Explanation: How our hitboxes and network code works!
In order to make a multiplayer brawling game for all devices, including mobile, we had to create the network code in such a way, that even devices on 100+ ping could play a fun match! After years of trying (the single player version of Rumble Arena released in 2015) we came across Quantum a new product of ExitGames. This technique is still new and not everything is supported yet, we're working now on having better hitboxes for a future version, most likely 1.7.0 since we're talking with the development team of quantum how to achieve this.
With Quantum, only the input of every player is send over the network. This makes the network packages small and fast. After the input of a player is received by the other players, locally the device re-simulates the frames in between the input being sent and received to calculate the actual outcome of the game for those frames. This means for example: if player A blocks at frame 50, and the input is received by player B on frame 55, but player B attacked player A on frame 53. On device A the player sees he blocked the attack, but on device B the player sees his attack hits. With quantum, after receiving the input from player A on frame 55, the frames in between get's recalculated and both players see the actual outcome of the game: Player A blocked the attack! A new era of gaming. This system is called determinism.
We're a small team working on a free-to-play game that will stay free to play. We are working every weekend and evening to get more things in the game. Our current estimation is within 3 months to overhaul the attack system. You can follow our tasks that we do daily on this website: Trello. To track what we work on and which version. Kind regards, Kevin Vermaat
[ 2019-06-09 12:34:45 CET ] [ Original post ]
Hi everyone :) Thanks so much for trying out Rumble Arena. We are a super small team with a dream: creating a fun, fair and competitive brawling game for everyone. This means wether you're on mobile, PC or in the future on console, you'll all be able to play together and tryout some cool combo's the game offers the more you play it. The game will forever be FREE to play without any pay to win elements, you can quote us on that. We hope you give the game a chance and before you review it, please read below to understand why we made some of the decisions.
So why are the hitboxes so big and why only 1 hitbox for each attack?
In order to make a multiplayer brawling game for all devices, including mobile, we had to create the network code in such a way, that even devices on 100+ ping could play a fun match! After years of trying (the single player version of Rumble Arena released in 2015) we came across Quantum a new product of ExitGames. This technique is still new and not everything is supported yet, we're working now on having better hitboxes for a future version, most likely 1.7.0 since we're talking with the development team of quantum how to achieve this.
So why Quantum?
With Quantum, only the input of every player is send over the network. This makes the network packages small and fast. After the input of a player is received by the other players, locally the device re-simulates the frames in between the input being sent and received to calculate the actual outcome of the game for those frames. This means for example: if player A blocks at frame 50, and the input is received by player B on frame 55, but player B attacked player A on frame 53. On device A the player sees he blocked the attack, but on device B the player sees his attack hits. With quantum, after receiving the input from player A on frame 55, the frames in between get's recalculated and both players see the actual outcome of the game: Player A blocked the attack! A new era of gaming. This system is called determinism.
So when can we expect a more precise hitbox system?
We're a small team working on a free-to-play game that will stay free to play. We are working every weekend and evening to get more things in the game. Our current estimation is within 3 months to overhaul the attack system. You can follow our tasks that we do daily on this website: Trello. To track what we work on and which version. Kind regards, Kevin Vermaat
Rumble Arena
Rekall Games
Rekall Games
2019-06-07
Indie F2P Singleplayer Multiplayer
Game News Posts 22
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(204 reviews)
https://rekall.games/rumble-arena
https://store.steampowered.com/app/1040820 
Rumble Arena Linux/SteamOS [248.82 M]
Fall down seven times, stand up eight.
This is Rumble Arena; A free crossover brawling game featuring legends and gods from all over the galaxy. Join the epic battle between legends and gods, master your favourite hero and be the last one standing!
Play real-time online or offline battles. Duke it out in the arena with up to 4 players at the same time! Each hero has their own unique move-set and attacks, giving them all a different fighting style, find the legend or god that fits your combat skills the most and become victorious.
Features:
This is Rumble Arena; A free crossover brawling game featuring legends and gods from all over the galaxy. Join the epic battle between legends and gods, master your favourite hero and be the last one standing!
Play real-time online or offline battles. Duke it out in the arena with up to 4 players at the same time! Each hero has their own unique move-set and attacks, giving them all a different fighting style, find the legend or god that fits your combat skills the most and become victorious.
Features:
- Real-time online matches
- Controller support & in-game mapping
- Ranked & Friendly mode
- Team battles
- Unique heroes with each their own fighting style
- Epic arenas with different layout
- Training mode vs AI
MINIMAL SETUP
- OS: Debian 9.x. Ubuntu 16.x. SteamOS
- Processor: 2.5 GHz Intel Core i3 processorMemory: 1 GB RAMNetwork: Broadband Internet connectionStorage: 500 MB available space
- Memory: 1 GB RAMNetwork: Broadband Internet connectionStorage: 500 MB available space
- Storage: 500 MB available space
- OS: Debian 9.x. Ubuntu 16.x. SteamOS
- Processor: 3.9 GHz Intel Core i5 processorMemory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available space
- Memory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available space
- Storage: 1 GB available space
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