Its been long since the last DevLog! But as always, I've been busy. This new version brings us closer to the actual EA release on steam, which will be happening very soon. As the EA release will include the campaign mode, I've been spending a lot of time on that. Then there was the lobby UI that was bugging me a bit, and I've been improving the dedicated servers so that I can now host multiple servers at the same time, running different game modes. Hooray! Here's the full changelog:
- In-game performance improvements for assets and custom sprite drawing
- In-game performance improvements for particles
- Added advanced environmental / ambiance system + audio
- Worked on a Wiki page to document features of the map- and asset editor
- New Lobby UI + ability to add bots in lobby
- Added breakable lights to car
- Added skidding to car
- Added doors and in/out animations to car
- Fixed lights showing through roofs
- Fixed GUI in map editor
- Fixed GUI in asset editor
- Fixed wall placement in map editor (walls were invisible in new walls)
- Fixed wall shape calculator in map editor
- Redid hitmarker + headshot + kill sound effects
- Added stat counting on official servers for logged in players
- Clear chatlog and events on joining game
- New chat colours
- Send selected weapon when joining game + fixed bug where too many packets were sent to too many players
- Fixed zombies not running around when they catch fire
- Fixed small walls with nicer shadowmaps
- Fixed shadowmaps on certain walls
- Cleaned up some old rendering logic
- New main menu structure
- Added netcode to boot players
- Added ADD/REMOVE bots from lobby
- Fixed random "Protocol mismatch" error
- Fixed error where # would appear as \# in chat
- Removed some older compatibility code
- Fixed some text not being removed from UI when zombie game mode restarts
- Fixed main menu music timing + fade in
- Fixed sounds continuing to play after leaving game
- Fixed crash with broken "indoor" objects
- Added unique ID to each temp folder of running instance to allow for multiple dedicated servers to run on 1 machine
- Performance improvements for dedicated servers
- Dedicated server will now wait for players automatically before starting a
- match
- Environmental changes are currently supported, but disabled
- Added in-game debug console
- Fixed performance bug with specific particles
- Bundled 2 default maps with the game
[ 2017-12-06 18:49:16 CET ] [ Original post ]
Its been long since the last DevLog! But as always, I've been busy. This new version brings us closer to the actual EA release on steam, which will be happening very soon. As the EA release will include the campaign mode, I've been spending a lot of time on that. Then there was the lobby UI that was bugging me a bit, and I've been improving the dedicated servers so that I can now host multiple servers at the same time, running different game modes. Hooray! Here's the full changelog:
- In-game performance improvements for assets and custom sprite drawing
- In-game performance improvements for particles
- Added advanced environmental / ambiance system + audio
- Worked on a Wiki page to document features of the map- and asset editor
- New Lobby UI + ability to add bots in lobby
- Added breakable lights to car
- Added skidding to car
- Added doors and in/out animations to car
- Fixed lights showing through roofs
- Fixed GUI in map editor
- Fixed GUI in asset editor
- Fixed wall placement in map editor (walls were invisible in new walls)
- Fixed wall shape calculator in map editor
- Redid hitmarker + headshot + kill sound effects
- Added stat counting on official servers for logged in players
- Clear chatlog and events on joining game
- New chat colours
- Send selected weapon when joining game + fixed bug where too many packets were sent to too many players
- Fixed zombies not running around when they catch fire
- Fixed small walls with nicer shadowmaps
- Fixed shadowmaps on certain walls
- Cleaned up some old rendering logic
- New main menu structure
- Added netcode to boot players
- Added ADD/REMOVE bots from lobby
- Fixed random "Protocol mismatch" error
- Fixed error where # would appear as \# in chat
- Removed some older compatibility code
- Fixed some text not being removed from UI when zombie game mode restarts
- Fixed main menu music timing + fade in
- Fixed sounds continuing to play after leaving game
- Fixed crash with broken "indoor" objects
- Added unique ID to each temp folder of running instance to allow for multiple dedicated servers to run on 1 machine
- Performance improvements for dedicated servers
- Dedicated server will now wait for players automatically before starting a
- match
- Environmental changes are currently supported, but disabled
- Added in-game debug console
- Fixed performance bug with specific particles
- Bundled 2 default maps with the game
[ 2017-12-06 18:49:16 CET ] [ Original post ]
🕹️ Partial Controller Support
- SMU Linux [193.05 M]
That's what would describe this game in 3 words. It's fast, it's messy, it's challenging. Do you like blowing up zombies to bits together with your friends? Protecting your base from the enemy team? Grab your gear and start the chaos!
Shoot 'm Up is a fast-paced tactical shooter with lots of different game modes. The game features a customizable server, offline gameplay, a campaign mode, LAN and multiplayer action, custom maps (with a map editor), smooth gameplay, stunning graphics and awesome effects. You can currently try the Deathmatch, capture the flag, or team-deathmatch mode - just shoot at each other or at bots using one of the 18 different weapons; or you can jump into co-op zombie survival mode so you and your friends can hold off as many zombies as you can!
Regular updates
I'm playing this game myself as well. This means there will be very frequent updates that add more content and features. There will usually be at least 1 update every week, for the forseeable future.
User feedback
I love to hear your ideas and experiences! I'm online most of the time on Discord and I'm happy to hear feature requests and ideas.
Current features
- Campaign mode (New episodes will come with new updates, we're aiming bi-monthly)
- Co-op zombie survival mode, with deployables & buyable upgrades
- Map & asset editor - allowing you to make, play, and host your own maps.
- Team deathmatch
- Capture the flag
- Multi-team deathmatch
- Dedicated servers
- A big arsenal of weaponry
Planned features
- Many more different zombies in zombie survival mode
- More challenges, puzzles and less linear campaign mode
- More game modes (Bomb defusal, team base defender, king of the hill)
- Much more weaponry (C4, landmines, deployable turrets, airstrikes, killstreaks, melee weapons)
- Humiliating finishing moves
- Extended zombie survival mode (different waves / deployables / weapons / locations to go to / vehicles)
- Linux / Mac builds
- Better performance on old hardware
A more specific roadmap can be viewed on the website.
Development
The game has been in development for the past few months, and I think I'm at a solid base. There has been a lot of positive news from the open- and closed beta test community.
This doesn't mean it's done! The game will undergo updates as we go, from bugfixes to new content to performance improvements. I'm a solo developer that hates sluggish games, and gameplay is the number one priority for me. Getting the game to run great and feel smooth on every machine is an important goal for me.
So far I've been making this game on my own, with testing help of the closed-beta community and the map-building skills from a friend.
- OS: Ubuntu 16.04
- Processor: 2GHzMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: 1GB VRAM
- Storage: 250 MB available space
- OS: Ubuntu 18.04
- Processor: 3GHzMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: 2GB VRAMNetwork: Broadband Internet connection
- Storage: 250 MB available space
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