Diabotical

Diabotical Dev Tracker




09 Jun

Post
    Trello on Trello - Thread - Direct

Design: promEUs Initial art pass: Scorch_ Final art pass: promEUs Collision : DraQu Lighting: promEUs

Video from promEUs showing the map https://www.twitch.tv/videos/468166879?t=03h58m17s

Post
    Trello on Trello - Thread - Direct

Design: promEUs, Blaze Art pass: promEUs Collision: DraQu Lighting: promEUs

Video from promEUs showing the map https://www.twitch.tv/videos/468166879?t=03h55m23s

Post
    Trello on Trello - Thread - Direct

++ Design: promEUs, Blaze ++ Art pass: promEUs ++ Collision: DraQu ++ Lighting: promEUs

VOD of promEUs’ stream where he worked on this map https://www.twitch.tv/videos/491894403?t=17m01s

Post
    Trello on Trello - Thread - Direct

Design: promEUs, Blaze Art: promEUs

Post
    Trello on Trello - Thread - Direct

RANKED MODE: ARENA 1V1

Arena is a round based game mode played 1 versus 1, where the objective is to frag your opponent twice each round. After a round ends the arena rotates and players will now face each other in a different location. The match is played best-of-9 rounds, the first player to win 5 rounds wins the match.

Players spawn with 200 Health, 100 Armor, Melee, Master Blaster, Super Shotgun, Shaft, Rocket Launcher, PnCR, Grenade Launcher. When a player dies during a round they will respawn with a Combat Weeball which is different each round but is the same for both players during each round.

There aren’t any items pickups and there is no self damage in this mode.

++ Design by James

Post
    Trello on Trello - Thread - Direct

RANKED MODE: MACGUFFIN 3V3

– Design by James

Post
    Trello on Trello - Thread - Direct

Design: Bjarke Art: promEUs Collision: DraQu

VOD of promEUs’ stream where he worked on this map https://www.twitch.tv/videos/507482590?t=0h20m7s

Post
    Trello on Trello - Thread - Direct

RANKED MODE: WIPEOUT 5V5

Wipeout is a round based game mode played between 2 teams of 3 players each where the objective is to eliminate all opponents at the same time before they have a chance to respawn. In Competitive Wipeout the match is played best-of-seven rounds, the first team to win 4 rounds, wins the match.

Players spawn with 200 Health, 100 Armor and with weapons, there aren’t any item pickups in this mode.

The weapons available are: Melee, Masta Blaster, Super Shotgun, Rocket Launcher, Shaft, PnCR, Machinegun, Healing Weeball and a rotating Weeball which can be the Smoke (30s cooldown), Explosion (45s), Slow Field (60s) or Implosion Weeball (45s). For each round, each player is assigned one type of rotating Weeball which have cooldown/recharge times.

Every time that a player is fragged they will respawn but for every death the respawn time for the next ally respawn will be increased by 4 seconds. With more players waiting ...

Read more

20 Apr

Post
    Trello on Trello - Thread - Direct

ARCADE MODE: Wee-Bow Instagib 5V5

Wee-Bow Instagib is a game mode played by 2 teams of 5 players each where the objective is to capture the largest amount of coins within an 8 minute match.

Players spawn with Melee, Crossbow and a Knockback Weeble, which both have infinite ammo. The Melee frags enemies in 1 hit, the Crossbow frags enemies in 1 hit, has a 1 second firing rate and fires bolts that travel in an arch. The Knockback Weeball allows you knockback enemies, which can be useful to line them up for a shot or throw their aim off, and the Knockback Weeball also has self-knockback which can be used to jump to high altitudes and to gain speed.

Whenever a player dies they drop a coin, this coin can then be picked up by their opponent to score 1 point or can be picked up by an ally which will deny it - prevent the opponents from picking it up.

There are aren’t any item pickups (excluding the coins), there is no friendly fire and there...

Read more

13 Apr

Post
    Trello on Trello - Thread - Direct

Design: promEUs, Bjarke Art pass: promEUs, Omar Collision: DraQu Lighting: promEUs


31 Mar


20 Mar

Comment

Originally posted by LilWhoa

I would like my mousewheel up unbound. However, when I relaunch the game it always goes back to default: previous weapon is bound to mousewheel up. I have to delete that bind on every launch.

We'll fix that, as a workaround do: /bind mouse_wheel_up noop


17 Mar

Post
    Trello on Trello - Thread - Direct

Figuring out the vendor post launch


14 Mar

Post

Here are some brief updates on some ongoing concerns of a more technical nature.

Master server issues

The master server experience will not be terrible going forward. Much of our concern before release was that our dedicated game server component could handle any capacity we wanted to throw at it. This is the executable that actually serves gameplay that we run thousands of instances of globally. Instead, the server component turned out to be very efficient and scale very well, plus the fact that we accidentally over-provisioned servers helped even more with that. With the master server on the other hand we have been struggling from the start, the main problem being one of those silly programming things that are hard to see. Between weekend two and three we did a massive refactoring to simplify things and see things clearly. This caused some crashes initially because sometimes getting rid of leaks exposes issues that were previously hidden. We do ha...

Read more External link →

12 Mar


06 Mar