Jack's Game cover
Jack's Game screenshot
Genre: Adventure

Jack's Game

Map-generation Overhaul (11/8)



  • Tried a bunch of stuff with our CSG library, SabreCSG
  • Began full code-eval of SabreCSG
  • Rewrote all of the map-generation code.
  • Added Circular rooms
  • Cut down the number of CSG Operations by 10!
  • Cut down the number of Verticies in levels by 4!
  • Cut out tons of stuff which SabreCSG already does better.

  • Adding Curved rooms, and fixing map errors.

Spectator and Low-FPS Tune-up (9/13)


  • Fixed a bug which caused shields to never stop recharging.
  • Healthbar will now update to the server info on damage as a failsafe
  • against bugs like that.
  • Fixed a bug with teammate status sticking after teams had reset.

  • Healthbar will now update to show spectator's health info.
  • Added Damage direction indicators to spectator mode
  • Added Damage-text pop-ups to spectator mode.
  • Added Teammate outlines to spectator mode
  • Added Hitmarker graphics and sound to spectator mode

  • The game is now 100% consistent for low frame-rate setups:
  • Fixed Player Movement Audio
  • Fixed Ball Rotation Speed
  • Fixed Player deceleration
  • Fixed Healthbar Effect movement speed.
  • Fixed Fast-text movement speed.
  • Fixed Lighting effect rates.
  • Fixed Loot-grab movement speed.
  • Fixed Camera movement and easing.

  • Added Frame-rate limiter to help with testing.
  • Rewrote a lot of local player-control code.
  • Rewrote all of the respawn code and moved most of it to the server.

  • Players will never spawn outside of the map ever again.
  • Added a lot of debug tools to test spawn Locations
  • Checked for 100% accuracy and distribution in all spawn points.
  • Rooms which are too small to support requested padding are no longer
  • selected for spawn-points
  • Game-over will now cancel respawn in progress.

Stability Update (8/30)



  • Added a new Gui management system and moved the current to the new system
  • Simplified the Team-picker and Escape menu code.
  • Added a "controls" section which is a primer for new players
  • Redid the Entry Screen again.
  • Moved the team selector to the center of the screen.
  • Fixed all bugs with the mouse/team-picker getting locked up between gui states.
  • Fixed an issue with scoreboard showing disconnected players.
  • Added a new method for finding spectator targets.
  • Spectator mode is engaged while picking a team.

  • Player Stats reset correctly at the end of the game.
  • Fixed a ton of stability issues and crashes.


The next update will be a while. I'm moving houses and it'll be a while until I get my internet back.Once I'm back at it I'll have a lot more development time get this all cleaned up. I'll also be addingthe master server, server browser, game-modes, and other features we'll need for the mid-September launch!

Teams and Game-mode Cleanup (8/21)



  • Removed Elimination Temporarily
  • Added Team-death match as default game-mode

  • Added Teams
  • Added Team-picker
  • Added Change-teams button to the menu
  • Added Friendly fire with green feed-back and half-damage
  • Added Green outline effect to teammate
  • When a teammate shoots an enemy, their outline will show up

  • Added New Scoreboard with support for highly adjustable teams
  • Teams names, score, and total stats are shown on leaderboard
  • Scoreboard can show different stats based on game-mode, but not yet
  • Scoreboard is fully dynamic and should be able to support hundreds of players
  • Added Some icons to the score-board

  • Fixed Reticles
  • Adjusted all player lighting, this time it's looking great!
  • Picking up a lot of stuff shouldn't make you too bright anymore
  • Adjusted player and loot outlines
  • Removed a lot of unnecessary vertices
  • Optimized the outline effect to use less player pieces when at long distance
  • Reduced Enemy Outline Duration on hit.
  • Added toggle for Bullet holes in the escape menu

  • Moved game-modes to moddable json format
  • Removed a bunch of cVars
  • Moved Ammo Control To Gamemode
  • Moved round time to gamemode
  • Added adjustable win-conditions.
  • Game-modes will automatically customize based on the number of teams
  • FFA Virus has a custom team-set, seen on the leaderboard.
  • Added support for reaching kill/point limit before game is over.


  • Exceptions are now handled correctly, and you will be kicked from the server.
  • Game-modes were redesigned to be fully moddable.
  • Cleaned up a ridiculous amount of stuff.

Spectator Polish and Bug Fixes (8/16)



  • Loot no longer glows in the distance when picked up by an enemy.
  • Added Header GUI to make it clear when you aren't respawning
  • Smoothed out spectator-mode, but it won't be 1:1 for a while for performance reasons.
  • The crosshair is now correctly implemented in spectator mode.
  • Clicking the mouse buttons changes target in spectator mode.
  • Fixed a bug where killing yourself prevented spectating.
  • Fixed a bug where trading with another player could prevent spectating.
  • Polished Camera Transitions
  • You no longer spectate other players momentarily before respawning in skirmish.
  • The escape menu will show up above all other elements now.
  • Fixed some bugs with state transitions and missing GUI.
  • In-Game Timers are way more accurate and account for lag-spikes
  • Fixed a bug which caused enemies to have glocks instead of their actual weapons.

Game-mode Polish and Spectating (8/15)


  • Added a basic spectator mode
  • Added an end-game Victory/Defeat Screen.
  • Last Man Standing is now Last Bot Standing
  • Added Player Counter during Last Bot Standing

  • At the end of the game, players who lost will blow up, and those who won will stay alive.
  • After the game is over, the camera will slowly fade-out while spectating the winner.
  • Added Camera Snapping back
  • Player's Names will not show up during spectate.
  • Added text to help with game-state transition.
  • Added Spectator GUI and text.
  • Joining into a game in progress will treat you as if you have died.
  • Fixed a bug where loot could longer spawn before map is ready.

  • Enemies are correctly removed and added between games.
  • Enemies will not spawn on your screen until they have spawned locally. (hover bug)
  • Added my own UI Animation system and moved incoming-damage indicators to that system
  • Added some sleak new fonts
  • Adjusted the pistol-ammo box model
  • Added 2 new models for shotgun ammo pickups
  • Optimized Loot outlines
  • Removed a lot of old junk, like the original map (Rest in Peace).

Damage Direction Indicators (8/13)


  • Added damage direction indicators when you're shot
  • Started Ease-per-Time for Low FPS machines
  • Fixed a bug with weapon accuracy.
  • Bullet-hole things only show up on walls

Double Barrel + Accuracy Tune-up (8/12)


  • Added double-barrel shotgun (I took some artistic liberty on it.)
  • Added bare-minimum shotgun ammo drops.
  • Adjusted hitcone parameters to make sure spread is as clean as possible
  • Improved M32 Range, Aiming, and Damge.
  • Some other little things.

Accuracy and Last Man Standing (8/9)



  • The crosshair now expands to show the average aim-cone of your weapons
  • Weapons now have individual accuracy statistics
  • Each shot decreases a weapon's accuracy.

  • Implemented a basic last-man-standing Game mode
  • Added Respawn prevention and perma-death text.
  • Rewrote Respawn system
  • Respawn timer counts down.
  • There should be way less bugs with players getting stuck in between their multiple states.
  • When everyone leaves, LMS will default back to skirmish.
  • When 4 players join, the server will default to LMS.

  • Improved crosshair graphics
  • Added weapon aim cones which allow for more weapon variation.
  • Bullets will hit further from center based on weapon accuracy-value.
  • Weapons have customized stats which determine how the other weapon will be affected by each shot.
  • Projectile weapons will remain 100% accurate.

  • Loot drops spawn over time during the skirmish game-mode
  • Loot drops will not spawn if there are too many pickups on the map.
  • Added a cVar for loot-drop rate during the game.
  • Added a cVar for loot-drop rate when the game starts.

  • Starting a new game creates a new set of random loot, even if using the same map twice in a row.
  • Chat will now fill the screen when enter is pressed.
  • Bullet-hole markers have been reduced.

Weapons Tune-up and Reticle Begin (8/8)


  • Added a basic crosshair, which I'm trying a few things with.
  • Added Bullet-hole things so you can see your accuracy.
  • Added Bad-shot indicators to show where your bullets will land if not on the crosshair.

  • Rewrote all of the shooting interactions between server and client.
  • Combined a lot of excess weapons code into smaller modules.
  • Fixed a bug where enemies gun shots weren't coming through.
  • Laser pointers are back and upgraded. They should be accuracte and way less annoying.
  • Laser sights, gun_shots and particle effect locations on weapons are pixel-perfect.
  • Added Editor tools for making future weapons easier to develop.
  • Shooting, reloads, weapon-switching, and laser-sights should all be in sync.
  • Adjusted projectile-weapon aim mechanics.
  • Fixed a bug which caused players to stay shooting/aiming after death.
  • Enemies are no long floating just above the ground.
  • Destroyed the old laser-controller and implemented it into the new system.
  • Laser pointers will only be visible while the gun is ready to shoot.
  • Guns which load 1 bullet at a time will still show laser-sight while reloading (m32)
  • Player weapons and ammo now reset correctly when the game resets.
  • Spawning into a new game should be smoother and have less bugs.
  • Player Respawn timer is now correctly balanced on low FPS machines.
  • Cleaned up Game-mode/respawn texts.
  • The M32 shoots as soon as it's loaded it's first bullet if the mouse was never released.
  • Admin Panel is back online
  • The HUD Ammo indicators now display 0 in red.
  • Room density is now configurable.
  • Round times, game-mode timers, and basic map settings can be configured through the admin panel
  • Began adding Game-modes which are triggred through CVars and the admin panel
  • Added Dev-mode and skirmish Game-modes.
  • Fixed some of the colors on the maps.
  • Made a ton of optimizations.