Boring Man - Online Tactical Stickman Combat - Spasman
Hey, this is just a small update to fix some things, rebalance some things, and get B-Man up to date with the current version of Game Maker.

I wanted to get this out before I leave town next week. When I get back, I'll get started on polishing up the map editor for its first release and some more content.

Survival Mode changes
  • Slightly decreased the base amount of money you get per kill in Survival. Some players were able to make far too much money by mid to late game, more then they knew what to do with.

  • Increased the amount of chests that spawn per wave. I felt like players aren't able to stack vices as much as they use to, so I'm giving you more chests per wave. This should also get you to spend more money hopefully.

  • Increased the cost increases for chests. In relation to the two change notes above, this should help with having too much money. It just felt like chests were far too cheap in the late-game.

  • Increased Water vice’s explosive resistance stack from 5% to 8%. It felt like you required too many Water stacks to get an effect out of the vice, so this increase will hopefully require less stacks to help stand up against explosives-using enemies.

  • Increased the amount of money required for the Rum vice stacks from $150 to $1,500. I greatly misjudged the amount of money you can get in Survival, and only needing to carry $150 for 1 whole percent of headshot resistance quickly became overpowered, allowing players to have a ridiculous amount.

  • Tweaked Roxxy & Moxxy’s AI to teleport away from danger faster. I noticed Roxxy & Moxxy would take their time using their powerful escape ability, so to make them a little more slippery they will disappear from combat much faster.

  • Tweaked Indigo’s AI to make him try a little harder to rush the control point. Indigo is amazing and I'm really happy with this boss. The only change I wanted to make was to adjust his AI to be more aggressive with the control point.

  • Adjusted Grandmaster’s base maximum health and max health scaling. I decreased his base max health to 100HP, and increased his max health scaling per player to 100 HP, which is much more then other bosses. These adjustments should make him easier in solo and smaller scale Survival matches, while at the same time letting him take more hits against larger teams.

  • The stronger versions of Survival enemies will now start appearing much earlier. Stronger enemies were already in beta5, but they appear far too late in the game and I don't think anyone has even seen them yet.

  • Manlings will now spawn at wave 120 and after instead of 100. The Manlings are great so far, but it felt like players did not have the Vice power needed to combat them. I am making them appear a little later so your team can take advantage of the extra chests and prepare for them better.

Weapon Changes
  • Decreased Magic’s damage and range. Despite Magic's stats being copy pasted over from 1.2.2.7's code, it's range and damage didn't seem to translate well for whatever reason, so I need to increase the damage fall off to reduce its effective range and make it overall less spammy. It's okay if it's a little spammy.

General Changes
  • You can now select multiple maps in the map list window for adding and deletion.

  • Added more spawn points to Boring Man Fields 1, Dyson City, Ice Station and Varia Mines. This is mostly to quell some camping spots in Survival mode but it still affects every game mode.

  • Changed not being able to get match time XP when you quit before the match is complete. Originally I wanted to encourage players to stay in the server until the end of the match, but I've had a change of heart.

  • Compiled the game on latest Game Maker Studio version (2.2.3.436). This may have unearthed a few new crashes, just report them to me like you have been with as much information as possible

Bug Fixes
  • Fixed Magic’s shield being able to damage the Grandmaster boss in Survival. Grandmaster should be immune to everything except unarmed combat and hadokens.

  • Fixed Magic’s shield being able to damage players during their grace period

  • Fixed Magic’s shield not being able to be dodged with the Stimulants vice

  • Fixed Magic’s shield not being placed properly with different resolutions
    while Lock Mouse was turned on

  • Fixed Character Outlines video option not saving the setting

  • Fixed /smoke and /drink not activating their respective consumable vices reliably for clients

Want to play the beta?

You can if you own any of the DLCs below:

https://store.steampowered.com/app/346170/Boring_Man_Premium/

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/

Once you do, simply launch Boring Man from your Steam games list, and select the 3rd radio button down to launch 2.0.0



As always, thanks for the support ya'll. See you later.

- S
Boring Man - Online Tactical Stickman Combat - Spasman
Hello! Sorry for the wait, but beta5 is finally here!

I added a lot more then I intended to but now there's a bunch of stuff to hopefully keep the community entertained.

I got sort of lazy and didn't track everything I changed but there's still a lot to go over. On top of that I spent a long time this morning typing out this change log, only to have it deleted by accident, so sorry if it seems rushed. Of course the best way to see what changed is to play the game!

There is a Boring Man Premium key hidden in here as an image... can you find it and use it before some other schmuck does?

Here we go:

New Returning Game Mode: Survival





Survival mode is here! Most of the content has been completed, including enemies, the original 20 vices and 20 brand new vices. Survival's rules have changed, and you can read about the changes in last month's dev log here.

Since I wrote that dev log, a new Survival feature is reviving your team mates! When you or a team mate dies, you will drop an ankh symbol which can be "picked up" similar to medikits/ammo boxes. You will front the cost of the reviving player, so reviving team mates with a lot of vices will be expensive!

New Returning Weapon: Magic



Magic is here! It's the same old spammy weapon, even more so now that you can just hold down the fire button now instead of giving yourself arthritis. I have also added a new alt-fire for Magic, which is a triangle shield that can destroy enemy projectiles and do damage to any enemies inside of it. Unfortunately, Magic will not have weapon skin support.

The purpose for the new alt-fire is simply to make the weapon more fun. It seemed kind of lame to me how simple this weapon was, and it would've been worse here since Magic won't have weapon skins. This is merely an attempt at providing new content, and nothing is set in stone, so if it's overpowered or under powered then we can fix it.

New Returning Weapon: Skateboard



I'm real excited about the Skateboard! It's gone under some renovations since 1.2.7.7, most notably you can now fire weapons from the Skateboard while riding it!

I have also adjusted the physics, the Skateboard is much faster now and moves around more realistically, such as going to down slopes on its own.

New Returning Weapon: Boomerang



The Boomerang is back! It has seen a damage increase, where it does 50 damage on the initial direct hit and 25 damage when passing through enemies. Additionally, it can now do headshot damage so you can do 100 damage to enemies if you hit them in the head! Ouch!!!

In addition to the Boomerang, there is also a new mutator that you can enable which allows the boomerang to carry items, similar to Zelda. As cool as it is, I think its too buggy/broken for vanilla gameplay so its just a mutator.

New Returning Weapon: Trench Gun



The trench gun has returned, and is as gritty as ever. The Trench Gun is an alternative to the Pump Action, where it has a much tighter spread in exchange for less damage.

New Returning Weapon: Long Rifle



Everyone's favorite burst fire rifle here! (The only burst fire rifle) It's pretty much exactly the same, aside from new art. I'm not too happy with the reload animation, so it may change in the future.

New Returning Weapon: Power SMG



The Power SMG is here! It too is pretty much the same, but I added a little handlebar attachment to shake up its silhouette so its not so similar to similar looking weapons.

New Returning Weapon: EMP





The EMP grenade has arrived, and its shocking! The EMP can still instantly destroy CTF base equipment, and force enemies to drop their weapons when stunned by it. You can also knock enemies off of their skateboard if you stun them while riding it! This will also work for future shock weapons (Lightning Gun, Taser, etc)

New Returning Weapons: Heal & Gas Grenades





Gas and heal (prev. known as First-Aid) grenades are here! Along with the fancy new smoke graphics, this also reintroduces the overhealing and poison mechanics.

Overhealing is the same, you can have up to 200% of health but if it's over 100% then it will drain until its back down to 100%. 1 thing different from 1.2.7.7 is the dehealing will drain 1% of max health per second instead of 1HP per second. This shouldn't change the rate in vanilla gameplay, but its a nerf for situations where you have more then 100 max health, such as Survival mode or just using mutators. Basically you will drain at the same rate no matter how much max health you have.

Poison has been totally reworked! The biggest change is it no longer makes you puke at random. Instead, you take damage over time as usual and in addition it will block healing. If you get healed by a vice or a heal grenade, the poison will go down instead of gaining health. The purpose of this is to provide a counter to players who use healing a lot. If you liked the random barfing while poisoned, you can still enable this on your server with the Poison Barfing mutator!

That's all there is for now for new weapons...

New Returning Map: Boring Man Fields 1



Boring Man Fields 1 has been added. Along with some new decor, the two bases are now mirrored properly and the center structure has been slightly moved since The Man's base is a little wider now.

New Returning Map: Dyson City



Dyson City is now a really busy map! Thanks to the game's new animated tiles feature, there are blinking lights, signs and other animated atrocities! I think this makes the map a lot more lively, and I would love to somehow give this much effort to the other maps.

The bases on Dyson City have also been properly mirrored, and it made The Man's side a little wider, causing me to move some buildings slightly over to the left. I also added a ladder to the middle platform because I think that platform should be a little more accessible for AI. It also might be useful for routing, but who knows.

The lasers that guard the Super Speed power up are missing, but only because they're not in the game yet.

New Returning Map: Ice Station



Ice Station is pretty much the same, aside from new decorations. I'd like to add more assets to this map, so don't expect it to stay empty for long.

Map Changes: Varia Mines



I know everyone is sick of this map but I still have to update it. I added a ceiling to simulate being in a tunnel better and added some unique decorations. Give it a visit sometime.

Map Changes: Boring Royale Test Map

I shrank the map size for Boring Royale and heavily optimized the objects to improve performance. If you had poor FPS in Boring Royale, please give it another shot.

Custom maps & Workshop: Phase 1

I have made the foundation work for custom maps and workshop support for maps! I can confirm I can make maps with the map editor and upload them to the Workshop. If you select the Workshop menu option on the main menu, you can test download a Workshop map I uploaded, hopefully you can see it.

Once I think players are loading and unloading maps okay, I'll polish up the map editor and unlock it in the next update. Once I feel like the map editor is in a stable condition, I'll then commence final phase 3 which is unlocking the Workshop for player use.

Uploading weapon skins to the Workshop works as well, but I have it hidden for now because I don't want 8000 weapon skin workshop items uploaded before the map editor is even out. When the Map Editor Workshop is enabled for players, uploading weapon skins will be enabled too.

That's all for now for maps.

Power ups

4 power ups have been re-added! Including: Triple Damage, Invisiblity (not currently on any stock maps), Super Speed, and Regeneration.

https://www.youtube.com/watch?v=8986EDjhVMQ

You will also hear a sound when your last power up is about to run out.

I haven't added the BFG power up yet because it'll be tough to make, and to be honest I might scrap it for a brand new power up. We'll see.


Mutator Updates

I have added a few new and old mutators. But first let me get some annoying news out of the way.

If you try to host a server, you may notice the Mutators menu is grayed out. You now have to enable Mutators in the Server Settings menu. Enabling Mutators will disable XP from kills and opening chests, along with disabling earning achievements when they are implemented. Disabling Mutators will reset your mutator settings, so careful with that.

Enabling mutators will also allow your server to enter cheat console commands too, similar to sv_cheats in Source engine. This is just way easier for me then trying to police each individual mutator or command. I moved some server settings out of the mutators section so you can still use them without enabling mutators.

Anyways, here are the new mutators:

Random Barfing
- You can enable random barfing all the time, or only when poisoned. Global mutator.

Boomerang Items
- When enabled, boomerangs can carry items. Global mutator.

Infinite Oxygen
- When enabled, you no longer choke underwater. Global mutator.

Friendly Fire
- When enabled, players can damage/kill team mates. Global or team specific mutator. I don't think I'll make an auto-kick feature this time around.

Invisibility (Change)
- Changed to "Full" and "Partial" settings. When set to Full, players permanently have the Invisibility power up. When partial, players will become visible when they move or in the air. Global or team specific mutator.

Triple Damage
- When enabled, gives players the Triple Damage power up permanently. Global or team-specific mutator.

Super Speed
- When enabled, gives players the Super Speed power up permanently. Global or team-specific mutator.

Regeneration
- When enabled, gives players the Regeneration power up permanently. Global or team-specific mutator.

Poisoned
- When enabled, players are permanently poisoned. Global or team-specific mutator.

Vampirism
- When enabled, players will lose health over time, and recover it when they kill enemies. Global or team specific mutator.

Infinite Jumps
- When enabled, players can double jump infinitely. Global or team specific mutator.

Explosive Death
- When enabled, players will explode when they die. Global or team specific mutator.

Headshots
- When disabled, players will take normal damage even when headshotted. You can set it to "Only" to make projectiles pass through enemies unless its a headshot. Global or team specific mutator.


General Changes

I'm tired of formatting things so I'm just dumping everything else under here.

- Player physics and projectile speeds have been adjusted to feel more similar to 1.2.7.7. Pretty much every weapon had a change so try everything out.

- Rebalanced shotgun reloading times. This is new and has nothing to do with 1.2.7.7.

- Added /drink emote

- Sword parries now do 200 damage instead of literally setting the parry victim's health to 0. This is still an instant kill on vanilla gameplay, but a nerf in situations where the health max is more then 100.

- Similar to sword parrying, you can now counter-attack punches while being unarmed yourself by using Alt-Fire (Default: Right-click). Instead of just blocking the punch, you will slap the shit out of them, reflecting the exact damage they would have done to you if you didn't counter. So if some show off is looking to punch you with a Triple Damage power up, you can counter-slap them and give them a taste of their own medicine.



- Added pause menu when you press ESC/Start in-game. You can also access the Weapons screen and saved loadouts screen from the pause menu. Quitting to the desktop from the pause menu will also save your game properly (or attempt to)

- Added weapon skins for: Boomerang, Skateboard, Long Rifle, Power SMG, Trench Gun

- If you haven't unlocked a weapon skin in a randomized amount of times in a row, you will automatically unlock an Inferior or Blessed skin. There is a 1/3rd chance you will unlock a Blessed skin over an Inferior skin. This should make weapon skin droughts a little more tolerable.

- Added a "Equip Now" button to the weapon skin unlock screen. Clicking anywhere but the button will avoid equipping it.

- You can now cancel picking up medikits/ammoboxes/revive items. Simply press the Action keybind (Default: E) again to cancel picking something up. This may mess up the meta, I don't know. Game development is stupid.

- Added "Death Arrow" General option. This will allow you to disable the big arrow pointing at your corpse when you die.

- Added "Killfeed" General option. This will allow you to hide assists on the kill feed, or hide it altogether.

- Added "Dead Body Limit" Video option. This will allow you to limit the amount of dead bodies on your screen at once. Set it to 0 for unlimited bodies.

- Added "Image Errors" server setting. Setting this to "Kick" will have your server disconnect players who have modded the current map's image files. Just keep this on "Allowed" if you don't know what I'm talking about. This will continue to allow players to mod the stock maps.

- Added "Chest Limit" Survival setting. Setting this to a number greater then 0 will limit the amount of Survival chests a player can open per wave. My servers will have this disabled, but feel free to use it if you have problems with players hoarding chests.

- Added "Vices" survival setting. Setting this to "OFF" will disable Vices from coming out chests.

- Added "Loadouts" survival setting. Setting this to "OFF" will force players to spawn with just a pistol instead of selecting a loadout. Disabling this along with Vices will disable chests spawning altogether.

- Added "Control Point Timer" survival setting. In between waves, there will be a brief "loot period" where players can hunt for chests. You can set how long this lasts, at a maximum of 60 seconds (also the default)

- Added "Survival Messages" survival setting. Setting this to "OFF" will disable chat messages showing vice pick ups or revival events.

- Added "Powerups" server setting. Enable or disable power ups spawned by the map.

- Added "Powerups Messages" server setting. Enable or disable the chat messages for when a player activates a power up.

- Moved Force Loadout (Global), Weapon Bans (Global), Medikits/Ammoboxes setting out of the Mutators section so they can still be changed without enabling mutators. I could do more.

- Added "Drop Weapon" and "Change Weapons" settings to the Force Loadout menus. This will allow you to stop players from dropping the weapons they spawn with, or using the Change Weapon keybind (Default: Q)

- Added "Show Vices" key binding (Default: V). Self explanatory.

- Added Map Selection server setting. Setting this to "Vote" will initiate a map vote at the end of each map, with 3 randomly selected maps from your map list and the map you just played as candidates. Setting to "List" will use traditional map list functionality, where it will go in order on your configured map list. "Random" will randomly select a map from your map list, and "End" will shut down the server after the first map ends.

- Improved the bots, password, and mutators icons in the server list

- Added progress text to your level stats in the main menu

- Fixed not being able to interrupt reloading with the Keymaster alt-fire/etc

- Tweaked the sprite for the Keymaster to try to make it look better

- Added a sniper laser to the Sniper Rifle. This should help you aim, while at the same time revealing yourself to distant enemies if you are camping corridors.

- When dual-wielding two Compact weapons, the dual-wielding accuracy penalty is removed. This is to reverse an unintentional nerf to Compact weapons.

- And a bunch of other stuff I can't remember. I might edit this later.

That's all I have! If you have any feedback, you can email me at spasman@spasmangames.com, post on the forums, or join our loathsome Discord server!

If you liked these patch notes and want to play the rewrite, players who own any of the DLCs listed below can play right now! If you don't want to buy any DLC, then the rewrite will become free around the time I release the map editor.

https://store.steampowered.com/app/346170/Boring_Man_Premium/

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/

Thanks for reading! Have fun.

- S
Boring Man - Online Tactical Stickman Combat - Spasman
Hey! Today I wanted to share the next game mode being developed in v2.0.0: Survival mode.

If you've been under a rock, I am rewriting this game from scratch and releasing it as a completely free update. You can try out an early version of the update by owning any B-Man DLC and launching v2.0.0 from the Steam launch menu.



Anyways, Survival mode has gone under some big changes. The biggest change is lives are no more, instead the lives system has been replaced by a money system similar to Zombrains mode.

With money, it's used to open chests and to revive yourself from death. Killing enemies of course will give you cash, however to minimize a player from hogging all the kills, cash rewards are shared by all players.



You collect items from chests to power up your character called "Vices". I've gotten a lot less edgy in my old age, but I always kind of liked how vulgar Boring Man is, so thats why Vices are themed after "adult" substances such as alcohol and drugs. For example, collecting certain beers would upgrade your movement speed or your damage with all weapons.

You can collect the same vice multiple times to improve the upgrade it provides, for example having two Ales instead of one will give 4 extra damage instead of just 2. I've made the vices screen a lot more helpful in this regard, as seen below:



The green number in the description will reflect the total amount of efficiency your vices are giving you. So the more Hard Lemonade you collect, the larger the dual wield reload speed shows. Edit: wrong vice

All 20 original vices have returned (with a few of them reworked or swapped around) and additionally, 20 new vices have been added to the game. I posted a screenshot of all the new vices earlier this month and I challenge you to try to guess what the new ones do.



Vice collection is also synced across the server, so no more "client side" chests, aka opening 1 chest will give every player a vice. When a player opens a chest, 1 vice will come out that is available to any player.

To prevent instances of stealing, accidental or otherwise, the vice that comes out of the chest will not be collectible for a few seconds to anyone except the person who bought the chest. There is also a server setting where you can set a limit on how many chests a player can open per wave.

Additionally, when you die, you will have to spend money to revive. It's game over if all players are dead and unable to afford to come back to life. The cost of revival is about 20% of your wealth plus a fixed amount depending on how many vices you've collected.



This is an attempt to put a natural hamper on "hoarding" vices for yourself. Sure you're powerful, but it also costs $22842 to revive, so dying will be much more punishing for you. On the flip side, this will also allow players who just joined the game to revive more often/cheaply and get a chance to catch up to more wealthy/powerful players.

In the old version you and your teammates would have to stay alive for as many waves as possible. To advance the wave, all enemies would have to be eliminated. This was the only objective, and you could do weird stuff like cheese the AI or find a good camping spot and pretty much have Survival enemies line up waiting to die.

To change this, there is now an additional objective to Survival where you will also have to defend inconveniently placed control points from a siege of enemies. Players can contest the point similarly to TDM, but if the enemies capture the point its game over. There is a brief period before the control point unlocks where players can search for chests and maybe deploy some strategy on collecting them.



I'm predicting players will get pretty good at this, so there is a server setting where you can set how long you want this buy period to be, or to turn it off altogether.

Most of the Survival enemies will be making a return but they have a new look. They get their OWN set of "hats" that players won't have so they are easy to distinguish as an enemy outside of the red arrow being over their head. Making unique hats for them also tickles you with a little bit of lore, for example the Purples wear scary, almost ceremonial masks when they enter the battlefield to try to stop you and your team.

As you get deeper and deeper into Survival, new and stronger enemies are introduced and even past that they "ranks" where they will appear with different outline colors to display their strength. For example a Purple with a white outline has x1.3 health, speed and damage. This should make late game Survival mode a little more challenging when I run out of enemies to throw at you.



I have also created a few Survival bosses, I don't plan on making them randomly generated like in the old version, I wanted to have bosses with substance and a little creativity.

For example, one boss is a martial arts master that can "dodge" all weapons example punches and hadokens. This will give players a reason to use unarmed combat and get use out of Vices that benefit from unarmed combat.

Another boss is a Blue Soldier that uses a skateboard and dual sawn off shotguns. His AI is unique where instead of capturing the point, he will skateboard around the map and try to do drive bys on players and try to get the most speed out of his skateboard. I would like to make a ton of bosses like this to fill the void that maybe randomly generated bosses left, but it will be tough.



Last but not least.. saving! Your progress gets saved now in Survival mode, so if you get disconnected or need to leave for whatever reason, as long as the same Survival match is going you can rejoin with all of your vices, money, kills, etc.

So! Hopefully you like the sound of these changes, let me know what you think. Survival mode will be available in beta5, the next update. I'm not sure when it will come out because maybe I went a little overboard with adding stuff and now I have a lot of testing to do. But I would like to get it out before the end of this month. If you'd like to get into the beta, you can do so by owning any of the DLCs below.

https://store.steampowered.com/app/346170/Boring_Man_Premium/

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/

Thanks for reading! See you later.

- S

Follow development on Twitter: https://twitter.com/SpasmanGames
Boring Man - Online Tactical Stickman Combat - Spasman
In case you missed it this weekend, the rewrite's beta was released! I think it went pretty well, a lot of stuff I thought wouldn't worked at all worked wonderfully, and I didn't have too much of a hard time fixing stuff. The game is now at beta version 4.1 and I think its in a stable state to leave alone for a little while so I can work on the next big thing which will hopefully be the map editor.

Something I've kept under wraps until now is a new experimental battle royale mode called Boring Royale! While the idea is starting to get stale at this point, I thought it'd still be fun to make and play, and if you're not into it that's OK because I'm not going to let it take over the original game. But I am hoping it brings in new players. I didn't think I'd make this game mode until later, but I changed my mind because I thought figuring out a game mode that would need to handle a lot of players should be started early in development.

So if you've played it already, its probably not too different from all the other BR games you've probably played. I do have plans to make it unique and I'd like to share what I'm thinking. Right now there is only 1 server and if there is a match in progress you have to wait for it to restart. I may make some sort of matchmaking system but I need players first and with the small player count I think this is the best thing to do for now.

But first I'm going to explain how it works for those who haven't. In Boring Royale, you are loaded into a big, crappy version of Varia Mines, its just a huge map I made by making small changes to the one existing map and copy pasting it a bunch. This is not the final map of course, as I have a much better map in mind but development needs to come along first before I can start working on it. I'm gonna keep this map idea close for now, as I'm not sure it will work yet, but I will start working on it when the map editor takes some sort of form.



You can select a preset spawn point to spawn your guy. There isn't a fancy battle bus or cargo plane to drop out of or something yet, but I think I have an idea to make spawning more fun. On the spawn screen, you can see a general idea of where other players are spawning with the red Xs.



Once you select a spawn point, you start with an empty inventory and have to find chests which contain weapons.

The weapons have very scarce ammo, as for right now this is the only way B-Man can offer looting. Ammo boxes, which restore ammo for all weapons on your person, are very rare and can ultimately decide games unless your opponent is very resourceful. I have already received feedback that ammo boxes may be dropping too frequently, but we can figure that out as we go along



Boring Man now has server synchronized dropped weapons/ammo, so you can find used weapons and what not all over the map.

So! While you're looking for a usable weapon, you are also pressured by a shrinking play area, similar to other battle royale formats. There is a dangerous field of energy enclosing on the map dubbed "The Emission", and it is the ultimate show of The Man's power. If you are inside the Emission, you will take damage overtime. There is a basic map screen in the game you can use by pressing the Scoreboard key, and it can show you the safe zone and where the emission is headed. It looks cool, I think!



As the match progresses, the Emission will increase in damage and ultimately consumes the entire map, if the safe zone gets too small it will simply disappear and players have limited time to make sure theyre the last ones alive when the shows over.



Boring Royale matches are designed to be very fast paced, and to only last a few minutes because I don't plan on having perfect server support for it. This is so players can be cycled in and out of BR matches at a decent pace without making them wait too long. Boring Man's naturally fast time-to-kill would make a BR match pretty confusing and boring if its made too complicated, but I do have a couple more mechanics I would like to introduce and hopefully stick with.

Right now, chests are just scattered through out the map to be mindlessly pilfered by players, but I would like to introduce unique ways of getting certain chests.

This could involve requiring a certain weapon to either reach the chest or meet some kind of demand.



For example, you could find some random NPC guy running a shooting range booth who will give you 2 chests if you destroy the targets with a certain weapon

Or maybe something more simple like a lone chest high above you that you can't really reach with acrobatics, and need a mobility weapon like the grapplehook



Some chests would only be obtainable by solving a puzzle, a quick puzzle that takes 2 or 3 seconds to complete and its more of a test of speed then it is of puzzle solving skills.



I think these concepts would add to the value of weapons that aren't as reliable at killing as others, as they could grant you access to more chests then other players who are trying to build a loadout by finding easy to get chests only.

But before I can add all of that, I need to add items or something that makes looting more valuable. To solve this, I've been thinking of a very basic storage system, where you can store 1 item on your character. This could be a medikit, or an ammobox, or even a weapon. I may even add storable items that grant a passive ability, like a radiation suit that reduces Emission damage or a flak jacket that prevents 1 instant death from a direct hit from an explosive. I'm not quite sure yet, because like I said I can't make it too complicated because then these mechanics would probably get ignored since the possibility of death is so high.

I still have some other ideas up my sleeve, but I'm taking it slow for now. Not many players are playing it due to the paywall (the BR server has bots on it to help games get going) but if you'd like to try Boring Royale, you can play it now on the v2.0.0 rewrite beta if you own any of the following DLCs:

https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/?snr=1_7_7_230_150_1

You can launch the beta in the Steam launch window with the "v2.0.0 beta (Requires DLC!)" option.

Thanks for reading! And keep the feedback coming. -S
Boring Man - Online Tactical Stickman Combat - Spasman
I lied, there was a save delete issue I wanted to fix so this should be the last version of the week. Now to work on something fun!

- Added a new trick: If you air roll into a wall then wall jump while the roll animation is still playing, you will get extra jump distance. Demonstrated in this GIF:



- Decreased the random accuracy spread for the Bow

- Disabled grapple hook being dual wieldable on the Extra dual wielding mutator for now

- Fixed dual-wielding the Double-Barrel not consuming the correct amount of ammo (with the Extra dual-wield mutator enabled)

- Fixed an instance where your level progress is deleted

- Changed how getting free gold tickets and the free level 100 weapon skin works, a side effect of this change is you should get these rewards again. Yay!

- Fixed being able to select premade loadouts when the server is forcing weapons

- If the Boring Royale server has no human players, it will end the current match immediately when a human player is waiting to join

- Fixed not being able to reload while on a ladder (similar to 1.2.2.7)

- Made collision checking when mounting a ladder better

----------------------

"Whats going on?!"

The beta for the rewrite was released. You can play it right now if you own *ANY* of the DLCs below.

You can launch the beta in the Steam launch window with the "v2.0.0 beta (Requires DLC!)" option.

https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/?snr=1_7_7_230_150_1
Boring Man - Online Tactical Stickman Combat - Spasman
I've been reading a lot of feedback on comparing the two versions of the game and these changes should make it feel more like 1.2.2.7. I was very much anticipating this, so these are very easy changes to tweak and reverse. Freaking out over something feeling different as if its permanent is very very very silly. Just let me know what you think. This will probably be the last version change for the week

- Increased gravity to be more like 1.2.2.7

- Increased player movement speed to be more like 1.2.2.7

- Increased player roll speed and roll time to be more like 1.2.2.7

- Increased the projectile speed for the grapple hook

- Increased the pull speed for the grapple hook

- Optimized more netcode, still more work to do

- Fixed footsteps not playing correctly

- Fixed loadouts not remembering your last selections properly

- Added an error message to the login screen if your game is out of date

"Whats going on?!"

The beta for the rewrite was released. You can play it right now if you own *ANY* of the DLCs below.

You can launch the beta in the Steam launch window with the "v2.0.0 beta (Requires DLC!)" option.

https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/?snr=1_7_7_230_150_1
Boring Man - Online Tactical Stickman Combat - Spasman
Please make sure your game is updated as you may crash or not be able to connect if you're still on beta1

- Added a secondary forwarding server that will automatically kick in if you can't connect to spasmangames.com but still have an internet connection
-- Using this server is laggy and will mess with holepunching probably, I encourage finding a solution to your connection problem

- Fixed heads sometimes appearing upside down

- Fixed flags in CTF appearing invisible to client players

- Increased the movement speed on most projectiles

- Decreased the range on all shotguns to match the movement speed increase (this is not a nerf)

- Fixed finding the Old Shotgun too easily. Hope you got one!

Please keep the feedback coming. Sorry if I'm grumpy, I don't like being the center of attention.

"Whats going on?!"

The beta for the rewrite was released this morning. You can play it right now if you own *ANY* of the DLCs below.

You can launch the beta in the Steam launch window with the "v2.0.0 beta (Requires DLC!)" option.

https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/?snr=1_7_7_230_150_1
Boring Man - Online Tactical Stickman Combat - Spasman
Hello! It's the moment we've all been waiting for! If you own any DLC made by me, you can play the Boring Man rewrite right NOW!

Purchasing *ANY* of the following DLCs below will instantly grant you access to the beta:

https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_7_7_230_150_1

https://store.steampowered.com/app/626491/TACCORP_VIP_Access/?snr=1_7_7_230_150_1

Once you own one, then you can launch the beta by launching Boring Man normally, and selecting "v2.0.0 Beta (Requires DLC!)" from the launch option window that comes up.

If you don't see the launch option or if the rewrite isn't launching, please try restarting Steam. The game should update before being able to launch it.

Please keep in mind this update is very early in development! Not a lot of testing has been done outside of myself and a couple of friends. Expect bugs, crashes, and connection problems.



I'll be around all day fixing any major issues that probably will reveal themselves. :cozycastondeath:

If you have feedback, you can post on the Steam forums or join the official Spasman Games discord

There's a little surprise that hasn't been revealed until today in the rewrite! Go check it out in the "Play Online" menu!

Thanks for supporting Boring Man! Please help me test my game!
Boring Man - Online Tactical Stickman Combat - Spasman
Hello! Yes, another dev log so soon, I'm just catching up on some things I've been meaning to share but haven't had the time until now.

Today I'd like to share how leveling up and game progress will work. In the original game, you would earn XP from killing enemies and would level up to unlock a random weapon you didn't own.

The rewrite will be featuring this again, but with some changes to keep things under control. I think unlocking new weapons in the middle of a match was a big draw for the game and I would like to recapture that magic.



So, once again, killing enemies will grant you XP, up until you reach level 100. Once you are level 100 or more, XP from kills will be disabled and there will only be time-based ways to earn XP so you can focus on playing the game instead of trying to find weird shit to do to grind. There will also be a couple restrictions made so grinding isn't super easy, but not too many because I think it's kind of fun to use mutators and stuff to make your own XP grind set up.

Anyways, the only way to earn XP post-level 100 is by completing matches, but I will be finding other ways that are time-based. When you complete a match, your XP gain will be a certain percentage of how much you need to level up. So you don't really need to worry about being too high of a level to earn level ups at a steady pace. The longer the match goes on, the larger this percantage becomes. It maxes out after about 30 minutes of game time.

Like I mentioned waayyyy before I started development on the rewrite, your current save file will not transfer to the rewrite, so you will need to start over. Or do you? I am also introducing a new feature for "veteran" players. The game will take a look at your profile and determine when you first started playing. If you started playing before a certain time, then you will unlock the ability to unlock all the weapons from the start and skip straight to level 100. You choose to do this yourself anytime you want, so if you want to start over from level 1 you're welcome to.

Why is leveling up so important when there are a finite amount of weapons to unlock? Well I'm glad you asked, today I'd like to introduce the thing I've been working pretty hard on...



Weapon skins! Some of you guessed it already, but I'm excited to share this none the less.

Weapon skins are new items that make your guns look different, but have no stat altering effects, they are merely for show. After you reach level 100, every time you level up you have a 20% chance to unlock a random weapon skin that you don't own yet. Gold tickets are making a return as well, you can still find a golden ticket instead of a random golden weapon and use the ticket on a weapon of your choice.



Weapon skins have different qualities, and the better weapon skin quality the cooler it looks! For example, common quality weapon skins are just boring solid colors and patterns, while more rare skins have a more exciting look and can even feature special effects and changes to the weapon's sound effects, look or even special death animations for enemy players!



So, how many weapon skins will there be? 10? 15? 30?

How about..



1,706! 1,706 weapon skins are currently in the game right now. Wowzers! How can little old me make so many gosh darn weapon skins?

The weapon skin system features a colorized pattern system, similar to how the ship customization works in Tunnel Divers. I can draw up to 3 different patterns on a weapon, and give them any color I want.



Additionally, I can assign them special effects and make them glow different colors too. I can also completely change the look of the weapon to an entirely different sprite.

Basically, when I make a weapon skin, I can assign its properties to EVERY weapon in the game. So when I want to make a white and green striped skin, this skin can be applied to every weapon in the game in only a couple of lines of code. This makes adding a bunch of new skins really easy.





I have generated 1,706 weapon skins myself, but for the rest of the skins that are added I want the community to make. Theres a little weapon skin creator in the game any player can access, every player is welcome to use it but for right now the only way to share your is to generate a JSON string on your clipboard.



I won't be taking weapon skins from players at this time, but thats because I want it to be done through Steam Workshop. It's not implemented yet, but the community could vote up their favorite weapon skins and I can add the top most Workshop submissions to the game. When a set of weapon skins are added, the author is granted credit for every one of them and the player will be able to click their name on the weapon skin selection menu and visit their Workshop page.

So with that exciting new feature finally out in the open, I'd also like to introduce the new DLC for the game, two new DLCs in fact! You have already probably guessed they are weapon skins. I have made their Steam store pages visible today and you're welcome to check them out below:

https://store.steampowered.com/app/1018760/

https://store.steampowered.com/app/1018761/

Each DLC will give you the entire weapon skin set for $2 each. So if you buy the Platinum weapon skins, you will automatically unlock the skin for every weapon in the game (and every weapon added in the future). Even if you're not level 100 yet, you will still be able to equip them. I may add more DLC skins in the future.

These weapon skins are only available through the DLC, you won't be able to randomly unlock them. Even owning the Tunnel Divers DLC will get you a special weapon skin! For the love of God please give me money.

As a side note, B-Man will NEVER feature loot boxes. When you purchase a weapon skin DLC, you will get what you are shown. All other weapon skins must be randomly unlocked by leveling up and cannot be paid for.



Weapon skin usage is totally free, you won't need to own any DLC to unlock weapon skins. So you can not spend a single dime on this game and still have a chance to sport yourself a super rare weapon skin to show off!

B-Man will also not be implemented into the Steam Inventory. Weapon skin unlocks will be handled by my cloud saving. This will allow me to release the game on different platforms, and not just Steam. Also the Steam Marketplace is sketchy as fuck and I don't want B-Man to mix with the wrong people.

The purpose of the weapon skins is to increase the replayability of the game. While I would like to use them to generate income, this is the main reason why I added them. I'm not sure how long it'd take to unlock every skin in the game or if it's even possible, but I think I like it like that. Maybe it doesn't take as long as you think.

So, all thats exciting but I do have some sad news. I have decided to cut two weapons from the game, the Old Pistol and the Old Shotgun.

These weapons were mostly jokes and I think most players can agree they're mostly useless. They're also not very good for the weapon skin system, however I'm not deleting them entirely, they will be "retired" as super rare weapon skins, also known as "Artifacts".





Artifacts are extremely rare weapon skins that are unique to the weapon they're assigned to. For example, the Old Pistol is a Pistol skin that changes the sound effects and even brings back the death animation you get when you killed someone with an Old weapon. The Old shotgun is for the Pump Action.



Artifacts will usually have a unique effect for them that make them stand out from other skins just like this. So, the plan is to have at least 1 Artifact skin for every weapon in the game. I can't promise I will achieve that goal but I'm gonna try. There are about 5 Artifacts in the game so far.

So, my apologies if you were a big Old weapon fan, but they just weren't a good fit anymore as fully featured weapons. There is 1 more weapon I might cut from the game but I'd like to avoid it if possible.

So, when can you play the beta? I am thinking March 8th, since thats when I have a long weekend and can work on making sure the game has basic functionality when problems arise.

The beta will be available to players who own ANY of my DLC. This includes, Premium, the new weapon skin DLCs and even the Tunnel Divers DLC. All of it will grant you access to the beta on March 8th, instantly. It will only be available on Steam for now, when the rewrite takes over the current version then it will continue to be F2P as always. The new DLC will be available for purchase on March 8th as well and you will be able to use the skins immediately.

That's all I have today! Thanks for reading. -S
Boring Man - Online Tactical Stickman Combat - Spasman
Happy Friday! Today I'd like to share the finer details of how dual-wielding in the rewrite works.

Dual-wielding is something I've wanted in B-Man in a very long time but couldn't write a system well enough to implement. This time I have, and it's in full swing.

Dual-wielding allows the player to carry and use a one-handed gun in each hand. The design is based on Halo 2, a game a lot of people (or at least old people like me) think of when you think of dual-wielding in video games.

There are some up sides and down sides to dual-wielding, and I can happily break it down for you.

So! When you want to dual-wield, the most obvious way to get started would be from the loadout menu. Select two dual-wieldable weapons, and then click the checkbox to indicate you'd like to spawn dual-wielding them. The checkbox will not appear if the two weapons you select aren't compatible for dual-wielding. You will also be able to indicate dual-wielding when creating saved loadouts.



You can pick up a weapon to dual-wield out on the field as well. Simply walk over the weapon you want to pick up normally, but instead of tapping E to pick up the weapon (or whatever key binding you have), you hold E for a short while instead and you'll pick the weapon up off the ground and into your "off hand" slot. When dropping weapons, you will always drop your off hand weapon first.

When I say your "off hand slot", I am referring to the weapon your character considers your less dominant weapon, which is the one you would pick up off the ground. The secondary weapon slot on the loadout menu will also always be considered your off hand when enabled for dual-wielding.



You are able to tell if the weapon you are holding and the weapon on the ground are compatible for dual-wielding when you get the dual-wield text prompt while standing over the weapon as seen here:



So, you're packing a cannon in each hand, this is great, but whats the downside?

When you are dual-wielding, both weapons will take an accuracy penalty. In the GIF below, I am dual-wielding two Sawn-Off shotguns. I am using the Infinite Ammo mutator to help demonstrate.

Notice how this penalty effects where your character shoots the weapon, but not the cone spread of the shotgun. This is to simulate how the character is having a hard time pointing the shotguns perfectly since he is holding two of them, and not necessarily an accuracy problem with the gun itself. This penalty is the same across all weapons.



Both weapons will also take a 50% reload speed penalty. The reload speed for the Sawn Off while dual wielding and not is compared in the GIF below.



While the spin reload animation is cool looking (and keeps it easy for me on reload animations), it's much slower then if you had both hands readily available.

Carrying an off hand weapon isn't very convenient either. When you change weapons or throw a grenade, you will drop your off hand weapon to do so. See below.



Originally rolling, climbing ladders and even double jumps would force you to drop the off hand weapon, but I figured that was all too much so it's just throwing grenades and changing weapons.

I can always remove penalties or introduce new ones, but we won't know how overpowered or underpowered dual-wielding will be until we test. Right now before releasing the beta, all of this is just throwing a handful of spaghetti straight at the wall.

"Ahh ammo management is gonna be a nightmare!" You might say as a potential dual-wielding user. But it's a lot more flexible then you think. For example, when you dual-wield two of the same weapon, the ammo pool will stack and each weapon hand will use each others ammo.

In the GIF below, I pick up the second Sawn-Off to dual wield it with another. The current ammo pool for each shotgun combines, and the player is able to seamlessly use both ammo pools while dual-wielding, making ammo management a non-issue.



Additionally, when you drop your off hand weapon, it will automatically give your main hand weapon as much ammo as it can, so you don't need to worry about losing ammo when you want to get rid of your off hand or do it by accident.

Again, these ammo management comforts only work when dual-wielding two of the same weapon, obviously combining the Revolver ammo pool with the Sawn-off wouldn't make much sense.

As development goes along, I will always listen to feedback and look for what makes dual-wielding frustrating or under powered due to inconvenience. I would like to see dual-wielding to be used in load outs, but also as an improvisational thing during combat.

And of course, you can turn off dual-wielding on your server via a mutator. There is also an extra mutator setting for it that will let you dual-wield more weapons, but not all of them. Anyone order a quadbarrel?



"BUT SPASMAN... I AM DIE HARD DUAL PISTOLS/SMGS FAN! WHAT WILL HAPPEN TO MY PRECIOUS IMPRACTICAL WEAPONS?"

For a while I was concerned the best thing to do was to remove them from the game..

But it turns out I don't have to. While I had to refactor a lot of code, I managed to find a way to fix this awkward situation, and I would like to re-introduce these two weapons today.



First, the dual weapons have been renamed to "Compact Pistol" and "Compact Uzi" but they still have the same sounds and similar design.

To make them good weapons in a dual-wielding Boring Man universe, these weapons have the special ability to be stored like a secondary weapon. You can also throw grenades with them without dropping your off hand. Demonstrated below.



Please note though, they will still suffer from the reload and accuracy penalties.

Compact weapons are also organic, individual weapons. They can be used by themselves, and their benefits can be used by any other dual-wieldable weapons, so if you're dual-wielding a Revolver and a Compact Pistol, you can still put both of them away without dropping the off hand weapon. It doesn't matter what hand the compact weapon is equipped with, it will still let you put them away.

That's great! But in the original game, you always spawned with two pistols or two SMGs, not one. And to make these weapons individual weapons, I had to cut some of their stats in half.

To circumvent this nerf, an additional bonus to compact weapons is another unique ability which will allow you to spawn with 2 of them when they are a part of your loadout. This will allow you to equip 2 compact weapon and an additional weapons of your choice, just like in the original game.



By default, you will always spawn with two Compact Pistols/Uzis, but if you enable dual-wielding on your loadout, it will switch back to just providing 1 compact weapon so it can be paired with another weapon of your choice.



So, with all that flexibility introduced, the dual weapons have been rescued from the cutting room floor. I'm pretty proud of this system, I think its simple and easy to understand at face value, but I still wanted to go into detail with it.

That's all I have for today, thanks for reading. If you want to follow development, follow me on Twitter here. I also make bad tweets.

Edit: In the future, I would also like to make holding down Q (Change Weapon) to make you equip your holstered weapon as a dual-wield weapon.
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