I will not be updating this pre-alpha stage anymore.
This may sound bad, but I’m redoing the whole engine, bit by bit. The reason being, I’ve started doing a new tile engine. And it will be a lot more awesome than the current (and limited) model. This new is also opening everything up to new gameplay ideas, and will make the game a lot better in both short and long runs.
I’ll be doing a new Mapper as well. One that’s 100x user-friendlier, and with a lot more functions. And, in general, better.
I won’t be taking down the current pre-alpha though. You can still play it if you want. I just won’t be updating it anymore (even though it had like, what, one patch?!).
If you find any, please report them below. Oh, and to not make it a mess, search for a submitted bug before you submit your own, otherwise the comment section might go BAM.
Also, I’ll be updating each bug’s status, so be sure to check this post regularly for updates.
Console capturing keys after endround if it’s open while it triggers. (FIXED, waiting for patch)
Chat window isn’t accessible during endround. (FIXED, waiting for patch)
Bullets sometimes pass through own player. (possibly FIXED, waiting for patch + further testing)
Sometimes bullets register client-side but not server-side. (this may be due to lag and not a bug itself, but I tweaked it (a lot), so waiting for patch + further testing)
Nicknames are bugged. (FIXED, patch 1 here)
Update: I will no longer give support to this version of the game, as a new one is in the works.
Ladies and gentlemen… Killplex Pre-alpha Version 1.
After a few months in development, I finally built a (hopefully) stable, pre-alpha version for public testing. May I remind you that this version is pretty much a work-in-progress, and that lots of things are going to be changed in the road to the final version.
You will need .NET Framework 4.0 and the XNA Redistributable 4.0 installed on your computer, otherwise the game will not run.
You can download the pre-alpha version 1 here [link removed] (~ 630KB).
You can also download the server patch for the names bug here [link removed] (~ 26KB). You just need to overwrite the contents of the original folder with the contents in that zip.
Also, here’s a list of useful links (this will be updated regularly):
I sincerely hope 2012 is the year everything goes right for all of you. Because, let’s face it, 2011 is so last year.
I’m working hard on the pre-alpha for Killplex. I’m finishing up some stuff, and then I’ll be launching it for all of you to help me test it. Oh, and I dropped a few stuff from the roadmap, perhaps because I didn’t really think it would fit with the overall tone I want to convey with this game.
So, I’ll be doing the console (for command inputs to control certain gamevars, and to control the server itself) and some tweaks to my bullet damage model (making it more “distance-based” instead of completely random calculations).
I’ll be including the server and the (incomplete) mapper, and I won’t provide a launcher for the time being. I won’t officially support the mapper, its inclusion will be mainly for feedback… I already have plans to revamp it completely (and it will render these pre-alpha maps incompatible). Until then, I’m going to be focusing more on the core game itself.
So yeah, that’s my first update for 2012. I’ll be posting more info soon. :)