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Pogostuck: Rage With Your Friends
#476094
01/26/19 06:58
01/26/19 06:58
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Pogostuck: Rage With Your Friends
Dear nerds, I want to present you my new game I've been working on since last year, called "Pogostuck: Rage With Your Friends". It's a one level game about climbing a surreal mountain on a pogo stick. Controls are deceptively simple, just rotate the character and jump, yet they take a ton of time to master - "prolonging" the playtime to a couple of hours. If you've seen or played Getting Over It with Bennett Foddy you know what it's up to or inspired by. The game features automatic matchmaking for multiplayer halfway around the globe, no PvP collisions, just racing against each other or casually jumping along. Unlock hats and other equip to differentiate your character from others. Check it out on Steam: https://store.steampowered.com/app/688130/Pogostuck_Rage_With_Your_Friends/The trailer is subject to change still, had to make it prematurely to put up the store page. Had to rewrite the level format a bunch of times, in particular as I planned to ship with a level editor at first (which would have been based on custom imported meshes though, only a few example models included). The 2D collision detection on 3D models was rather tricky to implement and took many months to make it smooth and rather bug free. I wrote a custom c_move at one point but gave up when I had to do rotations - although c_rotate can be quite buggy it's still hard to redo that yourself. The game is mostly done, currently finishing up sounds and localization. I should be done in February, then ship the game shortly after. Thanks for taking a look!
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Re: Pogostuck: Rage With Your Friends
[Re: preacherX]
#476316
02/17/19 16:18
02/17/19 16:18
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
OP
Senior Expert
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OP
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Neat! The online mode made some trouble, yes. Mostly though because the Steam lobby system (matchmaking stuff) isn't super reliable, and may not return all players in the lobby at every frame. Additionally, most identifiers are 64bit in the Steam API, so I had to partition them into two 32bit variables each in lite-C. The biggest problem however was the friend group system, with invites, UI, general functionality and so on. The actual player interpolation and related stuff wasn't too hard though.
Superku, well... that's a sore point. I really don't know yet *if* it will be released, and when. Thinking about it regularly how I could salvage the project, we'll see. Luckily I could re-use menu, input, savegame, DLL and network code from Pogostuck for Superku.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Pogostuck: Rage With Your Friends
[Re: preacherX]
#476334
02/18/19 23:26
02/18/19 23:26
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
OP
Senior Expert
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OP
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Thank you! Yes, the huge memory usage during development builds for compiling code means I have to publish an exe each time I make changes to code, which is all of the time. I have a tool that does that automatically but still - I cannot use any debugging features then as well, sys_marker, error messages, nothing works. The other big difficulty is the content creation still. Tried too much different stuff (gameplay wise, most stuff thus not polished enough), and some questionable (mostly old) level design means I have to redo many of them. Already cut down the number of levels gradually from 40 to 20 over the years.
Thank you for offering help with Unity. I had looked twice at it already for some days (first Unity, then Unreal, some time later Unity again). The big communities and the documentations are huge pluses indeed. However, I'm currently thinking about writing my own lightweight engine while working on game(s). DirectX 11, 64bit only, mostly C-style. Gonna start with that in March and see how it goes.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Pogostuck: Rage With Your Friends
[Re: Superku]
#476390
02/22/19 02:28
02/22/19 02:28
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Hey Superku, well done! Seriously, very well done. Had to come back to these forums when I saw you'd posted a trailer for this new game on YouTube I remember your online skateboarding game, among other things, and have no doubt this'll be a great online experience. Superku, well... that's a sore point. I really don't know yet *if* it will be released, and when. Thinking about it regularly how I could salvage the project, we'll see. Luckily I could re-use menu, input, savegame, DLL and network code from Pogostuck for Superku. I know that feeling. Good on you for taking a step back and completing another project. All the best with the launch!
Formerly known as JulzMighty. I made KarBOOM!
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Re: Pogostuck: Rage With Your Friends
[Re: JibbSmart]
#476403
02/22/19 16:46
02/22/19 16:46
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
OP
Senior Expert
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OP
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Thank you, Jibb! Yeah the good old online skateboarding prototype probably is the cornerstone for my multiplayer games, at least as a spiritual prequel. :o) Same concept, you play together and compete in some way but not directly, you just share the time you have with the game with others. I've tried PvP collisions for friends but sadly there's too much lag, feels super weird and off - I remember your struggles with the same issue with KarBOOM, there's only so much you can do.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Pogostuck: Rage With Your Friends
[Re: Superku]
#476406
02/22/19 23:09
02/22/19 23:09
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Joined: Sep 2005
Posts: 352 Germany
preacherX
Senior Member
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Senior Member
Joined: Sep 2005
Posts: 352
Germany
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It is really sad that A8 have such problems… Even my already published Debugger project have a rare bug (sometimes the screen is going to be black - but on some systems it is coming more frequently) and I never could find out what the problem is. I think that it could be also a problem with the engine. But, well, I'm also working on a new version of it - this time with Unity. If you ever want to switch to Unity and need a helping hand for that start - just give me a call! And for now I'm excited to play Pogostuck next week! ^^
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