Wednesday, October 31, 2018

Sub Rosa Alpha 32 notes

New car models/physics:
the models are a first pass, we will add more cars, detail, and interactivity in future updates

Limo mission changes:
limo is no longer a limo (now a town car)
chase car starts in a random location
chase car doesn't exit city

round mode has 60 seconds of pre-game, time accelerates if all players are in a car

added hatchback (front wheel drive)

added uzi

added tracers

fixed floating items bug

fixed blinking menus in base

fixed players not ready in eliminator mode (game will start in 30 seconds once 3 players are ready)

fixed closing base door in eliminator mode

fixed voice chat in post game

City updates:

Added library
Added amphitheater
Added first pass at apartment area
Added lightposts + walls to supermarket parking
Added various ramps throughout city
Added fancy houses
Added second floor to bank
Added soccer field + soccer hill
Added tunnel to crabshack parking
Added bollards inside bases
Added second staircase to bases
Base texture work
Second pass at basketball area
Second pass at Hondo Park walkways
Second pass at Diamond Plaza
Lowered steepness of some ramps
Texture up-rez work
Added motel
Added casino

Friday, December 22, 2017

Sub Rosa Alpha 29 notes

Alpha 29a

-Mac and Linux versions
-optimized rendering
-optimized netcode
-lots of new buildings
-new mission types
-bases now have roof access
-added sliding (jump and then crouch in mid-air to activate)
-new main menu design
-added per-round lighting changes

World mode:  There's still a lot of things we need to do before we can do a new version of world mode, hopefully we can start testing it in the next couple months.

The rendering is now using OpenGL 3.3, which should improve performance and compatibility.

We've also been working on some other cool stuff that's not quite ready yet, but we'll have some new weapons, improved movement and weapon handling, building interiors, and a few other things for the next update.

New buildings:

Downtown district
- Pyrrha building
- Hotel
- Hotel parking
- Kamel building
- Courthouse
- Cabochon building
- Pilar building
- Construction site
- Jengle building
- Supermarket
- Travel agency
- Photo developer
- Locksmith

Shops district
- Bank
- Realtor
- Auto mechanic
- Arcade
- Barber shop
- Bead store
- Mall
- Hospital
- Music store
- Wig store
- Gun shop
- Radio station
- Hifi store
- Video rental store
- Keyboard repair
- Bookstore
- Rug store
- Deli
- Florist
- Liquor store
- Hardware store
- Coffee shop
- Pharmacy
- Print shop
- Ice rink
- Lawnmower repair
- Laundromat
- Shoe repair
- Glass & mirror
- Chili shop
- Bicycle shop
- Hat shop
- Yarn store

Factory district
- Car dealership
- Power plant
- Refinery
- Granary
- Fire station
- Zebra mural
- Domino factory
- Storage facility
- Yellow warehouse
- Lumber mill
- Brewery

Old Town district
- Soccer pitch
- Museum
- Basketball court

Saturday, September 23, 2017

Sub Rosa Alpha 28 notes

Alpha 28a

-new bases
-added stocks
-added car buying
-added firing option for managers
-new HUD-added open/close garage doors
-new pre/post game screens
-added mute player option

-added hold Shift to use items while driving

-city additions/fixes

-added fall damage
-added top ten list

-improved player movement
-improved shooting
-improved car physics (new differential simulation)
-improved van/minivan weight distribution

-fixed help
-fixed memory issue with Intel drivers
-fixed phone sound effects

Thursday, April 6, 2017

Cryptic Sea plan 4/6/17

Sub Rosa

The new update has been taking longer than I hoped, one of the main issues is the game is now too big for me to handle by myself.  I've been talking with a few people about helping out though, so we'll hopefully be getting that together soon.  In the meantime I've been making progress on some new systems.  It's also been cool to see people playing again, sometimes when you're working on a game you can get lost in adding new features that you forget about what's already there.  It has brought up the problems with Alpha 25 again, but I've been designing solutions to most of those.

Some of the systems I've been working on the past few months are:

Player Movement

Physics-based movement is something I've been working on for years, Sub Rosa already has some physics for the players but the legs are faked with a raycast.  I've been adding physics-based legs with balancing and propulsion, which will create a lot of possibilities for gameplay.  Some of those possibilities are:
Players stumbling when injured
Diving through windows
Sliding
Jumping and grabbing on to ledges

Reputation System

One of the main problems with Alpha 25 is the imbalance with deals.  If one corporation's players have way more money than another then the poorer one can't really offer anything worthwhile.  The reputation system will mean the game can give players in a corporation more money than the deal is worth to them, but they will want complete the deal anyway otherwise their reputation will drop.

One example of how this will work would be:
Goldmen gets a disk, the corporation wants 50k for it.  Monsota wants the disk, and they get 100k to buy it with.  If Monsota can talk Goldmen into selling the disk for 50k, the players will have the other 50k to split among themselves.  However, if Goldmen sells the disk for 100k, their players can pay the 50k to the corporation and have 50k left over.  This will create the negotiations that earlier versions of the game had, and I think that would be pretty cool.

I'm also considering a reputation system and/or police for crimes, to hopefully reduce some of the chaos in the current version.


Golf for Workgroups

Golf? is a game we started working on 12 years ago, since then we've done a few jams working on different parts of the game.  It's always been one of my favorite games to play, I used to tell people it was the funnest game no one ever played.  Last year we talked with Devolver about finally finishing  up and releasing it, and earlier this year we met up for a week and got a good build of it ready.  We're calling it Golf for Workgroups, you can check it out here:
http://store.steampowered.com/app/572160

For anyone worried about this slowing down development of Sub Rosa, most of the game was already done, and the a lot the things I've been working on for Golf will be used in Sub Rosa also like:
Improved server browsing
Easier server hosting (no more port forwarding)
Full 3D wheel physics (although there probably won't be rockets on the backs of the cars in SR :))


Hockey?

We haven't forgotten about Hockey?, in fact we're hoping Golf does well enough that we can do another jam on Hockey? sometime this year.

Wednesday, August 31, 2016

Sub Rosa Alpha 26 Traffic Test

I put a new build of Sub Rosa in the beta branch, it's just a race mode test of the traffic simulation and netcode so don't expect too much.  All of the buildings are placeholders, and a lot of the rendering is still be rewritten.  The password is yerbamateisgood if you want to check it out.  (Windows only right now)

Monday, August 15, 2016

Sub Rosa plan 8/15/16

I realize I haven't done a blog post in a while, so here's some of the things we've been working on this year.  There's more features being developed, but I try not to talk about things until they're implemented, or at least mostly planned out.

Character Models

Fi Silva has been making some really cool character models, so we can have a lot of variations in clothes and accessories.  It took a while to convert the engine from procedurally generating box people to loading .fbx models with bones, but now that the system is in we can easily load in new models.  Customizable characters is important to the game, players will be able to choose the basic look of their character (it won't be random like in Rust or previous versions).  Clothing and accessories will be bought in-game, so the richer you are the fancier the suit you can wear.



Traffic Simulation

Traffic might seem boring or unimportant, but for Sub Rosa it will create some of the more interesting situations.  For example, imagine having to tail another car, staying close enough to identify it among the traffic, but far enough to remain undetected.  Or just a standard car chase, having to weave through traffic, drive the wrong way on a one-way street.  The new traffic simulation can handle thousands of cars, all simulated on the server so every player sees the same thing.  Here's a video that probably is boring though:


City Editor

The old city editor was pretty limited, the new one is now all done in 3D, so things like hills, tunnels, subways and freeways are now possible.  The new city will be much larger also, so there will be different areas, opening up a lot of gameplay possibilities.



Building Editor

One of the main limitations with the old building format was the windows, there was only a few different sizes to choose from, and they couldn't share an edge with a doorway.  It took a lot of thought to figure out the best system for this, but it now supports multiple windows per edge, different types of doors, interior windows and mullions.  That's right kids, mullions.

Rendering

One of the biggest changes is converting to OpenGL 3.3 core, which should help with performance and compatibility.  I held off on using newer OpenGL versions since I didn't want to make it incompatible with older PCs, but at this point every video card made in the last 8 years or so supports 3.3.

I've also been adding reflections for windows, cars and mirrors, as well as improvements to the atmospheric scattering and lighting.  I'll also be adding HDR support and MSAA soon.



Vehicles

Fixed a bug with the differential simulation.

Next Version

Alpha 26 should be ready for testing in the next couple weeks, it will first go on the beta branch in Steam, all current players will be able to play.

Tuesday, October 6, 2015

Sub Rosa Alpha 25

Dedicated servers:
Windows
Linux

Changes:
New account system - based on Steam ID
Admin ban system - admin can ban players for an amount of time (real-time minutes)
Car selling - put the key in your right hand to sell
Lunch - buy a burger at lunch or max HP will drop
Billboards - players can buy the billboard and put their message up
Bank - withdrawal/deposit cash
Persistence - world mode doesn't reset all players outside the city now
Round mode manager - based on net worth, can fire people (shoot them before the round starts)

Client optimizations - should run faster now
Server optimizations - 32 players should be possible on a decent server

Fixes:
Netcode - pausing during firefights should be fixed
Voice - whisper/yell modes work in voice now, using whisper limit distance to 4 meters
Voice display - no longer goes through walls