Friday Update: Game Play Evolves

Discussion in 'News' started by Kenzie, Mar 25, 2016.

  1. Kenzie

    Kenzie Administrator
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    We’ve added a couple of familiar elements to the game this week. The destructible Red cubes from Time Clickers & Time Rifters are now officially in Time Gunners. Time Rifters players might also recognize the slightly modified jump pads, which will give players a Super Jump, boosting them up to the higher places in the map.

    In addition to the familiar touches we also added Stamina (energy constraint - used when jumping and sprinting), some UI (health, stamina & bullets remaining), modified the crosshair & played around with the character animations & sound effects.

    However the biggest change this week was to the game play. After running around the world playing the game a bit, we thought that instead of each team having to destroy each others bunker, it would be more fun & interesting for players to have to hunt & harvest the cubes.

    So instead of being in the bunker, the Red cubes are now spread throughout the world. You need to explore the world to find, destroy & collect cubes which you’ll deposit into a bunker in your base. 10 Red Cubes will create 1 White cube, you need 10 White cubes to create 1 Yellow Cube. The first team to create their yellow cube wins the round.

    There’s still lots to be done, but here’s a little video of @Proton & I playing the game as it currently exists:
     
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  2. MiguelDreamer

    MiguelDreamer Spec Ops

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    Oh, finally some gameplay o_O!! The animations are pretty nice and my only concern of the gameplay, it's the sprint. Maybe it's only me, but I feel like the character runs very very fast.

    The game is looking really well, can't wait to play it!
     
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  3. Kenzie

    Kenzie Administrator
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    Good catch on the sprint animation, we haven't fully tweaked that value yet. We also think it's too fast right now and will slow it down a bit before it's released :)
     
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  4. dysiode

    dysiode Rookie

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    Oooh, I like this idea of Capture the Wool-esque competitive play. Seems like it would work with a good variety of team sizes too.

    Do you have any ideas about round length? It would be interesting to have more environmental challenges to go along with. Even a split map Minecraft CTW style game mode would be interesting. I don't know if it makes sense to make something more long-form like FTW Super Hostile maps.
     
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  5. Proton

    Proton Administrator
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    We're not really sure how long the rounds would last, I'm guessing 15 minutes, but I we'll find out when we can start playing with people :)

    If you need to craft a yellow cube to win, it means your team needs to collect 100 red cubes. If the environment has 150 cubes total (the mines will contain a lot of cubes, we haven't added them yet) then you could get to a 75/75 split if things are balanced, and it could get hard to steal cubes from the opponents bunker (red cubes take 5 shots to destroy, white cubes take 50). This may lead to a stalemate, or it may be fun, not sure. In the case of a stalemate, one idea would be to start re-spawning the environmental red cubes.
     
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  6. Kenzie

    Kenzie Administrator
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    Right now it's kinda like capture the flag, but with lots of flags :). The game play will continue to evolve, especially once other people can start playing it and we start getting that feedback.
     
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  7. Vonbear

    Vonbear Spec Ops

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    First of all, thanks for making the video @Kenzie and @Proton . It gives us a way better look on how things looks like. And after seeing this video iam even more hyped than before. I really love how the character is moving around and how his gun moves a little bit while walking. Also i like how you guys made the map so you can just make those jumps using the jump boost. Also the background where you guys do some of those jumps (around 1:50 in the vid) looks really nice with that light comming through it! Also that you can see the amount of bullets in your mag on the gun is a really nice feature what i really like!

    Now about the bunker and the cubes, i already liked the idea of the bunker but this makes it even more fun! And of course more related to time gamers itself. It will force the players to roam through the map and fight the enemy. One thing what i dont really understant yet is what will happen after you got a red cube and when your trying to bring it to your base it you get killed? Will it return to the place where it got harvest or will the enemy be able to pick it up and bring it to his own base? And will you be able to pick up more than one cube? (If you can maby it will be fun that your movement speed will get lower how more you carry, and you might want to add a max ammount you can carry). Also, what happens when you shoot one of the cubes in the bunker? Will it be pickable? Or reset? And what happens when a white cube get shot? Will it splash into smaller red cubes? And how will the crafting work? Will 10 red cubes will automaticly change into a white cube? Or do you need to craft it by hand (what will take you some time and you will be easier to get killed).

    Beside this game mode it might be fun to give both teams their own cubes. And their mission is to get all the cubes from your team befote the other team get all their cubes. To make it harder the cubes from your team will be at their side of the map (closer to their spawns) and the other teams cubes will be at your side of the map. All cubes need to be brought back to the bunker.

    Another idea might be that there are for both team like 3 super strong cubes that need to be defended. The team that destroys most super cubes in 15min will win. When you destroy all 3 super cubes you will win automaticly. When after 15min both team have destroyed the same amount of super cubes they will get a aditional 5 minutes. The first team that destroy a super cube then will win. If after those 5 minutes the score is still the same it will be a draw (yes, this is based on clash royale)

    As @MiguelDreamer already said. The movement speed seems to be on the higher side.

    I look forward to see how the primary weapons are going to look like and what you guys think about my suggestions, ideas and questions.
    Oh and if you need someone to help testing, feel free to ask me!
     
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  8. Kenzie

    Kenzie Administrator
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    If you die while carrying blocks, the little collectible versions will spawn where you die. Anyone (your team or enemy) is able to walk over those cubes and pick them up. Our current thought is that you'll be able to collect as many cubes as you want - however the more you collect the riskier it becomes because you might die and give all those harvested cubes to the enemy.

    We're just starting to work on this so we don't have it fully worked out, but around the 40 sec mark of the video you can see Proton collect a little red cube that's floating in front of the bunker (makes a bloop noise when picked up) - this is the current collectible version.

    Our current thoughts are that if you destroy a cube that's in the bunker it'll spawn a mini collectible version that you'll have to walk/run over & collect & then deposit it into your own bunker. If a white cube is destroyed it'll spawn a mini white cube, so you'll want to rush back to your base as quick as you can with that one.

    We're thinking that as soon as you walk into a bunker it will deposit any cubes you're carrying. When there are 10 red cubes deposited they'll automatically get crafted into white cubes, and white cubes will automatically craft into the yellow cube. We want the depositing/crafting to be as easy as possible so people can focus on harvesting & fighting :)

    Thanks for the ideas/suggestions. We're just going to be focusing on this initial game mode to start. We may revisit these ideas down the road if we decide to branch out to other game modes.
     
  9. polandmatt

    polandmatt Spec Ops

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    looks really nice, also will there be a main menu to the game like time clickers has.. :)
     
  10. Proton

    Proton Administrator
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    The main menu will probably have a 'Play' button, but also a server browser so you can make sure to join the same server as a friend. Right now it's pretty basic and ugly, but we'll pretty it up a bit to make a nice first impression.
     
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  11. polandmatt

    polandmatt Spec Ops

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    Ooo like some other games have the "Play" button. and that would be great to join a friend in a server if they are on. Keep up the good work @Proton and @Kenzie
     
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  12. ElectroViperz

    ElectroViperz Rookie

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    This game is absolutely hyping me up... I loved both your time clicker and time shooter games... CANT WAIT FOR THE NEXT INSTALLMENT!!! Only problem is, i cant find the download button XD In all seriousness, I have a recommendation for you guys. What if you add in some sort of reward the end of the game (Like awarding coins for your score) and having a shop that would allow you to buy uprgrades like health, speed, jump, and then even have some purely cosmetic skins for the character or gun! maybe even being able to unlock certain parameters of the gun! good luck guys!!!
     
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  13. stevie123

    stevie123 Specialist

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    While such upgrades offer a motivation for people to play, it can also scare new players.
    Ever joined a CS server running superhero or warcraft mod where everyone was maxlevel and you had no chance? While some people (like myself) accept such challenges, most of the players just leave and probably never come back to that server or mod in general.
    And if you make the upgrades too inefficient to prevent being unfair against newcomers, they offer no motivation to farm them.

    So either only have cosmetic changes in that shop (again less motivation for some players who dont care about the looks in games (like myself again ^^)) or make it seperate gamemodes:
    The public mode is used to farm such currency and upgrades but does not use them and the competetive/clanwar mode uses your upgrades/skilltree but gives no currency after the match.
     
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  14. Proton

    Proton Administrator
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    I played the Warrcraft CS mod way back, it was pretty fun but kind of a gimmick. I played a lot more of Natural Selection's Combat mode (similar idea but with aliens vs marines).

    In addition to the negatives @stevie123 pointed out:
    Team Balance becomes harder - One team starts to win, then gets more and more powerful until it's not a fair or fun fight for the other team
    Upgrade Balance is a problem - Low level caps are often a counter to OP builds, but this isn't as fun. So balancing a huge number of possible upgrade combinations is very time consuming.
    Get angry at teammates for feeding - New players may die more often giving the opposing team more points. We don't want people getting angry at new players.
    Camping isn't as practical - You need to move fast so you earn points sooner. Sitting back and camping can make you fall behind. We want camping (playing in a relaxed way) to be a valid & useful strategy.

    I think the idea of balanced player classes is more appealing, but I do like the idea of weapon customization.

    What I did in BeGone was to allow upgrades that have positive and negative effects. So you could buy a clip extension that gives you more bullets before needing to reload, but reload would take longer and accuracy would be a tiny bit worse. Or you could go for a smaller clip for faster reloads and more accuracy.

    In the Time Gunners world, the guns are more advanced. So you could in theory customize your shotgun/flak cannon for example to shoot more projectiles per shot, but have fewer shots per clip. Perhaps adjust the spread width of each shot.

    This is an idea we can experiment with after we get a few weapons in. We'll probably launch with only the pistol to start (so we can start playing sooner :) ).

    Balancing customization can be unexpected sometimes. We made a multi-player racing game a few years ago called InvinciCar. Players discovered that raising your cars suspension really high gave you better acceleration for some reason. Within no time everyone had these funny looking raised cars.
     
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  15. MacBeth

    MacBeth Rookie

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    Will there be other modes as well or just the Team Death match?
     
  16. Kenzie

    Kenzie Administrator
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    There may be other game modes in the future but for now we're just going to focus on this one.

    Is there a game mode you'd like to see?
     
  17. MacBeth

    MacBeth Rookie

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    I had two in my mind,which are my personal favs when playing a shooter based game and they ,most kills in limited time[which is basically what every game supports now], and Gun match,in which a person gets a new gun for every kill,this match continues until a guy kills with te last weapon which mostly is a knife or sniper.

    Also,there is one more mode that is creating hype and excitement among the players,i don't exactly recall its name but its basically a two team divided match in which one team acts as a prop and other has to locate them before time.

    It would actually be good if you add some other gamemodes[sooner or later,not an issue],you know,just to give players more options so that players can play the mode most suited to them.
     
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  18. Proton

    Proton Administrator
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    I primarily play Arms Race in CS:GO (the Gun Match). What I really like about it is the natural balance. The weapons get weaker as you get closer to winning, ending with pistols then the knife. This gives a good opportunity for players to catch up. Using melee can steal a level from a player too. I've won matches using only the knife, it's so satisfying and I just know the opponents are smashing their keyboards :cool:

    For the prop mode, I know in Day of Defeat some servers mod it so the losing team loses their weapons and turns into props (rocks, bushes, signs, benches, etc.). Then the winning team gets to hunt them down based on props that look out of place. It feels like a horror game at that point. Can you imagine role playing as a :timecube: :p
     
  19. MacBeth

    MacBeth Rookie

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    Actually you are right about it proton,probably won't suit this game.And about the Gun match,that is what makes it so interesting and playable,because it goes right till the end and to the nerves of the people.
    And btw are you planning to run this on WebGL? It is gonna be hard to run it there ,you know,with all those lags and crashes.
    Also,GoodLuck for the project,have been a keen admirer of your work,starting from BeGone to here.Best wishes ;):)
     
  20. Proton

    Proton Administrator
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    We're building it from the ground up to be high performance on WebGL. We've learned a lot of things that are problems from trying to make Time Clickers work in WebGL, and so far it's going pretty well.