We've got loads done in the last month. Read on for information about weapons, movement and how you can help.
Posted by mfrx on Mar 2nd, 2011
The weapons are all ready for play testing. We've made some compromises between QW, DMC and Source but they should all be good fun now :-) I'm not going to describe all the technical details at the moment but they all feel good - Quake World and Deathmatch Classic players will feel right at home!
Shaft pushes about right and looks cool - at least to me ;-)
Rocket jumping provides the right amount height and damage. We are unsure if the red stun screen should stay (it looks worse in the picture than it really is) - play testing will decide.
The HUD has been extended so that weapons are shown in slots 1 - 8 as in DMC rather than slots 1 - 6 like HL2DM. Obviously, most players will never see this as they will have weapon bindings. When we release, we will have some examples for people to use.
You can see from the screen shots above that we also added a speedo to the HUD (actually did this ages ago but didn't post about it). Power up indicators are in progress.
Please note that while we are (temporarily) using the HL2 weapon models, our weapons have been coded from the ground up for DMQ - no dodgy reload sequences here ;-)
We have got air control close to perfect so all you bunnies will love it! Combined with rocket jumping, you can fly round maps. I have also added the first of our experimental features - wall jumping. In keeping with the simple but powerful theme - wall jumps don't require any complicated extra buttons, you just need to have jump pressed when you hit the wall. I've had quite a play with this and think it will go down well.
Consider this shot:
Let us assume that I can't jump to where the quad would be (the blue light) but what I can do, to get there quickly, is to wall jump over the door. The possibilities are endless - on DMZ1 (I am hoping the reader has played DMC) - you can jump from the yellow armour ledge to the opposite wall, back to the YA wall and then over to RA. It is not easy, but it is fast and is fun. Wall jumps work just like a snooker or pool ball would behave in three dimensions but with an added push up.
Tele-deaths work - you didn't think we would forget did you! All power ups work as they should (included a quaded player dropping the quad if the are killed). We have tidied up the menu options so that your first experience is a good one.
I've also added some very stupid bots - they really only exist so that we can all see what the maps look like with other players and get a bit of target practice.
New Team Member
I'm very pleased to announce that Dak has joined the team as lead tester. He is going to be responsible for logging all bugs in our internal system and ensuring that we fix them properly. I don't think he realises what he has let himself in for yet - so treat him nicely!
We still need an experienced modeller so if you think you are up to the job, please give us a shout.
We are getting really close to doing some larger scale, but still not public, play testing. If you want to help, or just get a sneaky preview then post here.
You can also join our steam group.