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Visitors: First Contact multiplayer now available.


LoLJester

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I can't believe it has been more than two months since I started on this game mode. It was supposed to be released in maximum a month. Most of the code and assets were already there from the main game core, so it was just a matter of just piecing things together and program the new team deathmatch mode. So, I thought... Because the end result was that everything took much longer to develop. The boss battle, the new custom animations for some of the monsters, the transitioning from indoor to outdoor, the snow storm (I had to create two new classes to prevent the snow from falling inside interiors), the  multiplayer (team assignment and objectives), the fixing of new bugs, the music and the game-play (how to make it a fun game experience for 1 to 8 players.) Also the frame rate. There are so many objects in the mission that at one point, the game ran at 23 to 29 fps. With some tricks and magic, I was able to add 25 frames per second on an old GYX 1050 laptop.

So, without further ado, here is an explosive one on one battle with the huge boss monster character in the multiplayer team deathmatch mode of the game Visitors: First Contact:

 

Edited by LoLJester
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thanks :

luscious tour of "hidden base yet" , without giving a clue as to the whereabouts of the "plans" 😘  * including previous vid (not short for viddles but , video , well , sometimetimes viddles but not right now ok ?)

nice close-ups of hybridish Big Boss in battle .

the suspense of watching that tail getting swished around .

Lotsa nice ice crunchin , grunting and screeching .

and a crane ?

👍

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This looks so amazing proffesionally done, it took some good amount of your time but it looks like its paying off.

Multiplayer boss battles sounds like an awesome feature, i bet it will be popular.

Keep up the good work, looking forward seeing more updates.

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Thank you guys! Your positive feedback is much appreciated. 

It's also nice to see that your projects are making great progress with every update.

This map is part of a new major update that was just release a few days ago:

https://store.steampowered.com/news/app/1643700/view/4459219696814653538?l=english

On 10/29/2024 at 1:18 PM, fLUnKnhaXYU said:

viddles

Sorry, but what do you mean by this?

Edited by LoLJester
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LoLJester , LMBO , I dont know why but that strikes me as just so darn funny .

This is as close to official as I can wrangle .
 
Vittles is an informal, humorous, and plural noun that means food or supplies of food. It's often used to evoke the language of cowboys. Here are some examples of vittles in a sentence:
  • "Leo and I'll rustle up some vittles".
  • "Claimed that the chitlins were just about the tastiest vittles he ever ate".
  •  
  • "and , I was gonna eat me a human a...wa's dem vids ima smellin sompn gooood , dang! is dem chiterlings M8 wered you git dem chiterlings at !?"
     
  • Synonyms of vittles include:
Bread, Chow, Chuck, Eatables, Eats, and Fare.
The word vittles was first used in the 14th century and comes from Latin words for "nourishment," "livelihood," and "sustenance".
 
hope that helps .
Yea , So, as well stated by Code_Man , I too have really enjoyed your Awesome demonstrations . and You are much appreciated and Thank You .
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Free-for-all/Deathmatch - the last Multiplayer game mode and map. It will be the battle of the elites where only the strongest of the classes, the Elite and Marine class will be available for selection. Early screenshots of the map in progress:

FFA_AngkorWatt01.png

FFA_AngkorWatt02.png

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These just look just fantastic, the setting looks like an epic battleground and the rain just looks so good.

If the real thing is as good as  the images, which i have no doubt it is knowing t3d, then this is one hell of an experience.

I can tell from the rough looks that the map still needs detailing and finer workings, but even with that your art style and setting is just impresive.

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@fLUnKnhaXYUNo vehicles in this map. It's a small Deathmatch map. Only the Elite and Marine classes will be available for selection. They have jet packs and can travel the map fast from one point to another. That means a fast paced action with many close quarters shootouts.  The Capture/Conquest maps are much larger and have a variety of ground and flying vehicles. 

Btw, the picture of that Grand Canyon looks really good. Are you planning to use it for anything , or you're just playing around with real life topography?

@Kent Butler You must have seen the price when I lowered it for a short while to test the market. I did raise it back up, but, it is still lower than it was before that price drop, and will probably go up a bit more once the game is finished.

If you guys have any suggestions, feel free to share.

Edited by LoLJester
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Don't necessarily know if it's a suggestion, but your game has been on my list for a minute and I realized I had a bit over $10 sitting in my steam wallet ... then the price wasn't $10 anymore. Lol.

IDK, pricing is tricky ... and, sadly, not always necessarily a reflection of proper value for work. On the one hand, $15 is pretty low for what you've produced, on the other hand we're competing with humble bundles that drop a few AAA titles along a pile of B-listers for $18.

For me, the extra couple bucks in cost wasn't the hurdle so much as credit in my account at the moment of impulse. By the time I thought about finding my wallet and going through the process of getting money into Steam, I was forced to consider how irresponsible getting sucked into playing a game right now would be. I still plan on grabbing it. As far as that goes, lower prices would attract more impulse buys.

Did fiddling the price make any difference on sales?

Counterintuitively, I've seen devs offer things really cheap before release to get as many players on board and talking/playing before trying to make the big splash. If you are holding back enough material so the release update is substantial enough to have people looking forward to it, a notable group of active players buzzing about how great their new stuff is make excellent salespeople. At least that's the theory.

Do you have a decently active player base?

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Btw, the picture of that Grand Canyon looks really good. Are you planning to use it for anything , or you're just playing around with real life topography?

LoLJester , I just wanted to make an attempt at producing a terrain with Torque3D using a srtm tiff image from EarthExplorer . The Grand Canyon was just a random choice . The terrain represents about 400 sq. miles (20 x 20) . I'll probably try to make some kind of little mission while working on some details to this level . and dig for gold 👍

So , btw , would this level be corresponding to some finality to this chapter , LoLJester ? Its really been kindofa hoot , you know ? and I'm glad that you liked the picture .

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Yes, fLUnKnhaXYU, it is the last map and game mode for the game. This will wrap up a decade long journey of sorrow and joy of game development (the company logo of black and white patches on the road is symbolic of this endeavor.) I still have some cool features in store that I may add in the future; but for now, it is feature complete as promised.

It is somewhat the end of the road for now. When I started, I didn't know whether I would end up finishing this project or not. I knew programming, but I had never used a game engine before. There was no light at the end of the tunnel, except a glimmer of hope. But, I was determined to finish what I had begun. I have seen many developers start and fail projects within months throughout my journey. Game development of this magnitude is extremely difficult; especially when it takes this long to make. It takes a toll on you physically and emotionally. But, if you survive it, the end result is worth it.

The game should be release ready very soon after this major update. I don't know what the future holds in regards to game development with this engine or another. But, Torque will never be forgotten. It is the engine that has powered this game to the end. At the time, there weren't many other affordable ones out there. My research had narrowed down my choices to either Torque 1.4.2 or Unity. The most affordable and market tested was Torque. But, Unity was the new kid on the block with a lot of promise that it would make a big splash in the game engines market. I would have probably gone with Unity if it wasn't Mac only at the time. Maybe it was destiny that I chose Torque, and I don't regret it. It still remains to be one of the great engines out there.

Kent Butler, you echo what many developers have preached on the internet. I thought so too that lowering the price would lead to more sales and somewhat of a player base. Some funds and a player base is the only reason I released the game in Early Access. I was hoping to hire an artist from some of the sales to help with select models and art in the game. It didn't materialize, but I am still happy with the what the game has come to be. It has the look and feel that I envisioned. As I already mentioned above, I was not sure whether I would be able to implement this enormous amount of features by myself. So, I kept a low profile on purpose so that I could work at my own pace and have no anxiety about keeping up with demands. The downside to that is the Steam's algorithm doesn't like that. Games with frequent updates and interest gets pushed on top. Which is understandable. Also, Early Access games have earned somewhat of a bad reputation as being scams and never get finished. I still appreciate your suggestion, and I may once again, down the road, go back and try that strategy again.

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Im really excited to read that and so happy to hear it came out the way you wanted it it.

I think T3D is as glad to have found you as you have found it.

If its all feature complete you can take a little break for a while and maybe do some other game and backport stuff on the side, i do that a lot.

You do a great job representing T3D on steam and deserve some appreciation for your hard work.

Gamedev is quite a tough thing, i see so many try and fail, some go pretty high but also fall low, you did outstanding for a single person.

The important thing is you are happy with the result and im sure a lot of other people will too.

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