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Post by Daniel Everland on Jun 11, 2014 17:49:00 GMT 1
News Announcement
What's new?
In light of the world championship in football (That would be soccer to most of you), we've added a ball you can roll around in.
Thanks for your interest in the test program, we appreciate your support!
-KoGaMa Dev Team.
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danielsantos938
Rookie
my profile http://friends.kogama.com/profile/139841/
Posts: 12
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Post by danielsantos938 on Jun 11, 2014 18:00:29 GMT 1
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Post by GodCreator on Jun 11, 2014 18:43:11 GMT 1
LOL BALLS
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Post by GodCreator on Jun 11, 2014 19:41:46 GMT 1
This is what I found out for people that haven't tried out The balls are very bouncy and you can go pretty high For some reason they can explode if delt too much damage You can carry all pick ups exp for the mutant, unless you have mutant before you get inside the ball They float on water and you can jump on water They will keep rolling if you let of the control keys If you press K in it you don't get a dying animation You can walk through - sadly I was hopping we could kick them around They come with there own sounds They are very hard to control so trying to kill an opponent is difficult There is no kick back if you roll the ball through another player This is all I have found I hope this is helpful
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Post by Linkky on Jun 11, 2014 20:42:49 GMT 1
Awesome! I want to go on my CPU now. Lol.
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Post by Codrew on Jun 12, 2014 2:02:01 GMT 1
#MonkeyBall #RipOff #CoolAyways #GreatUpdate #hashtag
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Post by Codrew on Jun 12, 2014 2:04:55 GMT 1
There is no kick back if you roll the ball through another player I discovered quite the opposite just now. Maybe there is a specific speed needed to do it.
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Post by Daniel Everland on Jun 12, 2014 2:30:36 GMT 1
I discovered quite the opposite just now. Maybe there is a specific speed needed to do it. If you roll the ball over a player who isn't in a ball himself, it will throw him back quite a bit. If you roll the ball over a player who is also in a ball, nothing will happen.
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Post by Codrew on Jun 12, 2014 5:20:51 GMT 1
Yeah. Its mostly just copied logic from the hover car.
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Post by Jatsu on Jun 12, 2014 12:27:01 GMT 1
Thank you Codrew, I'm glad someone else gets this. It's only new content, not a new feature.
Regardless, thank you Daniel for keeping up your promise and making a News post about the update.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 12, 2014 19:59:56 GMT 1
But,it's not editable. logic #2
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Post by dotcom415 on Jun 12, 2014 23:58:10 GMT 1
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Post by GodCreator on Jun 13, 2014 15:00:01 GMT 1
Thank you Codrew, I'm glad someone else gets this. It's only new content, not a new feature. Regardless, thank you Daniel for keeping up your promise and making a News post about the update. Yes, Your right but, the ball has a few dif things it can do that a hover craft can not Ball can bounce higher then the hover craft But I guess thats the only dif
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Post by Codrew on Jun 13, 2014 23:01:34 GMT 1
Ball can bounce higher then the hover craft But I guess thats the only dif I believe the reason for that is that the ball contains the same bounce logic as the bouncy materials with small value changes. after the 3rd bounce, the ball will do a smaller jump rather than progressively getting higher (which feels really stupid in-game BTW). It also has a smaller speedcap. I feel like all the components to make this "new" feature already existed in the game other than the model and the way the player moves inside of it. It's a useful(-ish) update that I don't mind having, but it just isn't particularly new. It consists of a bunch of old code implemented in new ways. I like to imagine that there is a big update coming which is why we hardly ever get revolutionary stuff (Like the hovercar, and the.... the.... the..... hovercar) anymore. either that or the DEVs are milking the same lines of code for all they got.
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Post by Jatsu on Jun 14, 2014 0:20:38 GMT 1
In all fairness, reusing the same structure of code is something the devs planned to do from the start. Here's two quotes I found quickly from the old forums: Link to post:We do have the first prototype of a vehicle in test, but there plenty more work to do until they are releasable. However, there will eventually be several types of vehicles, just like there are several types of weapons. Some vehicles will have 4 wheels, some will have 12, some will have zero and are hovering...or flying...or what-ever crasy ideas we can come up with. So...if you place a 4-wheel jeep in your game, you can modify the chassis (like you modify an avatar), but you cannot remove the wheels. We have not started work on attachment yet, so I'm not sure if weapons will be something you can attach or it will come with the type of vehicle. Lets get driving first :) Link to post: Well....we'll be driving the first ever KoGaMa-vehicle in office next week ;) But still a lot of work until it's release-able as a fully functional vehicle that you guys can re-build yourself. As Wildestdrake pointed out we have the underlying system out in the latest release, and it's really hard to estimate the remaining work, mainly because we want the system to be extensible so we can continuously add new crazy vehicles after version 1.0. The latest release contained the hardest part and the largest chunk of the work, so we're approx 65-70% of the way....btw it's the same underlying system we're using for customized avatars. It's also pretty intelligent to create content this way, since it should be quicker to produce. All of its parts and functions are organized together in one easily accessed group of objects. It's analogous to level creators you find in other games, like Portal, but with less user interface. Anyway, aside from the fact it was always planned to reuse vehicle code to reproduce more content, it's still very much true that the main function of HamsterWheel is essentially the same as HoverCars. Look at the similarities: - Left and right camera view is limited to a 180 degree arc in front of player.
- Up and down camera view is limited to a ~90 degree arc in front of player.
- Blueprint floats on water.
- Blueprint removes weapons on enter.
- Blueprint picks up weapons and attaches to vehicle.
- When acceleration controls are released, the vehicle slows or "floats" to a stop.
- Blueprint is steered with arrow keys or mouse. Same turn speeds.
But GodCreator is right that there are differences with HamsterWheel: - Blueprint model has been changed.
- Blueprint's model has a gyroscopic animation.
- Blueprint's sounds have been changed.
- Blueprint's maximum speed is reduced - also helps reduce death by fast collision.
- Avatar's attachment to blueprint is free to orientate, instead of fixed.
- Blueprint's hover/bounce ability has been modified - though it's very similar to how vehicles behave while jumping in water.
My main overall point though, is that the HamsterWheel is only new content. It's the same as a HoverCar, but with few appearance and behavior changes (discounting any background changes that were needed). It doesn't add new player capabilities or offer new gameplay to the game, and therefore can't be considered a new feature in my opinion.
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