects. However I see a real opportunity here if the community is willing to have an open mind and can envision a better game for everyone to enjoy.
Title: Re: A Spiritual Successor to W:A
Post by: Sensei on March 27, 2016, 11:24 AM
Do what you have to do Bamboy. I haven't seen any positive comment from Caye yet, don't let the guys like him stop you. I'm sure majority of ppl here would help you along (in whatever you're doing up there..)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 06, 2016, 07:28 PM
v0.0.8:
After a few days of pulling my hair out, replays are working with 100% accuracy! Currently the only weapons that work with this are Bazooka, grenade, and shotgun. Other weapons cause desyncs in the emulation. Replays are being written into XML and 136 seconds is 880kb, but that size could be massively reduced given more work.
I hope replays to be a major stepping stone to getting a basic form of multiplayer working.

Other new features include:
PNG map loading during runtime
New weapons:Weapon backend:
Title: Re: A Spiritual Successor to W:A
Post by: Triad on April 07, 2016, 04:15 PM
Hi again. Yeah 136 sec 880kb is actually too much, considering I have 1.5 hours long replays that is below 880kb. And I strongly suggest you to get WA on Steam etc if you haven't and attend TUS events like leagues, cups, challenges to have a better vision of what makes WA better than other Worms games. Community made what current WA is today.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 07, 2016, 05:04 PM
attend TUS events like leagues, cups, challenges to have a better vision of what makes WA better than other Worms games. Community made what current WA is today.
I play the Steam version of W:A at least every other day. I am unsure of how to get involved with TUS (What does this stand for?) and related events.
I feel like the only way one can get involved with these things is if someone already involved introduces someone to it. This is one of the things I wish to fix; making it easier for new players to get involved with the community.
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on April 07, 2016, 08:27 PM
Golf club - Can't you just aim the bat upwards?

In Armageddon, nope. In Hedgewars you can do that tho. Not sure about the rest of the Worms titles.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 08, 2016, 01:50 PM
Lobby UI concept layout! (As seen from the host's view)
Purple text is just notes.

(https://dl.dropboxusercontent.com/u/26068961/WormsClone/Asteroidians%20Lobby%20UI.png)

I plan on using a lot of mouse-over tooltips to give more information about what buttons do and such. Things like scheme editing will be sub-menus. Is this missing any features?
Title: Re: A Spiritual Successor to W:A
Post by: Xrayez on April 08, 2016, 02:01 PM
I plan on using a lot of mouse-over tooltips to give more information about what buttons do and such. Things like scheme editing will be sub-menus. Is this missing any features?

Not really related to UI design, but you should give ability for gamers to see all scheme's settings while in-game aswell.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 08, 2016, 02:02 PM
Yup!
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on April 08, 2016, 02:05 PM
You technically can

Yea, but it's not easy to do

Lobby UI concept layout! (As seen from the host's view)
Purple text is just notes.

(https://dl.dropboxusercontent.com/u/26068961/WormsClone/Asteroidians%20Lobby%20UI.png)

I plan on using a lot of mouse-over tooltips to give more information about what buttons do and such. Things like scheme editing will be sub-menus. Is this missing any features?

Speaking of Shopper, why not instead of the rules force mechanics for the game? Like KTL, everyone but the leader has invulnerability shields, or AFR, when you try to fire a weapon from ground, it will trigger a deny beep.
Title: Re: A Spiritual Successor to W:A
Post by: Triad on April 08, 2016, 09:40 PM
attend TUS events like leagues, cups, challenges to have a better vision of what makes WA better than other Worms games. Community made what current WA is today.
I play the Steam version of W:A at least every other day. I am unsure of how to get involved with TUS (What does this stand for?) and related events.
I feel like the only way one can get involved with these things is if someone already involved introduces someone to it. This is one of the things I wish to fix; making it easier for new players to get involved with the community.
TUS, The Ultimate Site, might seem complex but it's rather easy. If you're familiar with schemes for example, let's say you wanna play Classic League (includes Shopper, WxW, Roper, TTRR, Team17, Elite, Hysteria and BnG) go to #AnythingGoes and say "TUS anyone?" you'll find an opponent. You pick a scheme, he/she picks a scheme and you report the picks you won from report menu on TUS. You upload the replays as a proof of your victory in report page. Cups/Tournaments usually focused on a single scheme, rarely group of schemes. After you join one of cup or tournament, moderator of it makes parings and gives a deadline. You arrange your games before deadline ends, that's it. Challenges are unique competitions, like they host a rope race challenge and give one week deadline. You try to make your best play and upload it, moderator will approve if you didn't violate any rules. Usually instructions are given in challenge description. Also you can join challenges after their deadline (you won't get extra 5 points and challenge medals, but still can get map record medals.) Points you can get from a challenge (without extra 5 pts if you play it before deadline) 25, 20, 15, 10, 9, 8, 7, 6, 5, 5, 5, 5...

Sorry for bad English.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 08, 2016, 09:48 PM
*Insert words here*

Sorry for bad English.
Your english is fine. Yeah I've been getting some help from nice people in #worms and in #anythinggoes. Haven't managed to arrange a League with anyone yet though. Where can I access replays in game?

Also @Charles, yeah I already was thinking of damage being applied to worms if at least one of the worms belonged to the leader. I got you guys covered. :)
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on April 09, 2016, 09:48 AM
Where can I access replays in game?

In W:A itself, you don't. Files with extension .WAGAME are openable with Worms Armageddon. Also, when you right click at that demo, you can extract the map, scheme and you can playback on a specific timeline.
Title: Re: A Spiritual Successor to W:A
Post by: Triad on April 09, 2016, 09:56 AM
*Insert words here*

Sorry for bad English.
Your english is fine. Yeah I've been getting some help from nice people in #worms and in #anythinggoes. Haven't managed to arrange a League with anyone yet though. Where can I access replays in game?
You cannot access them inside the game but from folder Worms Armageddon/User/Games

Also check this video if you haven't:
http://wormtube.worms2d.info/81/wa_beta_showdown

Also you can add me on steam too:
http://steamcommunity.com/id/lordtriad
Title: Re: A Spiritual Successor to W:A
Post by: Anubis on April 12, 2016, 06:50 PM
If you need rope testing, I am willing to.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 12, 2016, 08:34 PM
If you need rope testing, I am willing to.
Not at that stage yet but when it comes time I will let everyone know. :)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 16, 2016, 01:01 PM
v0.0.11
Been moving toward getting multiplayer working, so no new features visible on the surface.
+ Network hosting/joining lobby.
+ Network lobby viewer.
+ Network boring and complicated backend stuff.
+ Replay files now are written in my own binary format, and are down to 6 bytes per frame! (360 bytes/second)

In game multiplayer does not work yet but the foundation to do so is now available.

Question for you all... What sort of chat features do you guys want?
Title: Re: A Spiritual Successor to W:A
Post by: j0e on April 17, 2016, 06:14 PM
Awesome that you're including replay files right from the start.

Chat features?
/anon whisper
/ me personal
/msg PLAYER
/color or /team whisper team

-Allow including spectators in team chat (host can assign them a color)
-Select/copy/paste support
-URLs clickable
-Google translate built-in? (for distant future..)

-Scribble mode (players can draw on/around the map to explain strategy to each other, predict trajectory ('call' their shots), etc.)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 17, 2016, 06:31 PM
The unique way I am approaching doing multiplayer (at least for modern games), streaming live replays across the clients, it was necessary to massively reduce file sizes for bandwidth reasons.

Hmm google translate.. that's a good one. I'm sure google has some APIs available...
Speaking of which, localization is yet another large task that I hadn't considered.
Title: Re: A Spiritual Successor to W:A
Post by: j0e on April 17, 2016, 06:40 PM
Just looked into it. Google actually costs money - $20 per 1 million characters translated.

Yandex Translate API appears to be free however.
Title: Re: A Spiritual Successor to W:A
Post by: XanKriegor on April 17, 2016, 06:49 PM
I can translate it to Russian.
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on April 18, 2016, 07:55 AM
I can transate to Polish!

Question for you all... What sort of chat features do you guys want?

rainbow water xD (/h2so4)
if you're the host, a way to force out players, like /kick or /timeout
pause the game, if everyone agrees
surrender in a middle of enemy's turn
afk for obvious reasons
3D mode?
Title: Re: A Spiritual Successor to W:A
Post by: armani on April 18, 2016, 04:44 PM
Hey! I'd love to help with 2d sprites and music. WA is my god damn life, and you have the right attitude to be a developer on a spiritual successor! Go you!

I made a worms map, and it should show some of my skills in design. Remember the color limit I had to work with, though. I have been a musician for many years.

PS: I'm a guy who loves options, but I feel like the swappable movement systems might be a bit too much. It's probably better to just rip off the WA movement system, as it is perfect.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on April 18, 2016, 04:49 PM
Help art wise would be massive. I do not have art skills. Add me on steam (http://steamcommunity.com/id/bamboy360/) or on skype. (bamboy360)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on May 08, 2016, 07:43 PM
Hey guys! Its been a while but this project is still going! We're currently at v0.0.27.

<Images removed by request of Armani>

All W:A content has been removed from the project! Yay! Thanks to Armani for his hard work.
Physics are still coming along slowly. When it is perfected I will go about reworking the character movement.
Title: Re: A Spiritual Successor to W:A
Post by: francot514 on May 09, 2016, 12:43 AM
Im good enought with C# programming and this seems interesting, do you have any source repository, or site where progress for coding is updated??
Title: Re: A Spiritual Successor to W:A
Post by: vesuvio on May 09, 2016, 06:23 AM
well i like to kill shadows and also reptilian humans and the universe is a nice thing

but what is that ?????? build the mission editor iam better
Title: Re: A Spiritual Successor to W:A
Post by: Ytrojan on July 02, 2016, 11:03 PM
Well, why not add W2-like customization?
Title: Re: A Spiritual Successor to W:A
Post by: Triad on July 13, 2016, 05:44 PM
(http://66.media.tumblr.com/3faa2018fb400bd3a87f179c136b914c/tumblr_n3dfwlPSL11rlo1q2o1_1280.jpg)
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on July 13, 2016, 06:04 PM
(http://66.media.tumblr.com/3faa2018fb400bd3a87f179c136b914c/tumblr_n3dfwlPSL11rlo1q2o1_1280.jpg)

lol ikr xDD
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on July 13, 2016, 06:56 PM
I'm here still. I just haven't found a reliable artist. I still really want to move forward with this but for now its not possible.
Title: Re: A Spiritual Successor to W:A
Post by: ANO on July 13, 2016, 08:50 PM
bamboccio
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on September 24, 2016, 11:32 AM
Worms Guild has gotten a really nice artist recently, gave him a link to this thread, let's see how it's gonna work out.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on September 29, 2016, 06:45 AM
I'm all ears.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on October 29, 2016, 06:26 PM
(https://i.gyazo.com/974d8167a0a8e9a6a0713d5cb1b94065.gif)
They're spoopy ghosts because the project died?
Title: Re: A Spiritual Successor to W:A
Post by: Sensei on October 29, 2016, 06:47 PM
Haha, amazing!
I love the way grenade looks in inventory.
Title: Re: A Spiritual Successor to W:A
Post by: XanKriegor on October 29, 2016, 08:39 PM
Nice smoke. I hope all those effects will not require latest hardware to work.
Title: Re: A Spiritual Successor to W:A
Post by: Tomi on October 30, 2016, 08:14 AM
Very nice job man! Ah if i would have more free time, i'd really like to join this project, but after sitting 8 hours at work in front of the computer, i am dead really :/
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on October 30, 2016, 07:38 PM
Big breakthrough, but it comes with some pretty bad news.

Good: My networking code is solid and more or less done.
Bad: To fix multiplayer desyncs I have to replace the entire physics system. The methods I went about doing physics I thought would be safe, were in fact not, due to the way Unity handles colliders behind the scenes. This means possibly weeks of work (and some paid assets) will have to be replaced and I'll have to set up my own. This will take some time.
More Good: A few performance and custom physics issues I have been getting will be completely swapped out with my own (hopefully lots faster) bitmap collision system. Still need to do some performance testing to see if this is viable or not.
Title: Re: A Spiritual Successor to W:A
Post by: TheWalrus on October 30, 2016, 07:43 PM
looks awesome bam
Title: Re: A Spiritual Successor to W:A
Post by: Korydex on October 30, 2016, 07:49 PM
looks very weird tbph
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on October 30, 2016, 08:41 PM
Big breakthrough, but it comes with some pretty bad news.

Good: My networking code is solid and more or less done.
Bad: To fix multiplayer desyncs I have to replace the entire physics system. The methods I went about doing physics I thought would be safe, were in fact not, due to the way Unity handles colliders behind the scenes. This means possibly weeks of work (and some paid assets) will have to be replaced and I'll have to set up my own. This will take some time.
More Good: A few performance and custom physics issues I have been getting will be completely swapped out with my own (hopefully lots faster) bitmap collision system. Still need to do some performance testing to see if this is viable or not.

Welp, this game ain't gonna be F2P then... good luck anyways!
Title: Re: A Spiritual Successor to W:A
Post by: TheWalrus on October 30, 2016, 08:43 PM
Big breakthrough, but it comes with some pretty bad news.

Good: My networking code is solid and more or less done.
Bad: To fix multiplayer desyncs I have to replace the entire physics system. The methods I went about doing physics I thought would be safe, were in fact not, due to the way Unity handles colliders behind the scenes. This means possibly weeks of work (and some paid assets) will have to be replaced and I'll have to set up my own. This will take some time.
More Good: A few performance and custom physics issues I have been getting will be completely swapped out with my own (hopefully lots faster) bitmap collision system. Still need to do some performance testing to see if this is viable or not.

Welp, this game ain't gonna be F2P then... good luck anyways!
The F2P model almost always contains paid assets, what are you smoking charles?
Title: Re: A Spiritual Successor to W:A
Post by: TheMadCharles on October 31, 2016, 07:52 AM
The F2P model almost always contains paid assets, what are you smoking charles?

My IT knowledge :P
Title: Re: A Spiritual Successor to W:A
Post by: francot514 on November 06, 2016, 01:57 AM
Keep work up, this deserves more attention..
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on November 11, 2016, 03:18 PM
Bitmap collision backend is taking longer than I thought, plus I was sick for the past week. Here's a neat unintended debug effect.

(https://i.gyazo.com/93501a97148e546175e08a414e45eba5.gif)

Also I'm trying to get a hashtag for this project going on twitter, tweet at me or something if you'd like, idk. https://twitter.com/search?q=%23Asteroidians&src=typd (https://twitter.com/search?q=%23Asteroidians&src=typd)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on December 17, 2016, 10:13 PM
Implementing a bitmap system paid off! First successful multiplayer game. Played with 3 separate people.
(https://i.gyazo.com/f8bd2cf0c57523c94d1a11d57c376487.gif)


EDIT: Expect a public build once I fix game-breaking and application-restart-required bugs! Hype!
Title: Re: A Spiritual Successor to W:A
Post by: avirex on December 18, 2016, 03:08 AM
woooooooo whoooo!!! first online game!!!

thats a big step!!

congrats bamboi!

keep up the good work... do you plan to have roping?? hope so :D
Title: Re: A Spiritual Successor to W:A
Post by: TheKomodo on December 18, 2016, 11:25 AM
Yeah, interesting progress :)

Looks pretty good so far!

Sorry if I missed it, is it available for any of us to play? Online or offline.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on December 19, 2016, 02:42 PM
Fixing game breaking bugs and I will release a public build.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on December 21, 2016, 01:59 AM
Alpha release version 0.1.22 available tomorrow!
Almost had it done today but not quite!
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on December 21, 2016, 07:45 PM
BUILD AVAILABLE NOW!! https://bamboy.itch.io/asteroidians  :D

EDIT:
It seems there are varying syncing problems from person to person. For best results, restart your game after playing.
Title: Re: A Spiritual Successor to W:A
Post by: Free on December 21, 2016, 08:23 PM
So who wants to try this now? MSG me on TUS

Edit: Game has potential! I really like the fact you can jump and shoot zookies at the same time. Zookies have nice physics already.

Useful tip, double jump is backjump here also.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on January 09, 2017, 12:43 AM
Public release v0.1.34!
https://bamboy.itch.io/asteroidians

Edit: Mac and Linux builds!
Title: Re: A Spiritual Successor to W:A
Post by: j0e on January 09, 2017, 03:21 PM
Pretty slick!! Is there going to be a ninja rope?
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on January 10, 2017, 07:15 PM
Pretty slick!! Is there going to be a ninja rope?
Soon
Title: Re: A Spiritual Successor to W:A
Post by: ANO on January 10, 2017, 10:32 PM
Bravo bamboccio
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on January 11, 2017, 12:52 AM
This is how easy it is to import any png file and use it as a level! (Though you probably want to add some transparency to your image, lol) Just added today.
(https://i.gyazo.com/692d7f5694df52ceaea649c8518fa985.gif)
Title: Re: A Spiritual Successor to W:A
Post by: XanKriegor on January 11, 2017, 04:29 AM
Any color limitation? I acually hope there will be some, like 256 paletted xD
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on January 11, 2017, 04:37 AM
Any color limitation? I acually hope there will be some, like 256 paletted xD
Actually imposing a color limit would be more difficult than not. While restricting colors can have a certain retro visual aesthetic, I don't see myself implementing such a system. Map creators can choose to do this themselves if they wish.

At some point I'll probably add an option to convert black pixels to transparent ones, so old user made W:A maps can still be used.
Title: Re: A Spiritual Successor to W:A
Post by: XanKriegor on January 11, 2017, 04:42 AM
Yes, would be nice to have this compatibility. Like, you load old map, its says "old format! Convert to new one and save in my folder? You hit Yes, map gets converted to TruColor and saved in /maps/old. IndiMask-like feature also a thing to have.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on January 11, 2017, 04:53 AM
Maps for W:A are already PNG format, just with color limits. So for simplicity a checkbox to convert black to alpha would be simplest for the user, to avoid false-positives. Saving a copy in the user directory is definitely something that could be done.

I've not personally messed with doing IndiMask maps, so I'm not sure what the format is. Damage resistant terrain is something I'd like to do but probably wont happen for a while.
Also, of course other map editing features such as object pre-placement will come in time too!
Title: Re: A Spiritual Successor to W:A
Post by: WTF-8 on January 11, 2017, 05:28 AM
no idea if what am I quoting is any relevant, but I'll give it a try

Quote
(http://worms2d.info/WkIndiMask)

All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactivate based on its presence. Because WA throws away unused map palette entries, it will have to exist somewhere on the map. 1 pixel under the water is fine.

This colour is R:240, G:024, B:204. (  #F018CC)

After that, you can pick which colours are destructible or not using the least significant bit in the Red component of the colour. So essentially:

If the Red component is even, you can destroy it; if it is odd, you can't.

Further to that, the Green component is similarly used to decide if the colour is Tough.

A colour that has odd for both Red and Green will be set as Tough.

Tough terrain is only destroyed by a weapon where it would usually destroy the background layer.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on January 11, 2017, 05:37 AM
Okay interesting. Thanks WTF-8.

EDIT:
I love reading stuff about how W:A works and even more about how its mods work. There is true genius behind it all.
Title: Re: A Spiritual Successor to W:A
Post by: XanKriegor on January 11, 2017, 06:14 AM
Yes, talk to Plutonic, i dont think he gonna mind to help you and share general principles of IndiMask.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on January 13, 2017, 01:33 PM
Seriously considering jelly-creatures...

(https://i.gyazo.com/049b8c64253afbfba750917ed55a96f2.gif)

Also removing the black from the background of levels has been implemented.
Title: Re: A Spiritual Successor to W:A
Post by: Spenner on January 21, 2017, 10:26 AM
Hey, I'm no programmer, but I would love to help this in any way I could. Graphics and UI design things in general. Cool project, one I've been thinking about for a long time but didn't know was started.
Title: Re: A Spiritual Successor to W:A
Post by: XanKriegor on January 21, 2017, 10:35 AM
By the way, if any translations will be implemented, i can do Russian one.
Title: Re: A Spiritual Successor to W:A
Post by: MrRussellgro on January 21, 2017, 08:19 PM
This looks interesting! ;D
Hey, I was wondering? Do you need voice actors for soundbanks? I was wondering maybe I could help as if to try out a certain voice. Maybe I could be a 4th Wall Breaker as a voicebank.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on February 06, 2017, 10:16 AM
Public release v0.1.46!
Changelog and download here: https://bamboy.itch.io/asteroidians
There is a game breaking bug in multiplayer involving 3 or more clients, so lobbies have been restricted to two players for now.

Ninja rope is in the works. Expect some kind of version in the next release build!
Title: Re: A Spiritual Successor to W:A
Post by: j0e on February 12, 2017, 04:58 AM
Sweet!! I'm excited to try the rope :)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 07, 2017, 01:23 AM
Hey guys its been a while. I had a seizure on the 13th of February and the meds they put me on made it near impossible for me to have decent work sessions. That said, they're taking me off of it and I have been able to get a few things done.

(https://i.gyazo.com/c993ce1331c81c11c360956d977bdf2f.gif)

You'll notice timers and two new weapons - Grappling hook and Pickaxe.
Pickaxe is the replacement for W:A's Blowtorch - The functionality difference being it digs in multiple "Shots" rather than you automatically walking forward when you use it.
Grapple is the ninja rope except it is very much still WIP. I think I only spent about a 6 hour day on it. (Super big thanks to Lex and Deadcode from IRC for the math help behind this!)

Other new stuff: Eye animations, in game keybind menu, and numerous code backend improvements.

No new build out just yet. Just wanted to give you guys a status update.
Title: Re: A Spiritual Successor to W:A
Post by: XanKriegor on March 07, 2017, 11:25 AM
Nice eyed flasks  ;D

Stars at background makes GIF fat as shit.
Title: Re: A Spiritual Successor to W:A
Post by: TheWalrus on March 07, 2017, 11:29 AM
bamboy this is rounding out nicely man, great work!
Title: Re: A Spiritual Successor to W:A
Post by: Xrayez on March 11, 2017, 05:22 PM
Bamboy, do you implement pixel-perfect collision detection or just creating collision polygons based on images?
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 11, 2017, 05:43 PM
Bamboy, do you implement pixel-perfect collision detection or just creating collision polygons based on images?
Earlier builds used polygons, but I went out of my way to create my own pixel perfect collision system after discovering polygons just wouldn't cut it.
Title: Re: A Spiritual Successor to W:A
Post by: Xrayez on March 11, 2017, 05:54 PM
Bamboy, do you implement pixel-perfect collision detection or just creating collision polygons based on images?
Earlier builds used polygons, but I went out of my way to create my own pixel perfect collision system after discovering polygons just wouldn't cut it.

Do you see any disadvantages of using pixel perfect collision system compared to collision polygons? I'm just working on similar stuff and would like to know your opinion.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 11, 2017, 05:59 PM
The quality of vector math done against polygons will be a lot better than those done vs pixel perfect, however getting the polygons to accurately conform to the pixels while also balancing performance is a challenge.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 23, 2017, 08:28 AM
Holy crap why did nobody tell me that the downloads page on itchio only links to v0.1.22???
Title: Re: A Spiritual Successor to W:A
Post by: WTF-8 on March 23, 2017, 10:28 AM
Because the download link isn't visible enough. Maybe I'm just dumb but I haven't noticed it in the first post, nor in your signature. I highly doubt someone's going to check out all 7 pages here just to find it out.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 23, 2017, 10:32 AM
That... is a very good point. I can't seem to locate the last release build v0.1.46 on my local drive, so I don't think I can fix it until I get the next build out. Be ready for it in a few days, if not sooner.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on March 28, 2017, 07:16 PM
New build just went live! I didn't goof it up this time. (Tool I was using had an improper path)

Ninja rope is there (Grapple weapon) but is very basic. The math required was a bit more than I was expecting. It will get there though!
Go play it now! https://bamboy.itch.io/asteroidians

I really tried to get multiplayer 100% desync free, but you might come across issues such as turns not transferring correctly. Make sure to restart your client in-between games.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on October 22, 2018, 05:25 AM
Mega bump!

No, but really, I updated Asteroidians for the first time in over a year. I still really want to complete this project, and I just took a major step in getting the networking solid in just this past month.
The entire game system now uses fixed point numbers instead of floating point numbers. (Floating point numbers are NOT deterministic and cause desyncs)

Also, I discovered the system both W:A uses and what I unknowingly was implementing is called Lockstep Synchronization. (For any other developers who might be reading this) A lot of older games used this and fixed point numbers due to how expensive floating point numbers were to compute at the time.

In terms of new front end features, there isn't a whole lot as of now. Mostly network stability and bug squashing. Some weapons that have still caused repeated desyncs have been restricted to single player until I can fix them. That said, I'm fairly confident in the reliability of the new networking system. I'm sure there will still be issues, but compared to how it was, it is much better now.

Major Update v0.2.00
Download page: https://bamboy.itch.io/asteroidians
Changelog: https://bamboy.itch.io/asteroidians/devlog/52965/major-engine-rehaul-asteroidians-release-v0200

Thanks for reading!
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on August 07, 2019, 06:01 AM
Another year, another bump...
(https://img.itch.zone/aW1nLzIzNzA0MDEuZ2lm/original/ouOtrd.gif)

Multiplayer is now more stable than ever, and now uses a server executable! It still has a few desyncs that are difficult to reproduce, but I have been able to play an entire game with someone! Nailing down the multiplayer and backend has still been my primary focus. Without it, the game is meaningless... Trust me, I'd much rather be working on gameplay.

There are a few new gameplay features though! Check out the changelog link below.  ;)

I'm hoping to eventually be able to hire some other developers to help out in the areas that I'm struggling in, at least a tiny bit. Right now I don't see that happening due to cost. I've been working purely solo. I hate asking this, but if you can, maybe consider throwing me a few dollars?

Update v0.3.0.27
Download page: https://bamboy.itch.io/asteroidians
Changelog: https://bamboy.itch.io/asteroidians/devlog/93745/multiplayer-more-stable-than-ever-asteroidians-release-03027
Title: Re: A Spiritual Successor to W:A
Post by: TheKomodo on August 07, 2019, 11:17 PM
I saw that gif and immediately started singing:

10 green bottles, sitting on the wall...

Looks good :)
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on February 02, 2020, 05:59 AM
(https://i.gyazo.com/c918c834d39378c9079b820d7d125887.gif)

(https://i.gyazo.com/6ab37ff81931ab4a4bb631cf4a124068.gif)

Terrain bending coming Soon™
Title: Re: A Spiritual Successor to W:A
Post by: MonkeyIsland on February 04, 2020, 06:00 AM
Add some rotation to the characters while roping? It would help a great deal.
Title: Re: A Spiritual Successor to W:A
Post by: Bamboy on February 04, 2020, 06:02 AM
I agree completely. For technical reasons my character visuals are in a weird state right now.
Title: Re: A Spiritual Successor to W:A
Post by: MonkeyIsland on February 05, 2020, 09:38 AM
Yes but any rotation while roping would help. Even for the current characters.  Good job on the progress :)