VizionEck

Gaming => Game News Discussion => VizionEck Dev Blog => Topic started by: Legend on Sep 05, 2017, 02:21 PM

Title: September Progress Report: VizionEck Cube Royale
Post by: Legend on Sep 05, 2017, 02:21 PM
The majority of the month was spent polishing VizionEck and making it ready for a beta test. Small quirks in the code were removed to streamline things. One example of this is how the code handles setting up game modes. Each game mode has an ID number, but large chunks of code use the mode name itself. IE mode_name=='deathmatch.' This is less optimal and more prone to breaking than directly comparing ID numbers.

Limits and restrictions were put in place to stop players from doing stuff they shouldn't do. A "crush" mechanic was programed which destroys the player if they're stuck between objects. Took a while to balance it correctly but it currently only occurs when death should be obvious. This is things like an object falling from the sky on the player. Previously players had a chance of being pushed through the floor and falling out of the map. Additionally I can now lock menu items which will keep beta testers from going in unfinished areas.

The menu itself is in the process of being re-imagined. This is a significant change but I believe it's incredibly beneficial. Matches are fairly short and previously they felt pretty disconnected. The new menu will keep the player immersed between matches and give a much needed backdrop. Also this new menu should help with player progression and give players a desire to keep playing beyond the joy of each individual match.

Lore was worked on too. It'll be all in the background with Cube Royale, but in my opinion it's very important nonetheless. It grounds the world and keeps everything aligned.

A new feature was added to matches, currently called "game modifiers." These are special extras that can be applied to almost any game mode. Things like low gravity, high gravity, stock loves, increased weapon force, no friendly fire, etc. The modularity of this design should make it more accessible than the previous plan of having a unique game mode for each option. Work is still needed to integrate these into the menu and make them procedurally applied to select playlists, but the modifiers themselves are working good.

Last but not least, I've started on making a tutorial. It'll be pretty important come release and it'll be beneficial for the beta too. This will take a significant amount of time since Cube Royale isn't part of an existing game genre and there's a lot of information I have to explain.

One month down, only a handful more to go!

Reports: August (http://vizioneck.com/forum/index.php?topic=5344) July (http://vizioneck.com/forum/index.php?topic=5241) June (http://vizioneck.com/forum/index.php?topic=5120.0)
Title: Re: September Progress Report: VizionEck Cube Royale
Post by: SWORDF1SH on Sep 05, 2017, 03:30 PM
Keep up the good work!
*pats JTB on the back*
Title: Re: September Progress Report: VizionEck Cube Royale
Post by: Legend on Sep 05, 2017, 04:58 PM
Keep up the good work!
*pats JTB on the back*
I know how this works. You want cube royale out so I can focus on Adventure  ;)
Title: Re: September Progress Report: VizionEck Cube Royale
Post by: SWORDF1SH on Sep 05, 2017, 06:57 PM
I know how this works. You want cube royale out so I can focus on Adventure  ;)
No... OK yes!
But I would like to say that I do want to play it so I relentlessly beat bananaking and own his soul.