Monday, October 21, 2019

Sub Rosa Alpha 36 notes

World Mode:

It's still pretty rough, most things are placeholders, but it's playable.  There's a lot of new systems that are being implemented that should be pretty cool once they're ready.

Rating systems:
The criminal rating is designed to prevent griefing, it's pretty basic, might be replaced at some point but it's a complex problem.

The corporate rating isn't used yet but eventually will allow for higher level teams and different types of missions.


traffic=256 (number of AI cars spawned)
crimecivciv=100 (crime ratings are a percentage of damage inflicted)
crimevscriminal=20 (percentage of rating reduced if the target is a criminal)
showjoinexit=1 (send message when player joins or exits)


add "adminphone=867-5309" and the player with that phone number will be an admin when they join.  Admins can now join even if the server is full.

Friday, June 7, 2019

Sub Rosa Alpha 35 notes

Changes for 35d

Versus Mode:

Games last 5 rounds, at the end players cash is reset
Time accelerates with all cash in vaults instead of ending
Replays should work now
Can load different maps (use "/setmap X", X is the number of the map, "/setmap 1" will load "versus" by default, set map names in config_versus.txt)
Buying delay option
Map changes
New map "versus2"
Bonus ratio option, bonuses will be smaller for teams with a large number of players compared to other teams

Round Model:

Weekly mode option, games last 5 rounds, team with the highest stock price at the end wins
Bonus ratio option, bonuses will be smaller for teams with a large number of players compared to other teams

"/savereplay X" will now save X number of replays

Tuesday, February 19, 2019

Sub Rosa Alpha 34 notes

Frame smoothing:
This blends between packet frames, should help performance when playing online.

Right now they can only be saved on the server, as admin use the command "/savereplay" and the replay will be saved at the end of the round.  The files are pretty big, I'll be optimizing the size of them in the future.

Replay controls:
1: observer cam
2: camera 2 (hold Shift to move camera to observer cam position)
3: camera 3
Space: look at next player
Tilde: stop looking at players

R: rewind 10 seconds
T: rewind 30 seconds
Y: rewind 60 seconds

New physics:
Not a lot to see yet, but I've set things up so a lot of things will be possible like standing inside moving vehicles, ziplines, and elevators.

Fixed post-game chat

Alpha 34c:
Improved ragdolls
Kind of improved aiming while crouching

I think I'm done with Twitter.


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
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:

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 :))


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.