G'day! I'm an Indie developer, lone-wolf style! I'm a Christian, I'm Australian, and for some reason I live in Canada. KarBOOM is my debut title, coming out for Windows, Mac & Linux this Tuesday!
I'm liking number 2 the most, followed closely by number 3. But I think the glow/cloud effect on number 1 is best.
Have you considered having an actual *** with a legendary glow about it?
While I have ideas for future updates, I'm not currently working on one, I'm afraid. So, I don't know when the next update will be released - or even if there will be one, to be honest.
But, if and when I do release an update, it'll definitely be announced here. If you click "Start tracking" (under Profile, on the right), you'll get notified in IndieDB whenever I make such an announcement :)
No worries :)
At the moment, the only way would be announcements on IndieDB/Greenlight/Twitter, I'm afraid. I don't know if there's a way to have Humble Bundle email you when a game you have is updated. If I was planning more regular updates, I'd have an auto-updater; that'd make things much more convenient for me AND for players. But I don't have any such plans just yet -- I don't have much time at all, really.
If you have the game on Desura, you should be able to update it there. If you got it elsewhere, such as through the widget on KarBOOM.net, the link where you first downloaded the game (you should have a link in your email) would have an updated installer. KarBOOM doesn't have an auto-update feature, I'm afraid.
KarBOOM doesn't have online play. It did in old test versions on a different engine, and there were many complications with the game being so physical, fast-paced, responsive and chaotic.
Both great suggestions! Tag was present in an older alpha, but didn't survive the transition to a new engine. Both those modes, though, could be a lot of fun. I don't have immediate plans to update the game due to how busy things are with a full-time job, but I'm not ruling out the possibility in future.
And thanks, by the way, for the encouragement! That means a lot :) And makes me more motivated to make time for KarBOOM in the future ;)
Ah, that's brilliant :D
Thanks, and sorry for the late reply!
Unfortunately, Unity only supports 8 gamepads, and I've heard nothing about that being improved in future. If it does, though, in a future free version of Unity and KarBOOM works in it, then I'll gladly update it :)
Wow, looking GREAT! While many of the new effects are overdone here (as you mentioned, for demonstration purposes), it's cool to see old dungeons with a new look :D
That's a great suggestion, and I've certainly seen beginners struggle in the same way. I'll note this down, though don't count on it being in the next update. Limited development time means I'd rather get this update finished with its currently planned feature set than delay it further.
Yes!! More DD!! I can't wait to play this :D
It's true, no keyboard configuration options yet. It would be good, though I have other priorities at the moment with it, and very limited time to work on it.
D-pad would also be good.
Thanks :) I'm glad it works!
If you use your gamepad to add a player to the game in the "player" menu, that player will be controlled by that gamepad. Then you'll see a "configure gamepad" option underneath that player where you can hover your cursor over each action and press the button you want to use.
You can also change bots to gamepad players by using your gamepad cursor to click on the robot-eye icon at the top-right of the bot's setup menu.
Let me know if you need more info!
Yep. My friends and I often play KarBall on the same team against a team of bots, but you can mix it up, too!
Thanks so much! I do want to add a race mode in future. The AI could use some work anyway, so when I can, I'll do that with a Micro Machine style race mode in mind.
Very much appreciated :)
Oh! The GameStick! I'll keep that in mind :) If I can survive on KarBOOM long enough to do an Android port, I'll be considering all options I can find that might be suitable.
Another GS user! I must say, there's a lot about GS I liked, but its Windows-only limitation is a deal-breaker for me.
Race mode is a popular request. Time doesn't permit me to add that before KarBOOM's October 29 release, but (no promises) I would like to explore adding race tracks and a race mode in a post-release update.
No network solution has been used. My reasons are explained to an extent in the BeefJack.com article linked near the end of the news post, but the short version is that a few techniques were tried and tested, but none met the needs of a fast-paced game that relies so heavily on physics and last-fraction-of-a-second reactions under common play conditions.
Oh bugger... I haven't been consistent with capitilisation. Not with menu titles, anyway. Thanks for catching that!
Wow, thanks for the very thorough feedback!
So, in older versions, I really liked having an animated background for the victory screen and wanted something animated for the rest of the menus. This might just be a matter of taste. If I'm to do without the animated background, I'd at least want something nice to look at. For now, I'll look into your suggestion to increase the opacity of the menu background to make it all easier on the eyes.
The "X WINS" in the background is intended more as a background thing than a proper heading, but yeah, I can see how it looks quite messy. I'll look into presenting that screen better, without overlap.
The fonts are actually all the same, I'm pretty sure - unless you count bold/non-bold as different fonts. But yeah, capitilization... I've been consistent, I think, with having buttons and menu items be lower-case and titles be uppercase, except where information is presented in full sentences - how to, about, and the tooltips. This is consistent with the menus in older versions of KarBOOM.
Padding's a good idea - I've been playing on wide-screen, and while the menu does adjust to fit all aspect ratios and resolutions, I haven't looked much at what the result is in squarer ratios.
Thanks, also, for the opinion on the colour-tint. I personally quite like it, and while I did consider the zooming option, it will be difficult or sometimes useless in team games. I'll keep that in mind as something to play with as time permits, though.
Thanks again for the thorough feedback! Hit me back with more as you think of it. I'm so glad it's running smoothly on Linux :) The performance does seem to be much better than with GS, though I'm not going to blame the engine; I got to (or HAD to) rewrite everything for Unity, and approached many things quite differently, and the Unity version doesn't yet have all the visual effects GS KB did.
Ah yes. It could make sense to have a generic Android version when doing the Ouya version as well - fringe platforms tend to have communities that all know what everyone's playing, and that could make the port worth it for KarBOOM.
Hi! I do hope to release it on Ouya, but that'll be later on - for now my first priority is finishing it for PC, Linux & Mac. I also need to get my hands on an Ouya :P
Android in general is less likely. It's a local multiplayer game, and as far as I can tell, decent controls for two or more players on a tablet or smartphone isn't viable - at least not while letting players do everything they're supposed to be able to do in KarBOOM.
Haha, oh yeah! I had completely forgotten about that!
Not just yet, I'm afraid. I want to test it some more on Linux myself in case the standalone version just doesn't work at all, and want to work out a few kinks (particularly with the AI) first, since it's easier to update a browser based demo for everyone who plays it than to make sure everyone has downloaded the latest demo.
Farout this is looking good! Can't wait to get my hands on this :D
What do you mean by "Flag Arena"?
Hi! Sorry for the late reply!
There have been a lot of requests for a racing game mode. I have higher priorities at this stage, but I will experiment with such a mode.
What are your system specs? This seems to be happening on older hardware. I'm working on ways to avoid such problems for the next update.