Search Results for 'feed'

  • Topic: 0.2.10 Release

    July 11, 2012 at 9:11 PM #102075
    Cyberdogs7
    Participant

    Mostly a bug fix build, but I also changed a lot about the speed of the game (weapon speed and such). Would love to have your feedback.

    Topic: Artist working on MAV

    June 20, 2012 at 7:45 AM #102039
    Cyberdogs7
    Participant

    Hey everyone! We now have an artist doing some work on M.A.V.! We came to a mutal agreement, right now things are temporary, but we hope to make it a more regular thing.

    You can check out his profiles here:
    https://www.facebook.com/pages/The-Art-of-Kevin-Maginnis/132787013458886
    http://www.gnoblegoblin.com/

    And his first works on M.A.V. on his twitter feed:
    http://twitter.com/BorgisKhan/status/215333768469291009/photo/1

    In reply to: Thank you.

    June 13, 2012 at 6:47 PM #103854
    ForteDS
    Participant
    Private First Class
    Total posts : 25

    One thing I’m worried about… I wonder how much of a load running a huge map will have on the host’s computer. Sure, it could be done, but unless I’m mistaken, we are talking about playing a game on a continent that could be as large as Skyrim, while feeding and receiving info for up to 64 players using fully custom MAVs, right?

    In reply to: Features from Chromehounds to implement

    June 12, 2012 at 11:51 PM #103847
    ForteDS
    Participant
    Private First Class
    Total posts : 25

    Ahhh Chromehounds… if only I played that game more while we had it… Never was very good at it, but I was alright.

    Anyway, as I understand it, the programmer wants to make the game so every server feeds into the persistant war. So, how about once the game is closer to being released, you set up a website tasked with tracking all the ranked matches, as well as updating the servers as territories change hands? Should be relatively little amount of data to send back and forth, and helps glue all the servers together so every participating battle does something.

    In reply to: What do you want to see next?

    May 22, 2012 at 10:07 PM #103768
    Cyberdogs7
    Participant
    Colonel
    Total posts : 3214

    @LegacyElite84 wrote:

    Garage

    I feel will be much more helpful to be able to rotate around a build when piecing a Hound together.

    This type of stuff will be my focus after multiplayer. The parts and the garage area will get a lot of work in the next major update, after multiplayer is stable.

    @LegacyElite84 wrote:

    Gameplay

    Allowing the ability to type to other players by lets say hitting “T” to open up the chat box and to send the message out to the other people by hitting “Enter”. This is for farther in development, but when Squads come out, hitting the “Alt” key can alternate chat between Allies and All. Headset and Mic use would also be nice.

    When the Health Bars open up, could we possibly get a picture next to the bar to indicate exactly what type of part each bar belongs to. Movement and controls I feel need to be smoothed out to some extent also.

    The chat stuff is fairly trival to add, so I will get that in soon. I have been seriously looking into the voice chat and right now I am sadly not going to include it. I feel there are more important things at this point and it’s something I can always come back to.

    @LegacyElite84 wrote:

    General

    I feel the concept of repairing one’s Hound in battle via a repair tool or something of the sorts would take away from what Chromehounds was built off of. It’s one of the things that I absolutely loved because it maintained one of the crucial realism factors of the game.

    I do agree with you, but I feel the gameplay of M.A.V. is going to be different enough that a repair type system is going to be something that will be needed. Keep in mind, M.A.V. is planned to be an open world map, so there are no predefined ‘sessions’ like the Chromehounds war system. It is a constant front and you will want some way to repair so you can continue a push into enemy areas. It will be carefully balanced to feel realistic though.

    @LegacyElite84 wrote:

    So far you have done amazing work, and I would love to help in anyway possible if needed.

    Thank you for the kind words. This game is for the fans, so just getting feedback on the type of stuff you want to see is already helping me a ton. Plus nice words motivate me 🙂

    In reply to: Features from Chromehounds to implement

    May 1, 2012 at 11:04 PM #103796
    Acknown3
    Participant
    Corporal
    Total posts : 75

    @Cyberdogs7 wrote:

    Hey, thanks for signing up and letting me know what you like. I agree, the multiplayer is the key to the game, but since I am just 1 person making this I have tweaked how chromehounds did it to work better in this setting.

    No prob. I’ve know about this for a little while, but I just now decided to check it out. I can help spread awareness for you once the summer rolls around.

    Single player will be the same as multiplayer, there is no real distinction from the two. You will be able to do strictly single player ‘test’ levels to help you tweak your settings.

    I’m glad to see this. SP in Chromehounds was almost pointless, but I also grew tired of only having one map to test my MP builds.

    Servers will be player run. This removes the central ‘kill switch’ that killed chromehounds, but also limits a bit of the total number of players. There will be persistent AI and NPC’s and I plan for there to be quite a bit of depth to the AI, but I am still looking at ways to maximize the number of players on a server. I might also have something that treats each public server as a shard, so it essentially turns the whole thing into a distributed server system. I am working this all out right now.

    Sounds interesting, having players run servers which affect the whole “war.” I would say that 4v4, is possible, is a must for these scenarios. Having a scout, heavy gunner, defender, and soldier for each team.

    I do plan a system similar to the COMBAS, but I am unsure if it will include voice chat yet. I have not looked very deep into the voice chat systems, but I do like the idea of limited range text chatting.

    They seem somewhat complicated, and people could easily use third-party chat systems. Since this game isn’t as widely distributed as Chromehounds (yet 😉 ), I wouldn’t bother with the voice chat as of now.

    Right now I don’t post any updates through the board mailing system. If you want to follow the development, the best thing would be to follow the blog (I post 3 times a week at least). You can use an RSS reader to subscribe to the blog feed if you would like. RSS Feed

    Great questions and glad to have you on the board!

    Thanks! I’ll try to keep up.

    I have a few quick questions:

    Are you going to have the same general system where you buy parts from stores?
    Will there be fuel?
    Will there be camoflage / patterns?
    Will there be a commander class?

    They don’t matter too much, but it would be nice to have a general idea of what it will be like. Sorry if I seem like I’m going into Chromehounds denial xD

    In reply to: Features from Chromehounds to implement

    May 1, 2012 at 10:28 PM #103794
    Cyberdogs7
    Participant
    Colonel
    Total posts : 3214

    Hey, thanks for signing up and letting me know what you like. I agree, the multiplayer is the key to the game, but since I am just 1 person making this I have tweaked how chromehounds did it to work better in this setting.

    Single player will be the same as multiplayer, there is no real distinction from the two. You will be able to do strictly single player ‘test’ levels to help you tweak your settings.

    The world will be procedurally created, so there may be any number of factions with different goals.

    Servers will be player run. This removes the central ‘kill switch’ that killed chromehounds, but also limits a bit of the total number of players. There will be persistent AI and NPC’s and I plan for there to be quite a bit of depth to the AI, but I am still looking at ways to maximize the number of players on a server. I might also have something that treats each public server as a shard, so it essentially turns the whole thing into a distributed server system. I am working this all out right now.

    I do plan a system similar to the COMBAS, but I am unsure if it will include voice chat yet. I have not looked very deep into the voice chat systems, but I do like the idea of limited range text chatting.

    Right now I don’t post any updates through the board mailing system. If you want to follow the development, the best thing would be to follow the blog (I post 3 times a week at least). You can use an RSS reader to subscribe to the blog feed if you would like. RSS Feed

    Great questions and glad to have you on the board!