I’m going to stop releasing updates for Killplex Alpha 1 for now. This is basically because I’m going to cool my head down, and await release of MonoGame 3.
I’m still checking, but I definitely want to port the game to other platforms, so it’s Windows, Mac OS X and Linux at first, and then we’ll see. While I wait for it to release, I’ll keep working on the current branch I have, making sure I get the least amount of hassles when porting.
I’ll be also revamping some stuff like Screen Management (making it more efficient), all the User Interfaces (especially when it comes to HUD), and basically the whole engine architecture. I want to make it easy to configure, to script, and so on.
So yeah, this will set the release date back. How much, I can’t really say, but it’ll make it much better in the long run.
Seriously, if you have any ideas, please let me know.
Quick hotfix, y’all.
There was a flaw in the Launcher that didn’t let you update if: you installed in your Program Files folder AND you didn’t give it Administrator permissions. This would be because the game tries to update in that folder, and Windows is kind of picky about letting apps modify the Program Files folder. Not that that’s bad, just inconvenient.
I’ve deployed a temporary fix so that everytime you run the Launcher, it will ask you to run as an admin. It’s going to be a bit of a nag if you have User Account Control activated, and I’m trying to figure out a better solution, but right now it shall remain like that.
There was also a quick fix to Server, where, if players were on the server, the round ended and those players left before the map changed, when someone would reconnect, the game would throw him away, saying “The server is changing map, please reconnect”. Well, that message will appear only if you catch it right in the act of switching a server and you weren’t there.
Download it here, as always. If you already have the game installed, run your Launcher as an administrator, and let it update.
It’s been far too long.
In the wake of my previous post, where I detailed a bit of what’s to follow in Killplex, I know kept my word and am now releasing a new build. This one is special because, a) it has lots of internal changes. And b) it actually came out when I said it would.
Base Attack is the star of the show. The new mode is basically a mix of Battlefield’s Rush with Counter-Strike’s Defusal mode. Along with the new mode comes a new map (which I spent nearly an entire day drawing and programming): batk_arena.
Yes, you read that right. The maps now support scripting. It’s in Python, and it’s still hella unfinished, but it’s working (as we can see from the new map working).
I leave you the highlights of this release, and I encourage you to try it.
- Added capture point assists for Capturing and Neutralizing.
- Added new game mode: Base Attack.
- Added positional audio.
- Added server-side map event scripting.
- Added some network code optimizations.
- Fixed a bug where light effects (flicker, rotate) wouldn’t work.
- Fixed a bug where players’ scores in the Info/Scoreboard UI wouldn’t be updated after capturing/neutralizing a capture point in Domination.
- Fixed a bug where spawn points were being imported incorrectly.
- Fixed a bug where, if the server uploaded a map to a client, other players would lag.
- …and many more.
Download it here! And you can read the complete changelog here.
Warning! Make sure you open the Launcher as an administrator (right-click, “Run as Administrator”), otherwise it will trigger a WebClient error! I’ll find a way to fix this for the next patch.
I’ve been busy these last few days, trying to add new stuff to Killplex. The roadmap I’m following is not by any means a definite plan, as I’m just reading what’s on the list and implementing what makes more sense first.
Here’s some of the stuff on that list:
– Map sections that affect world entities.
– A mode based on Battlefield’s Rush mode.
– A mode based on classic Capture the Flag mode.
– A mode based on Counter-Strike’s Defuse/Classic.
– A mode that mixes TF2’s MvM and CoD’s Zombie mode.
As you can probably tell, there’s a whole lot of work to be done, and that’s just on modes by themselves. Yes, I intend Killplex’s multiplayer to have a variety of them, and right now with Domination and three variants of Deathmatch, I’d call it a little thin for my tastes.
So, what am I doing right now?
Continue reading Some words about Killplex’s direction…