I spent the last few weeks updating yet again the visual style. I'm doing this until I am happy. Other than that I squashed a ton of network and dedicated server issues and we played the test version a bit online with testers. Here are some new map screenshots:
As you can see ctf_laos is constantly going through changes (I'm treating this as my base map - because... Laos is my personal favorite Soldat map ever)
CTF_LAOS new overgrowth detail texture
CTF_SNAKEBITE
CTF_HORMONE
CTF_GUARDASH
CTF_SILO
In action:
Last but not least GAMEPLAY FOOTAGE with me and the testers playing multiplayer:
Big thanks again to all supporters that bought the game in Early Access. I can safely continue developing the game - moving steadily towards full release. Here's the gist of what I've been doing the past month:
(all of this is obviously a work in-progress - feedback appreciated!)
* REMADE MAIN MENU Clean, minimalist emphasizing a return to a basic style of the game itself
* NEW MENU COLOR SCHEME Simple militaristic in-game menus color scheme
* ADDED SERVER GREET MESSAGE A new "Source engine" style greet message when joining the game. Shows basic game info + modifiers + greet message (editable by admin)
* ADDED FLAG CAPTURE CAM AND WIN CAM If somebody captures a flag or wins a match in deathmatch he/she gets highlighted
* BETTER PERFORMANCER AND FASTER LOADING TIMES Can't emphasize enough how much time and effort has gone into making this game FAST! Everything is faster including the dedicated server and in-game editor!
* REWORKED NET CODE I rewrote a bunch of the netcode and fixed multiple network issues. Net code is MUCH smoother now. However there are some new bugs which I'll be fixing in the upcoming weeks.
* ADDED CLIENT/SERVER C# SCRIPTING A big addition for modders and server admins. The top-level scripts governing Rules like Capture the Flag have been moved to C# scripts available for everyone to modify. Also game mode files have been moved to editable .json files. Super easy to create new game modes now!
* EDITOR IMPROVEMENTS, FIXES AND BETTER UI LAYOUT
* CLASSIC MAPS REMADE
A community effort - thanks to all the contributors!
dm_rok remade by prototype
All DM Arena maps remade by darDar
* NEW COMMUNITY MAPS
* FUN STUFF FROM THE DISCORD COMMUNITY
* MULTIPLAYER TESTING HAS BEGUN THIS WEEK
Come join if you want to help out!
last but not least...
* I'M REMAKING THE VISUALS AGAIN I was heading towards a public release this month but after network tests I feel the game isn't up to my standard. I feel the visuals and game feel aren't there. I decided to postpone a public release and return back to the drawing board... So I'm experimenting with improving the visual style. Here's a screenshot of a test called "comics + Apocalypse Now":
Stay tuned for more...
The TEST version - so everything I mentioned here - is available to play on the Steam testing branch. To access the test version: 1. In Steam Library [right click] Soldat 2 - Properties... Betas... TESTING 2. Password: transhumandesign
First of all thank you very much if you've purchased the game. I appreciate your support!. I've been taking the time to make an amazing new version! So sorry for the big delay. I know there's not a lot going on in the public version.
But...
There's a lot going on in the test version! I'm working very hard and a lot has been going on under the hood. For example: I've downsized the game from ~600MB to ~217MB.
Also, I've been optimizing the graphics even further. The change of style increased performance enormously but I've done a lot more to increase performance. You can expect even +150FPS gain in the new version compared the current public.
As part of the major rework I've been redesigning the menus (this is Work In Progress so feedback is appreciated):
There's a new option called ProMode which basically desaturates everything gameplay-unimportant and emphasizes what is important:
Blood is redder! :)
And lastly - the community is hard at work having fun with the new map editor:
More updates soon! And feel free to join our Discord: https://discord.com/invite/Ar3QM7d It's where everything is happening. You can also find instructions on how to access the test build there.
The last couple of weeks have been very busy development-wise. Lots of stuff done including a fully functional map editor (3 months before estimated time!). But there's still a lot to do. Hopefully I can release it publicly this month.
New urban/apocalyptic style settings.
Stress testing the new graphics - much more FPS now!
Level editor is fully functional and anyone can make maps in it. Still some improvements and fixes are needed. Feedback is welcome.
I've been working on new game modes. The so called "progressive" game modes.
Progressive Capture the Flag
Progressive Team Deathmatch
Progressive Reverse Capture the Flag
ctf_hormone with reversed flags!
The progressive gamemodes are team based. They have multiple bases and multiple stages. And the maps are much larger than typical Soldat maps.
just one of multiple stages in a single map
I've also been working on a much larger vision for a new Soldat style gameplay. It can be played by turning on the "MM's Ultra Tactical" modifier. This modifier is designed to work best with the progressive gamemodes and consists of:
Realistic damage (1-2 shots at most)
Fog of war
Survival respawn mechanics (one respawn per stage)
Slower movement and no jets (but with the same movement mechanics and trick possibilities)
All of this can be played with bots now in the "test" branch on Steam (more info on Discord how to access it).
Last but not least. Our wonderful community has been helping with managing the project. Here's a list of Trello boards with progress, bugs and feature requests:
Still working on the general graphics overhaul including: - stylized graphics - camera and aiming improvements - bug fixes / performance improvements - new map editor - fog of war and a new gamemode
Just a quick note about what I'm working on currently: - graphics overhaul with stylized graphics - new polygon style graphics - camera and aiming improvements - bug fixes - new map editor - fog of war
Working on a new style and effects (like gradient textures + tesselation)
I've been testing different graphic styles...
Fog of war + new environments
All of this is WORK IN PROGRESS. Feedback is appreciated!
More teaser graphics and more info on how to access the TEST branch and play this version on... Discord: https://discord.com/invite/T8ejr5u
Changes 0.7.27- 0.7.28: + fixed flag sync issue + better flag collider + better flag unstucking + fixed pressing B not unhiding weapon menu issue + higher sound limit on low quality settings
Hey! One very big missing feature from were Desert Eagles. And now they are back! So get ready for some double eagle action!
Another missing feature was... Team Deathmatch! Red vs Blue; can be played on all maps (including CTB generated maps).
WEAPON BALANCE: All weapons were tweaked by darDar (thank you!) and tested in Gather matches. A very detailed list of changes is available here: https://pastebin.com/cwm6Mh04
Most notable changes are bink/accuracy improvements, Minigun reworked and some visual improvements (smaller bullet trails; longer M79 trail).
The hit boxes were one of the major problems and I finally fixed it by introducing a 'perfect' detailed hit box system. This should further improve hitregs:
What do you think? Please leave a comment or visit our Discord and chat with me there, Have fun!
Changes: + added new weapon: Desert Eagles + added new gamemode: Team Deathmatch + added perfect hitboxes + darDar's weapons balance (details: https://pastebin.com/cwm6Mh04) + spawn nades lowered to 1 + max nades lowered to 2 + max player velocity 25.5->26.5 + chainsaw damage is dependent on hitbox penetration + less explosion force on flag + fixed no flag grab sound + flag cant be capped after game ends + added no damage after game ends option + less cam shake + less cursor spray on bink + fixed not being able to alt emote after death + added physicsobject config component for setting mass and such + can modify explosion force on object + added additional makarov fire sound + lowered default AutoShutdown to 12hrs + fixed leaderboard kills not registered sometimes [Editor] + fixed saving file with same name + fixed selecting objects that are covered by other objects + fixed selecting ramps and curves + added selected object outline
A small update to keep the flow after the holidays. Fresh new maps and some critical issues with certain maps breaking servers fixed. I also finally fixed some level editor bugs. But more work is needed!
New maps by contributors from our wonderful community!
ctf_guardian - Classic Soldat map remade by darDar
ctf_trap - First map by NamelessWolf with a very curly layout that looks like a hipster ;)
dm_bigfalls - Classic jungle deathmatch map remade by DrunkAF
dm_daybreak - Classic deathmatch map remade by Leon
Let me know what you think and have fun! MM
Changes: 0.7.22-0.7.23 + added ctf_guardian, ctf_trap, dm_bigfalls, dm_daybreak + fixed close shots hitreg + slightly bigger hitbox + chainsaw slightly shorter distance + removed turning around during s1 superman + slower horizontal jet speed x0.88 + added horizontal jets force modifier + removed tent from ash + fixed large maps sync + quick join works with non-official servers + fixed ragdoll collision with ramp and curve object [Editor] + fixed standard map saved to custom folder + fixed saving object duplicates + fixed nextmap issues during loading map or waiting for others to join [Server] + added loadcycle command