This release mostly consists of a new leader board system. It was a big enough feature to require its own milestone.
On the early Access front, I've decided to push the release date back a few weeks. This game is severely under-marketed, and I feel like it will be a quick death in the reviews if there's no one online to play the game. I'm currently speaking with a few PR / Marketing companies that also agree that it's a good idea to just push everything back until they have a chance to build a community around this game.
I'm really excited to get some professional advice on the marketing matter, and look forward to seeing what they can do for the community.
This also gives me a chance to keep plugging away and add more features to the game to make the E.A. release even better.
I'm currently working on the battle cruiser implementation, and after I finish re-working the bots to navigate around obstacles, I'll be pushing that out, too.
Give it a couple days :)
As always, you can drop by Discord if you want to hang out!
v0.1.1.5 Released
This release focuses on more Early Access features and presentation. The core changes are:
Added a simple tutorial as suggested in Discord.
Add simple camera transition for when launching game from hangar. This prepares us for the next milestone when parties will be implemented.
Option to disable locking of cursor to screen during gameplay
Matchmaking queue VS bots.
Update the game level so that there are more well-defined "soft-boundaries". This should help players stay oriented and know where they are at all times. The boundaries are marked with the team colours so you can also tell which territory you're in.
Update the ball icon to be more representative of a ball. Added team goal indicator so you don't lose track of where you need to run in order to play some defense.
The focus of this release is to bring the game closer to Early Access readiness. The changes include:
Bypass Unity launcher and go straight to game. You can change graphical settings from inside the options menu now.
Partial controller support (in-game only).
Some UI bugs, and updates.
Allow enabling / disabling afterburner camera shake.
Global chat system in the hangar.
I've also started working on some A.I., and you can play against them in the "Playtest Server" play option. This will help players who launch the game to actually be able to play a game instead of seeing a dead game room.
Controller support for gameplay has been pushed to the public branch. There is still some work to do for making the UI controller friendly, but the "Controls" section in the options menu now sports new mapping options for controllers.
I've got some more work to do for adding the ability to set your default button icons in the menues, but I think I'm off to a good start!
I'm still offering pre-Early Access keys -- you can claim yours at http://keys.kazball.net.
You can also visit our Discord channel and request a key to enter the private testing circle :)
v0.1.1.1 Released
This release features:
* Hangar music, game music playlist.
* User interface now scales properly with higher resolution displays (thanks Mario_Tobias for helping test @ 4k).
* Regional matchmaking with low latency dedicated servers.
Since we currently have a low volume of players testing the game, the static playtest server will remain online for quick testing sessions, or drop-in gameplay.
v0.1.1.0 and Playtesting Update
The other night we performed some pretty successful playtesting. We had guys from Australia, United States, and South Korea all playing on a U.S. server. No one was even able to tell there was any latency, and the game felt buttery smooth. It was a really vindicating moment in Kaz Ball history, and I look forward to a lot more fun coming up.
While some of the features below have been in the develop branch for a while, I'd like to go ahead and list some of the new updates for the 0.1.1.0 release that was merged into master, and is currently available for playing on Steam:
#138 - Bug - Ball indicator not tracking world position of gameobjects
#129 - Enhancement - Add support for multiple thrusters
#128 - Enhancement - Update and verify working on newest Unity version
#115 - Enhancement - Replace score screen with Noesis and remove username select from load screen
#127 - Feature - Basic ship switcher frontend
#137 - Enhancement - mask latency when grabbing, and shooting the ball
#136 - Enhancement - Better netcode
#134 - Feature - Steamworks integration
#133 - Feature - Explosion with getting hit by projectile
#132 - Feature - Camera shake when afterburning
#120 - Game executable icons
Feel free to drop by our Discord Channel to snag yourself a key for playtesting, or just hang out!