It should also be known as “Holy crap, there are bugs in this patch!”
I am rushing out this release because a lot of internal and base code has been changed, and I need you to test and report those bugs for me. While there still isn’t code in place for reporting bug crashes (soon, guys, shhh!), you can very well leave a comment anywhere and I’ll promptly read it (or contact me directly if you have such ways).
I am labeling this new stage as FrankenEngine. The process of getting code from the new engine onto the old one. Think of it as a castle made of LEGOs. I take out the old foundation bit by bit, without messing with the castle itself; and I fit in the new foundation, also bit by bit. This while everything that’s on top stops working, in which case I just make it work by lightly hitting on things with a screwdriver. By that, I mean putting hot patches into old code so it works.
After all the foundation is ported, I’ll start phasing out the old code and rewriting new stuff. Think of it as rebuilding each room of the castle.
This seems like a never-ending rollercoaster, and I’m the guy that won’t shut it off.
I am resuming development on the previous codebase (formerly known as old build), and I’m going to expand from there. This means development on the new engine is scrapped, but I will rewrite the current (old) engine over time in order to integrate the new code.
After the jump, I made a little FAQ. If you have any more questions, please leave them in the comments and I’ll do my best to reply.
So. Killplex Accounts. Nifty stuff, you create your username, put in your email and a password, and there. You have a permanent identity. Which will be used for lots of stuff. I’d say that’s pretty neat, don’t you think?
Also, this one is a mega-patch, due to the sheer size of changes, fixes and rebalancing going on. You can check them out here.
Because this was one of those patches where core stuff was changed, a lot of options will be bugged. My advice? Remove your config.cfg (you can find it on %appdata%/Killplex), and start over.
Be wary that if, in future patches, your account gets deleted, it’s because I purged it. This is because I may or may not change the database frequently, as this is still a very (and I quote, very) Beta release. So sometimes erasing everything is easier than making scripts to adjust already-existing content to the new frame. So don’t tell me I didn’t warn you.
The next patch will be the start of some breaking changes to Killplex. However, in this post, I will go in a bit of detail about where the game is going. Let me start by what’s already in store:
Killplex Accounts. This is probably the focal point of the next patch. Announced servers will now require you to be logged in, to an account that you create in a yet-to-reveal Killplex sub-site. This account will be your identity in the game, and with it I will be able to introduce some exciting new stuff.
I said on my Twitter that I was stalling development for a while due to personal problems. This was not entirely true, because, even though I’m not coding (not as much as I was two weeks ago), I am still developing in terms of game design, defining a roadmap, and so on.
Many new ideas are now coming to my head, about how to tackle a certain game mechanic, or how to do a certain mode, or what I need for a certain feature to be properly implemented. I’m worrying too much about critical reception and appealing to the masses, so I’m throwing those cares away.
I’m pretty much returning to the basics. The intent of this game was to make it so that me and my group of friends can enjoy the best of every single game we played before. From enjoying a single game of Rush, to try and tackle a Gun Game from time to time, or even a simple Death match, we wanted something that was made for us. So I’m turning to that philosophy.
I kinda said I wasn’t going to release any more patches for a while… well, I kinda found a way around that. Even though it hurts posting and updating everything from a laptop. Seriously, it took me the time it usually takes to update everything plus half an hour. It hurts.
Predator mode arrived in v26. Inspired on the (probably famous) Half-Life 2 mod “Hidden: Source”, 8 players must hunt for the hidden coward known as the Predator (what an oxymoron, right?). The Predator has triple the health (300% for those who don’t do math), has a number of frag grenades according to the number of players in the Attacking team (1-2p = 0 grenades, 3-4p = 1 grenade, 5-6p = 2 grenades, 7-8 = 3 grenades), walks at double the normal speed, and has a special skill called Invisibility, which allows him to become semi-undetectable for about 10 seconds.
And the game modes just keep growing, and growing, and growing…
Capture The Flag is a mode I’ve wanted to implement ever since I’ve started developing the game. It follows the basic rules of capturing the enemy’s flag while making sure your own is in its rightful place and not at the hands of some mercenary flea-bag who happens to be a friend on the other team.
This isn’t really new, because it was in v22, but I’ve changed the lighting rendering techniques. My 6-year-old Toshiba laptop ran Killplex at 10FPS. It runs at around 40, now.
Since the beta started, I’ve been lining up a plan on how to move forward with this game. Well, ladies and gentlemen, this is the first step, and it involves new arsenal and a new game mode…
Gun Race is a mode based on the popular Gun Game that you can see on many games out there, primarily first-person shooters. This one has a Killplex flavour, in which it is 2D, it is fast, and it is hard. You basically kill with a weapon to level up, and when you do, you get another weapon.
This is the new game mode that I’ve implemented, and at least 6 more modes will be coming during the beta. As for which one comes next, I’m not really telling, other than it is based on a really popular game mode involving a flag. And you pick it up and go other places.
Grenades are here. v18 introduced the Frag Grenade, and v19 stabilized some of that code, and added new code pertaining to Flashbangs and Smoke Grenades. Now you can turn tactical and storm bases with smoke, you can throw a frag to flush out some campers, and you can flash them so that they don’t see you coming.
If most things go right, next update will feature a new type of weapon: Charges. I’m still trying to figure out which ones to implement, but C4 and Claymores are strong candidates.
You know when you’re writing a story, and then you have absolutely no idea where to take it, or when you look at it you just wonder, couldn’t I make this better? Then you look at solutions or new ideas, but you’re demotivated because those ideas are hard to implement or because you don’t have the expertise to do it properly? Or you look at something so neat and tidy, and you see that some really ugly stuff showed up between those tidy things, and suddenly all you want to do is restart the damn thing?
I call that being brain-stuck.
It’s not a scientific term. It’s just a name I’ve given to it so I don’t have to explain to myself why the heck am I using such a long description. And that’s exactly what’s happening to me right now. Allow me to explain further…