Rivalry
Kew McParlane Developer
My64K Publisher
2016-01-22 Release
🎹🖱️Keyboard + Mouse
Very Positive
(315 reviews)
The Game includes VR Support
Public Linux Depots:- Rivalry Depot - Linux [127.28 M]
Rivalry Status Update #33 - Feedback Needed - Weapon Pushing and Weapon Stickiness, Is It Fun?The latest Beta is out (0.33). I would really appreciate feedback on weapon pushing and the stickiness of the Morning Star. I have gotten many requests to add the ability to push weapons aside. but am not quite sure if this is really “Rivalry”. By this I mean, it seems that part of the appeal of the game is the weird physics. I am not sure yet, if making the physics realistic, makes the game more or less fun.
I finally got Weapon pushing working successfully without any side effects on physics or gameplay.
https://www.youtube.com/watch?v=9ymDlo1h9UA
Previously I had attempted at getting Weapon Pushing working by affecting a weapon/limbs drag and angular drag. However this left over bugs like players freezing in mid air and static anti-gravity swords. I then changed it so it would affect a weapons mass. This didn’t have much effect on the bugs and just made things worse by creating static anti-gravity super swords that caused massive amounts of damage resulting in geysers of blood and body “liquefaction”. :)
https://www.youtube.com/watch?v=uRxK8FhX21I
These two methods of Weapon Pushing also resulted in many complex systems of saving and restoring physics values and artificial physics values, which would often get mixed up with each other resulting in broken physics. However I have now replaced these methods with a new third method of using “Friction-Joints”. These enabled me to add torque to the hinges connecting limbs and weapons when being pushed. This also preserves the physics dynamics and ensures that there are no side effects. Throughout the week I will continue to tweak weapon pushing to make it easier or harder to push limbs.
https://www.youtube.com/watch?v=V85F1iqzCds
I have also done some work on weapon stickiness by making the Morning Star the only sticky weapon and by making the shield the only weapon that the Morning Star can stick into. I did this because I sometimes found weapons sticking into other weapons unexpected and annoying. So I thought by doing this it would simplify the stickiness feature and gameplay.
https://www.youtube.com/watch?v=vre9EUgPosY
Next week I plan to work more on the Networking protocol and maybe even achieve client to host dragging and movement.
[ 2017-02-05 05:57:00 CET ] [ Original post ] Rivalry is a hotseat game where two players take turns moving their rag-doll character’s limbs and weapons using the mouse until one is victorious. While the beginning stages of each game captures the strategic essence of swordplay, as damage and limbs are taken, the endgame turns rather Pythonesque.
Imagine a game that's a turn based strategy game, mixed with a side scrolling fighter and then add some rag-dolls and you've got Rivalry.
As the result of a successful Kickstarter for the marketing on his game at PAX , 14 year old Kew McParlane is presenting 'Rivalry', playable wireframe of his turn based two player sword fighting game of deep strategy and hilarious fun.
MINIMAL SETUP- OS: Ubuntu 12.04. SteamOS
- Processor: 2.4 GHz Intel Pentium 4Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 720p display. Any graphics card since 2004 should work.
- Storage: 300 MB available space
RECOMMENDED SETUP- OS: Ubuntu 12.04+. SteamOS+
- Processor: 3.4 GHz Intel i7Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 720p+ Display. Intel HD Graphics 4000 and higher. ATI Radeon HD-Series 4650 and higher. Nvidia GeForce 2xx-Series and up
- Storage: 1 GB available space
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