





For those unaware, this is ZGA's last couple of hours in Early Access (all going to plan [which will be a first]). I just wanted to thank the entire community for being great in so many ways. Firstly, without your help in testing ZGA would, without a shadow of a doubt, be a borderline-unplayable-bug-ridden monstrosity right now. It's hard to maintain any kind of realistic perspective on something that you've been working on every day for years. When putting ZGA in Early Access, I genuinely had no idea if people were going to love it, hate it or anything in between. I initially made the game free so that I could abandon the project if nobody liked it, without ripping anyone off. As it turned out, people, for the most part, loved it. So, I would also like to thank everyone who's ever told me what they think of ZGA. Without you, I literally would have stopped work on ZGA two years ago or otherwise would not have had the motivation to continue developing it to this extent. I'd also like to thank everyone for their patience over the course of Early Access. It was inevitable that there would be some pretty serious issues at some points during Early Access. I've always tried to resolve these as quickly as possible but I really appreciate that no one's ever been anything but helpful and patient with these. Also, I'm aware the playerbase has not always been as active as ideal (in fact some work has been required to find a match for the most part of ZGA's time in Early Access). Before making the decision to enter Early Access I had looked at other multiplayer games and seen that, all too often, they were review bombed for not having an active enough playerbase. This can, of course, become something of a self-fulfilling prophecy and potentially render an Early Access game dead-on-arrival. Somehow ZGA has managed to escape this fate, even in recent months when the playerbase has been least active. Once again, I'd like to thank the entire community for their patience in this respect. All going to plan, an inactive playerbase shouldn't be a problem again for a long time after launch. Also, I've mentioned bug reports, but I'd also like to thank everyone for all the general feedback. A lot of player suggestions have been incorporated into the game and I think it's definitely much better for it. I wanted to make a full list of suggestions that made it into the game, but sadly I'm too pushed for time before the launch now. It was a lot in any case. One such suggestion (which was suggested by many people) was the community made maps feature. This was an insufferable faff to add, not least because I spent a long time trying to implement it using a UE4 system that turned out to be a dead end. But it was definitely worth it. The quality and inventiveness of the community made maps was amazing and I was deeply moved that anyone had the enthusiasm for ZGA to put that much effort into it. As most will know, I asked one such map maker (Max Graw) to join the project as an artist for the last 6 months or so. Anyway, thanks most of all for believing in the game. -Jon
[ 2018-08-08 17:19:47 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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