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Copy file name to clipboardExpand all lines: src/blogs/shootandbuild_ctf.md
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<Imgsrc="snb_playtest_ctf.png" />
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<b>Shoot and Build</b> is receiving another nice update this November. This time, we are playtesting <b>Capture the Flag</b> gamemode, more in-depth gunplay changes, proper gamemode loops, new maps, new tools and a new secondary gun.
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<b>Shoot and Build</b> is receiving another nice update this November. This time, we are playtesting <b>Capture the Flag</b> gamemode, more in-depth gunplay changes, proper gamemode loops, new maps, new tools and a new secondary gun.
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<Headingtitle="Playtest" />
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New playtest is coming <b>November 16th?</b> (or maybe this weekend idk)
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As always, we will post any updates and event details in our Discord. If you have not joined yet, then this is a good reason for you to do it now!
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<Headingtitle="Capture the Flag!"caption="by yart" />
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New big new feature of this update is a new gamemode, Capture the Flag. Most of you probably know what is it about! Match starts with a short warmup - this is when your team must set up defences on your side of the map. Initially, map won't provide enough cover for your flag, so you must use this time to build stuff near your flag, dig trenches, build any special buildings, just reinforce everything! After that, match will begin and your team must successfully break through enemy reinforcements, steal their flag and bring it to your spawn.
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<Headingtitle="Capture the Flag!"caption="by yart & matek" />
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New big new feature of this update is a new gamemode, Capture the Flag. Most of you probably know what is it about! Match starts with a short warmup - this is when your team must set up defences on your side of the map. Initially, map won't provide enough cover for your flag, so you must use this time to build stuff near your flag, dig trenches, build any special buildings, just reinforce everything! After that, match will begin and your team must successfully break through enemy reinforcements, steal their flag and bring it to your spawn.
yart also finished the game loop for our other gamemode, Free For All. Now there's a proper match ending sequence when time runs out, or when someone meets the win condition.
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Guns used to have a fixed spread and static crosshair no matter what. Adding this feature allow us to balance each weapon much better and make them feel distinct from the others. You should notice a big difference in how guns feel, for the better we hope.
Crosshairs are also dynamic now. You can also change their styling in settings. When you shoot, when you move, when you aim - it will react to your actions and update correspondingly. This should make feel gunplay easier to understand since you can now visually see how strong is your current spread.
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Crosshairs are also dynamic now. You can also change their styling in settings. When you shoot, when you move, when you aim - it will react to your actions and update correspondingly. This should make feel gunplay easier to understand since you can now visually see how strong is your current spread.
I felt like this game lacks another gun that appreciates your aiming skill. This is why I have decided to add .357 Revolver - a new secondary gun. It has fast reloading, precise aiming and quicker fire rate than Kar98. It doesn't have the same effective range as Kar98k obviously, but if you are good at aiming, this gun can make you pretty deadly in short-mid distance gunfights.
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I felt like this game lacks another gun that appreciates your aiming skill. This is why I have decided to add .357 Revolver - a new secondary gun. It has fast reloading, precise aiming and quicker fire rate than Kar98. It doesn't have the same effective range as Kar98k obviously, but if you are good at aiming, this gun can make you pretty deadly in short-mid distance gunfights.
Shovel is no longer as quick & strong as before. It was funny to see how people could demolish an entire building in a minute, but realistically it shouldn't be so OP. With Capture the Flag coming soon, old shovel would be too OP for it. Now it takes two hits to break a single block, also swing speed has been slowed down. To compensate this, player damage has been increased.
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Shovel is no longer as quick & strong as before. It was funny to see how people could demolish an entire building in a minute, but realistically it shouldn't be so OP. With Capture the Flag coming soon, old shovel would be too OP for it. Now it takes two hits to break a single block, also swing speed has been slowed down. To compensate this, player damage has been increased.
Blocks placed by players now have twice more health than world blocks. Now they're much more resistant to explosions and gunshots, and this also means that it takes 4 shovel hits to break single block. This should make building your own stuff more viable in TDM/FFA, as well as heavily empower building defences in Capture the Flag.
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This is an experimental change (along with shovel nerf), we will see how it performs during the playtest. But we hope that this change will give much more reasons for players to build their own reinforcements instead of relying on map environment. To avoid players building something too OP and turning CTF into stalemate, there's something new to counter new buildings...
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This is an experimental change (along with shovel nerf), we will see how it performs during the playtest. But we hope that this change will give much more reasons for players to build their own reinforcements instead of relying on map environment. To avoid players building something too OP and turning CTF into stalemate, there's something new to counter new buildings...
I have implemented a new utility tool, Drill. It is a highly efficient block breaker that may be very useful in CTF gamemode, and probably other gamemodes too. It digs in 3x3 radius, but has shorter reach range than shovel and it takes time before it fully spins up and starts drilling, and it has limited usage. After 10-15 seconds of usage it will fully discharge. It will refill 1% every 0.7 seconds while you have it equipped. It won't charge while it's de-equipped, and won't refill on respawn. It also can hurt players.
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This is understandably pretty risky for CTF and we are not entirely sure how effective it will be, so I will keep an eye on playtest feedback to make it more balanced in future. I want it to be super limited, forcing user to think wisely how, when and where do they want to use it. Dying won't instantly recharge it.
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This is understandably pretty risky for CTF and we are not entirely sure how effective it will be, so I will keep an eye on playtest feedback to make it more balanced in future. I want it to be super limited, forcing user to think wisely how, when and where do they want to use it. Dying won't instantly recharge it.
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<Headingtitle="Hammer"caption="by ceitine and wheatleymf" />
Utility now also has a hammer. It is a quick tool that allows you repairing any damaged blocks. This isn't really useful for TDM/FFA probably, but will be very useful in CTF where player buildings will be the main factor in protecting the flag and your base. Currently it fully repairs a world block in a few hits, but may take a bit longer if you are repairing player's block.
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Utility now also has a hammer. It is a quick tool that allows you repairing any damaged blocks. This isn't really useful for TDM/FFA probably, but will be very useful in CTF where player buildings will be the main factor in protecting the flag and your base. Currently it fully repairs a world block in a few hits, but may take a bit longer if you are repairing player's block.
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<Headingtitle="Preview: Small Fish World rework"caption="by CyberAgent" />
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<Imgsrc="sfw.png" />
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<Headingtitle="Grenade Preview & other changes"caption="by ceitine" />
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<Videosrc="grenades.mp4" />
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Now when you're deploying a grenade, you will be able to see a preview trajectory that precisely shows where and when your grenade will explode. Grenades also now have a bit more funny rotation and animations going on when hitting surfaces, since previously they were looking a bit too static.
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Now when you're deploying a grenade, you will be able to see a preview trajectory that precisely shows where and when your grenade will explode. Grenades also now have a bit more funny rotation and animations going on when hitting surfaces, since previously they were looking a bit too static.
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Also throwing grenades should be much more responsive and must have a better flow now. Previously our throw animation was a bit sluggish and caused some delay between "deploy" and "throw" states. This has been changed and now flow should be much better. This also allowed us to reduce grenade explosion time from <b>4</b> to <b>2.5</b> seconds. Hopefully grenades will be more viable now!
Previously we were using <b>.vxl</b> format for the compatibility with Ace of Spades maps. It had plenty of downsides: slow import speed due to four nested loops, pretty annoying map size limits, as well as very weird workaround to convert our new <b>.vox</b> maps into .vxl format, which would cause bunch of headache if you don't know what are you doing.
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Previously we were using <b>.vxl</b> format for the compatibility with Ace of Spades maps. It had plenty of downsides: slow import speed due to four nested loops, pretty annoying map size limits, as well as very weird workaround to convert our new <b>.vox</b> maps into .vxl format, which would cause bunch of headache if you don't know what are you doing.
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All of this shouldn't be a problem anymore, since we natively support MagicaVoxel .vox format now. It is worth mentioning that .vox has bunch of it's own weird issues, so if you're importing a map with rotated objects, be prepared that it will likely import incorrectly. This file format is pretty confusing in some parts.
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This a nice step towards providing a good environment for creating new custom maps by the community. In the near future we also plan to convert maps from s&box game resource definitions to prefabs, which should make a few specific things easier to use.
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This a nice step towards providing a good environment for creating new custom maps by the community. In the near future we also plan to convert maps from s&box game resource definitions to prefabs, which should make a few specific things easier to use.
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<Headingtitle="Input Glyphs"caption="by ceitine and wheatleymf" />
Weapon info bar now displays all available key inputs for the currently equipped gear. We've noticed that most people didn't know about 1x3 shovel dig on RMB or option to pick a color for blocks. Now you will know.
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Weapon info bar now displays all available key inputs for the currently equipped gear. We've noticed that most people didn't know about 1x3 shovel dig on RMB or option to pick a color for blocks. Now you will know.
Now when you kill someone (or die by someone), killfeed will highlight related kill info.
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Now when you kill someone (or die by someone), killfeed will highlight related kill info.
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<Headingtitle="More Water Changes"caption="by wheatleymf" />
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This wasn't necessary at all, but I was experimenting with procedural water normals the other day. This won't mean anything to player other than probably slightly better visuals. From technical side, previously my water shader was using precomputed normal map input textures was a little hack.
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This wasn't necessary at all, but I was experimenting with procedural water normals the other day. This won't mean anything to player other than probably slightly better visuals. From technical side, previously my water shader was using precomputed normal map input textures was a little hack.
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Now, as instead shader procedurally generates waves heightmap and then computes it into tangent space normals right in shader, with no manual textures. It isn't a big achievement, implementation is probably goofy, but this allows having more control over how waves look like, and I think it looks generally less "gooey"-ish than before.
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Now, as instead shader procedurally generates waves heightmap and then computes it into tangent space normals right in shader, with no manual textures. It isn't a big achievement, implementation is probably goofy, but this allows having more control over how waves look like, and I think it looks generally less "gooey"-ish than before.
I have slightly expanded accessibility options. You can now adjust screen brightness and contrast in case you're not happy with how game looks like by default.
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I have slightly expanded accessibility options. You can now adjust screen brightness and contrast in case you're not happy with how game looks like by default.
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<Headingtitle="Blood Decals"caption="by yart and wheatleymf" />
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Players now leave blood decals on surfaces when they get hit. Just a little fun detail.
- You can now place landmines even if you reach the limit. When you hit the limit, last placed landmine will be automatically destroyed (with no explosion)
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- Updated weapon info UI to display your current landmine count
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- Updated weapon info UI to display your current landmine count
I think we've done really good job for the past 2.5 weeks. Yart is doing amazing work on tools and expanding the gunplay, ceitine suffered through all complicated .vox file format shenanigans and now making and importing custom maps is much easier than before, and I myself had fun with combining art & programming for implementing new gear. It is probably still too early to talk about the game release, but game is definitely shaping up really well, and all of us have done some really solid work. Once again, no promises on the date for the next playtest. But don't forget to visit Small Fish discord for latest news!
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I think we've done really good job for the past 2.5 weeks. Yart is doing amazing work on tools and expanding the gunplay, ceitine suffered through all complicated .vox file format shenanigans and now making and importing custom maps is much easier than before, and I myself had fun with combining art & programming for implementing new gear. It is probably still too early to talk about the game release, but game is definitely shaping up really well, and all of us have done some really solid work. Once again, no promises on the date for the next playtest. But don't forget to visit Small Fish discord for latest news!
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<Headingtitle="TL;DR" />
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@@ -136,7 +136,7 @@ I think we've done really good job for the past 2.5 weeks. Yart is doing amazing
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- Implemented match end screen & map vote
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- Added new secondary weapon, .357 Revolver
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- Implemented dynamic spread to weapons
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- Many many changes to weapon accuracy and behavior
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- Many many changes to weapon accuracy and behavior
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- Implemented dynamic crosshair
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- Implemented styling customization for crosshairs
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- Reduced shovel block damage from 100 to 50 per hit
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- Last deployed landmine automatically destroys itself if player tries to place another landmine beyond the limit
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- Another bunch of water shader changes
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- Added command to change the current map (admin-only)
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- Updated SMG anims to fix thumb clipping through gun since apparently it annoyed half of Small Fish
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- Updated SMG anims to fix thumb clipping through gun since apparently it annoyed half of Small Fish
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- More work on player animations from Grodbert, new hold types for guns
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- Can pick colors from world blocks for your block tool
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