Great video, really enjoyed the funny commentary too :) thanks for sharing, best of luck to your channel!
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Thanks for the kind words and the suggestion!
I'll look into Trouble in terrorist town and Prop hunt to see what you mean, although I think I already understand. Party games is what I had in mind for the multiplayer.
As for the maps, I really recommend downloading them if you can't use the downloader, see the page for map downloads for that.
Can't say for sure. Multiplayer modes, which I'm working on, are a lot more difficult to develop. I thought they would be ready by now, but it turns out that they need more work than I expected.
Next update could be ready in anywhere from 2 weeks (at best) to 2 months (hopefully less).
Indeed, and thanks, but no matter how good an idea is, it takes a lot of time and effort to make it come true.
Thus, I have to put priorites on some ideas and postpone some others.
Next update, like I've said, will focus on multiplayer, and more features will come in the following updates.
Sorry for the delay! Daily life obligations are constantly keeping me from progressing this game all the time.
There's been progress, but multiplayer isn't easy to implement. Lots of bug fixes and performance tweaks need to be done.
I am planning to release a LAN-only version as soon as possible (don't know when that will be, though), and hopefully an online-multiplayer version will follow later on.
Still in progress! I hope to get it done soon, but can't give precise deadlines as debugging takes an unpredictable amount of time. Keep in mind that it will be networked play, not splitscreen.
Unfortunately there is no easier way to get 3d map design done. At least not something I know of. I think these will help you:
- Check out the Help in the toolbar dropdown menu, it is a very brief dialog containing many useful keyboard shortcuts.
- Start with 2d maps rather than 3d.
- Download some maps, then open them in the editor, to get an idea of how to make similar maps.
I think the layout is as simple as can be, really. No way to fit so many options otherwise.
Still, if you can think of specific ways in which it can be improved, by all means let me know!
Thanks for the suggestions!
- The map editor sure isn't simple, but you need to be more specific. How do you think it could be improved?
- Stamina-limited running would be a good feature to have, but I am considering to only add it as a separate mode for now (something like "realism mode"). Same goes for fall damage (currently there is none).
Also please remember that there are many other features planned which require a lot of work, so implementing anything you ask will certainly take a while!
The thing is that, since each user map has a completely different theme (except for the more generic ones), choosing e.g. a city background would be unsuitable for a jungle themed map. Thus, it needs to be a more generic background.
I could allow each player to upload their own backgrounds for their maps, but this would create inconsistent aesthetics throughout the game (and you can't trust the players to always upload good quality images).
I will put some thought into what would make a better background. Until deciding, I find it best to play safe and keep the generic skybox. Please endure it :)
CTF and Control Points are possible. I guess it would be a good idea to add them, so I will include them into my planned features list.
I think you may be right about FFA and Teams being kinda boring, but still I will keep multiplayer in priority, since it is halfway done and I can't compile an update without finishing that. I should have planned things better, but multiplayer has been often requested before so it was about time to roll it out.
Thanks for the suggestions though, they are honestly very helpful!
Thanks for the suggestion, however this would be hard to implement since making weapons requires 3d modeling and texturing, which is far more challenging than creating maps.
Still, I might include it in the form of a modular design - building weapons out of premade parts. I will see what I can do, but it must certainly wait until after the multiplayer is finished.
Thanks a lot for your positive feedback! :)
Thanks for your kind words! As for the bots, you need to go to the AI dropdown menu (in the toolbar) and press "Build AI waypoints", which performs the map pre-processing required for bots to work. This is a necessary limitation, sorry!
You are absolutely right to complain as I actually hoped the next update to be ready by now :/
Unfortunately my day job and other obligations are getting in the way too often.
Without promising anything, I expect an update to be ready in 20-30 days from now. Multiplayer may or may not be ready until then, but I should at least have a beta version of it.
Sorry for the late reply!
Thanks for your suggestions!
The game is indeed chaotic, sometimes I find myself overwhelmed while playing it too.
The reason for this kind of gameplay is that it's based on the original "Stick Soldiers" game, which was actually even more chaotic.
I don't really want to change this element of gameplay now, as I believe the game has reached a good and stable point. Making such fundamental changes could "break" a lot of things, and I do not have the required time to ensure this won't happen.
I suggest choosing simpler maps (it helps with the disorientation), teams mode, smaller number of bots, and easier difficulty level.
About the dismemberment, again, it takes after the Stick Soldiers style. Making more realistic dismemberment is unlikely to make the game look better; the chaotic limb-blast is part of the fun element.
Glad to hear you like the head popping, it has been one of my favorite gameplay mechanics since Stick Soldiers 1 :)
To change the button for third/first person, go to the "Input" tab in the start-up screen, double-click the "View Mode" option, and press the desired button
Realistic aim sounds like a good idea. I will try, but I'm not sure when I will be able to add it.
Same thing goes for new weapons and map palette.
Thanks for your suggestions!
I assume you mean view clipping based on height. I have thought of it too, editing indoor areas is hard without it, but it is not easy to make.
I will definitely try to add it, but can't promise when, sorry.
Thanks for the suggestion, and sorry for the late response.
Controllers are supported for the 2D mode, just remember to configure them first. There is no support for controllers in 3D mode, I believe I could add it easily, but it wouldn't be as convenient as using the mouse.
Thanks for making these videos! I can see you found it hard to get used to the game at first.
I understand that the game is not as intuitive as it could be, although I tried a lot to make it so.
Hopefully, next versions will be easier on new players, and I hope you enjoyed the game either way.
Thanks again, great channel, keep up the good work!
Please refrain from asking help to be sent to you by email, to avoid being targeted by spammers.
Visit http://stickveterans.junkbytes.com/maplinks.php to manually download the maps.
However, the auto-downloader should have been working fine. Please check whether the game is allowed to connect to the internet and not blocked by any firewalls you may have.
Thanks for the suggestion. I have considered adding a player limit to be set by the map creator, or even automatically suggesting a player count, but I found these to be unreliable measures.
It's hard to tell when a map gets "too" chaotic, as some players may enjoy it when others don't. In my best belief, I thought it best to let the players experiment by themselves.
In later versions, there will be an option to quickly add/remove bots during matches.