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Messages - Bamboy

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31
Promotion Project / Re: A Spiritual Successor to W:A
« on: September 29, 2016, 06:45 AM »
I'm all ears.

32
Promotion Project / Re: A Spiritual Successor to W:A
« 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.

33
Promotion Project / Re: A Spiritual Successor to W:A
« 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.

34
Promotion Project / Re: A Spiritual Successor to W:A
« on: April 18, 2016, 04:49 PM »
Help art wise would be massive. I do not have art skills. Add me on steam or on skype. (bamboy360)

35
Promotion Project / Re: A Spiritual Successor to W:A
« 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.

36
Promotion Project / Re: A Spiritual Successor to W:A
« 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?

37
Promotion Project / Re: A Spiritual Successor to W:A
« 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. :)

38
Promotion Project / Re: A Spiritual Successor to W:A
« 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. :)

39
Promotion Project / Re: A Spiritual Successor to W:A
« on: April 08, 2016, 02:02 PM »
Yup!

40
Promotion Project / Re: A Spiritual Successor to W:A
« on: April 08, 2016, 01:50 PM »
Lobby UI concept layout! (As seen from the host's view)
Purple text is just notes.



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?

41
Promotion Project / Re: A Spiritual Successor to W:A
« 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.

42
Promotion Project / Re: A Spiritual Successor to W:A
« 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:
  • Girders
  • Shotgun
  • Blowtorch
  • Flamethrower (And fire bits)
Weapon backend:
  • Settings for number of weapon uses per ammo (Shotgun, single girder or girder pack)
  • Settings for if a weapon ends the turn
  • Retreat settings (Custom timer, use scheme setting, none)
  • Probably more stuff I forget of as of now

43
Promotion Project / Re: A Spiritual Successor to W:A
« 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.

44
Promotion Project / Re: A Spiritual Successor to W:A
« on: March 27, 2016, 09:55 AM »
Thanks for the reply Charles! Here are a few of my thoughts...
  • Unfortunately anything having to do with liquids is going to require a decent amount of programming. If liquids happen it will be a later on feature once most other major features have been implemented.
  • Gravity being used offensively would be really annoying I would think, and there would not be good counterplay against it. I will play with this idea.
  • Magnets - I'm in favor of implementing magnets such as was done in Reloaded. Having magnets interact with worms directly is a bit much, I would think.
  • Being able to create new worms, change team alliances and related things sounds cool, if used in moderation.
  • ELO/Ranking system - Yes! Absolutely! I want to integrate what the W:A community already does into the game as much as possible. However I do not possess the knowledge to implement such a system into the out of game dedicated server that would be required to hold the player rankings...
  • Sticky mines are already an idea I had. (I swear, I didn't know that Hedgewars had them!)
  • Hospital - I had an idea of a destroyable, placeable object that healed all worms at the end of every turn within a radius.
  • Alchemical Fire - Would be cool but this weapon would have to be limited so as to not cover the entire map in flame.
  • Lightsaber - Melee super weapon that instantly kills any worm? Yes please.
  • Health crate poison removal - Adding to my scheme settings list...
  • Golf club - Can't you just aim the bat upwards?
  • Harmful Physics - Already planned to some extent.
  • Vehicles - I would think that vehicles would be so powerful that they would distract from the actual game, much like the smash ball in Brawl. Vehicles would also limit the strategic choices of any occupant. It sounds like a dumb idea overall. We will see how WMD does.
  • Buildings - I didn't understand why they were a thing in WMD until you mentioned the spy plane giving visibility. I think that buildings individually would be more or less pointless due to their limited size. I would be in favor of an overall RTS style fog of war for the map rather than only having visibility limited in small areas.
  • Force field - I would be in favor of a destroyable, placeable object that only blocks incoming projectiles and bullets, but still allowed you to shoot outward from inside of it.
  • Sniper Rife - Yeah! I also want to vastly increase the utility of Laser Sight to show arcs of launcables and throwables. Maybe even give multiple "levels" of laser sight so at level 1 you could see arcs, level 2 you could see impact points and explosion radiuses, and so on. Use all your laser sights in a single turn to be super accurate or spread them out using only one a turn.
  • Weapon Customizability - I am all for this however I am planning on having certain limits to how much you can customize each weapon. For the sake of weapon reliability for players who are new to a scheme, I want the basic functionality of a weapon to remain a constant. TNT will always explode, cluster bombs will always create clusters, Bazooka is always effected by gravity and wind, Sheep is always super unreliable, exc.

    In order to grant users additional flexibility to create entirely new weapons with different strategies, I am thinking of having a separate category of scheme weapons that are 100% user defined. This would allow newer players to know what to expect. How exactly I am going to implement these is something I have yet to figure out.
  • Booby trapped crates is something I've already written down.
  • Sudden death options - Oh man these are so varied... I like a lot of these ideas. Will think about how to possibly even include user defined sudden death events rather than code each one of these options individually.

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

45
Promotion Project / Re: A Spiritual Successor to W:A
« 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!
  • Weapon system backend improvements
  • Homing missile (A result of the above)
  • Mines (including duds)
  • Level generator "previews"
  • Lobby screen with basic settings. (Level, Turn time, team count, worm count, starting health, exc)

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?

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