This is it! The launch is this Wednesday (08/08/2018) and unless there's a critical issue, this will be the final update in Early Access. Any remaining minor bugs will now re-branded as quirks or in some cases features. To be as sure as possible that everything's working, it would be good to get as many players as possible for the weekly game session tomorrow (which, for those who don't know, is every Sunday at 20:00 [GMT+1]). I'll be on the the Official_EU_Advanced server, and there should be at least one other server up if that's full. I'll be setting up more servers before the launch in any case. Anyway, barring any more catastrophes to fix (see the official discord for the most recent catastrophe), I'll be spending the next few days on marketing, so that hopefully you'll have plenty more people to play with post-launch, and hopefully ZGA sells enough units for me to fund future game projects! -Jon SOUND:
- Made some changes to In The News This Week to make it sound more energetic. It has different sounds and mixing, and some new guitar parts.
- Minor changes to Rise And Shine, including minor changes to the mix, and re-recording of a guitar part that had a mistake in.
- New SMG firing sound from Deika. The previous sound was made when the SMG was still styled more as a conventional projectile weapon rather than the sci-fi-laser-plasma-zappy-thing it is now. The new sound is more fitting for it's new aesthetics.
- In KOTH modes (at least on the dedicated server), next to the score limit there is now a message saying occupy the KOTH zone to score. This is a rather inelegant solution to the problem of people not realizing the current game-mode is KOTH.
- Also decreased the dedicated server team KOTH score limit to 100 from 120. This is because Team KOTH tends to take longer than normal KOTH.
- Dedicated servers now automatically revert to either Pipe or Factory after being unoccupied for more than 10 minutes. This is because Pipe and Factory are reasonably rounded introductions to the game for new players and also work for a range of player counts.
- For the launch, I've changed the map voting pool so that there are now more official maps than community maps. I will most likely change this back a while after the launch. I just wanted to make it more likely that new player's introduction to the game is an official map and that confusion caused by the maps not looking like they do on the store page is reduced.
- There's some more cover objects, and some floating rocks in Laboratory. From testing, it felt a bit empty before.
- Bots still seemed to somehow end up spawning in unsupported maps. I've spent a long time looking for the cause of this and I am certain that it's impossible. Due to reality's refusal to conform to the possible, I have been forced to just add some extra code that manually checks for and de-spawns bots in unsupported maps.
[ 2018-08-04 15:53:28 CET ] [ Original post ]
🕹️ Partial Controller Support
- Zero G Arena Depot Linux [7.57 G]
The game is designed to work on multiple levels of play:
- The novelty of the mechanics and the sheer fun of floating and swinging about the levels provides a fun experience at any level of play.
- The outlandish hijinks that are enabled by the ragdoll physics, grapple beams and fast-paced action make the game hilarious fun to play casually with friends (or with friendly strangers on public servers...).
- At it's core, Zero G Arena is a balanced, competitive game with an extremely high skill-ceiling. Mastery of the movement mechanics is of more importance than aiming ability. You may also be surprised by it's tactical depth (feel free to ask me on the forums for more about this).
Gameplay
MovementYou can toggle your boot magnets freely to switch between running on magnetic surfaces or floating with zero gravity ragdoll physics.
You also have a grappling beam, which can be used to pull yourself around and swing about while floating.
As well as these technological locomotive methods, you also have a powerful set of core movement abilities:
- A set of basic jumps, which can be controlled intuitively using the spacebar and movement keys.
- A wall-jump, which can be used while floating to bounce from wall to wall.
- A crouch ability, which can be used to do a crouching slide on magnetic surfaces to dodge enemy fire.
Combat
Zero G Arena features a set of 5 futuristic firearms. All players start with the same default weapon and can acquire other weapons from pickups in the map.
Zero G Arena also features a pickup that can turn your grapple-beam into a weapon that damages other players on intersection.
Use your speed as a weapon with the melee kick! It's damage scales greatly with your speed relative to the target.
Game Modes
Zero G Arena features the classic Free-For-All, Team-Deathmatch and King-Of-The-Hill game modes, as well as these Zero-G originals:
- ”Capture-The-Sphere”: Like the familiar Capture-The-Flag game mode, except the “flag” is a large, floating sphere. Players must use their grapple beams to pull the sphere to their goal, while fighting off the other team.
- ”Spaceball”: A fast, team-based sporty game-mode similar to Soccer/Football. Players don't have any weapons other than a non-lethal “Force Cannon”, which can be used to shoot the ball across the map.
Features
- Online multiplayer, with either dedicated or listen (player hosted) servers. Find other players on one of the dedicated servers, or host a private game for you and your friends.
- Bots which are available for offline play, or on servers while you wait for other players.
- No in-game monetary transactions.
- A number of cosmetic options for your avatar, which are unlocked through Steam achievements.
- Basic support for LAN matches.
- Community-made maps (these are made outside of the game using UE4 {which is free to use}).
- Original soundtrack.
- Processor: i3-2120Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Radeon HD6670Network: Broadband Internet connection
- Storage: 8 GB available spaceAdditional Notes: Minimum download speed of 0.35Mb/s and upload of 0.075Mb/s is required
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