Dystopia is a is a total conversion of the Source Engine that places players into tense combat situations in a high-tech world spanned by computer networks. As Punks or Corporate Mercenaries, players will fight through the physical world to gain access, via Jack-in Points, to cyberspace. Cyberspace is a three dimensonal representation of the world's network. In cyberspace, players must fight off enemy hackers and launch programs to gain control of critical systems and to affect the physical world. Gameplay progresses through inter-linked physical and cyberspace objectives, and players must work together to achieve victory for their team. Players will be immersed in action-packed battles, whether as a heavily augmented combat mercenary armed to the teeth with the latest in firepower and cybernetic implants, or as a twitch-reflex cyberdecker racing to infiltrate a cyberspace node.

Post news Report RSS Dystopia's End of May Update

Another month flies by and it's time to once again let the world know how Dystopia Version 1 is progressing. The mapping team have been extremely busy over the last month, not only working on the new maps for Version 1 but also taking the time to go touch up some of the issues discovered with the

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Another month flies by and it's time to once again let the world know how Dystopia Version 1 is progressing.

The mapping team have been extremely busy over the last month, not only working on the new maps for Version 1 but also taking the time to go touch up some of the issues discovered with the demo maps. More information on this will be posted up in the mapping .plan soon.

To hold you over until the .plan is updated, here is a screenshot showing the courtyard from Trapt's level; Detonate.

dys_Detonate's Courtyard

On the coding front, Teddy and Epicar have out done themselves during May. Epicar has been improving the user interface with a number of additions and changes. Highlights are more readable ammo displays, overhauled scoreboard and the addition of a top down graphic on the radar. Ted has battled with the networking and client prediction code and come out victorious; making massive improvements to the player collisions and solving the problem (commonly referred to as "rubber banding") when two players collide.

To celebrate this fix, TwiNCannoN quickly took time out from working on his Version 1 map and created a fun little level called Phistball. Much like a game of soccer, the two teams attempt to hit a ball into their goal to score points. With lots of melee and player collisions it was an excellent way to test out the new and improved prediction code.

Phistball! More Phistball!

Playtesting of the three new weapons has resulted in two of them getting the green light for the artists to begin working on models and textures. Ideas for the new medium class weapon are being prototyped and continue to be playtested. If you think you've got a weapon idea which would fit into the medium's load out options, you should swing by the newly renovated suggestion forum and share it with us.

Along with the changes on the suggestion forum, we also have a new page on the site which lists out the top 50 suggestions as voted by the player base. The new system includes a status set by Team Dystopia to let everyone know which ideas are being considered, which ones are set to be included in Dystopia Version 1 and which ones we've ruled out.

Post comment Comments
Jambozal
Jambozal - - 337 comments

Nice to see another update :) Keep it up

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Butterman
Butterman - - 43 comments

I love dystopia!!

Shows what aussies can do!!!

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MeGa_BaSTaRD
MeGa_BaSTaRD - - 94 comments

Yeap, boring game.

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