Robot Roller-Derby Disco Dodgeball cover
Robot Roller-Derby Disco Dodgeball screenshot
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Genre: Shooter, Sport, Indie

Robot Roller-Derby Disco Dodgeball

7.4 "Mega Content Patch" update is here!

7.4 was just made available to all players. It has a ton of new content, improvements, and fixes.

New Levels





This is Fort. It's a throwback to the classic Mario Kart 64 multiplayer level Block Fort, remade and optimized for Disco Dodgeball. The one big difference is there's a route onto the forts from near the middle, and of course the addition of glowy LED lights. It adds a lot of verticality to the combat and confers a great advantage to those able to maintain the high ground. It's particularly good for objective-based modes like Capture The Cube.



This is Aquarium, and is a level created by the player SerialHugger (thanks!!). It involves a single walkway connecting the two spawns, some curved ramps leading to a lower fish observation area and some higher side walkways as well. It's very open and rewards those with good long range timing & accuracy.

New Modes



Elimination Hoops

A hybrid of two classic modes. To win a round, either score a single hoop or eliminate the entire enemy team. The first team or FFA player to the target number of round victories will win the match. It's an intense mode that requires the right balance of caution and aggressiveness, and players will need to use their intuition to know when is the right time to go for the goal.

Bonus Ball

This is Deathmatch with a Super Ball twist. Most KOs count for one point, but KOs with the golden ball are worth 5. Additionally, players can toss the Super Ball through the hoop for a bonus 5 points.

Score Hunter

Similar to Headhunter, this is an Elimination variant where the winner is determined by reaching a particular Score. Rounds will continue until the score target is reached. It forces players to abandon their cautious Elimination strategy and go all-out. But of course, acting too bold can easily get you eliminated as well.

New Features




  • You can now choose the team setting 'Random', which will shuffle between 2 Team and FFA modes.
  • You can now choose the mode setting 'Random + Expert', which will select a random mode including the more complex Expert modes. A good way to add some variety to your rooms if you've been playing for a while and are comfortable with advanced rule sets.


New Custom Mode rule options




  • Allow Time Limit Options (makes default time limit options appear in match settings)
  • Score Limit Option (displays specified score limit option in match settings)
  • Round Victory Limit Option (same, with round victories)
  • Time Limit Option (same, with time limits)
  • DefaultRoundVictoryLimit2P...12P (specifies default round victory limit based on number of players if mode is rotated to via Random mode settings)
  • UseCumulativeScore (makes match victory dependent on sum of round scores, useful when making elimination hybrid modes like Headhunter



Adjustments / Improvements / Fixes



  • Attrition and Headhunter are now part of the Classic modes, so they'll pop up during default random mode rotation
  • Grand Prix removed from Classic modes, is now part of Expert modes
  • Headhunter is now FFA only
  • Nerfed homing ball strength
  • Homing on friendly target is much stronger
  • Increased aim proximity requirement for selecting friendy player as homing target
  • Pooled some 3D score text objects and Kill Log items to prevent frame hiccups
  • Added new cylinder mesh to Capture Point to increase visibility (especially when particles are turned off in video settings)
  • Removed lock-on that prevents homing target from changing after reaching certain charge threshold
  • Checkpoints new cylinder mesh, and do a better job of fading in and out
  • Removed extraneous ‘First to 1’ header text in Hunter v Hunted and Hoop Defense modes
  • Fixed random Elimination FFA matches not using the correct round victory limit (3)
  • Fixed Kart Race summing all participants’ scores instead of using leader score
  • Match Settings will load default score limit when changing game mode even if that new mode has a score limit option that matches the currently loaded limit (prevening things like inadvertently setting a Hoops match to 100 if switching from a Super Ball match with limit 100)
  • Fixed switching teams making you ineligible to vote on match settings
  • Bots can prioritize the Super Ball if a KO with it is worth more points
  • Fixed admin Kick function kicking all players in room
  • Team / FFA rule is incorporated into main score subtitle (e.g. “Team Deathmatch”)
  • Headhunter has match score limit (via useCumulativeScore), not a set number of rounds
  • Added hard limit of 18 for maxTeamPlayers custom rule
  • Announcer Says ‘round won’ when you complete an arcade level
  • Fixed bot lighting in Chasm
  • Fixed jetpack particles on Bots not synching to clients
  • Fixed error in sometimes initializing perk progress items before stats were downloaded, resulting in extraneous progress notifications
  • Fixed VO clips sometimes overlapping
  • Better prioritization of VO clips - multiKill > rare trick shots > rampage > on Fire > extinguish > 4+ streak > random taunt > common trick shots > 2+ streak
  • Easy Bots speed restriction is now overridden by Behavior Zones, allowing them to jump across gaps
  • Fixed inventory display counts not updating when returning to inventory after crafting
  • Fixed hyphens being disallowed in player names


Special thanks to all the players who've been participating in the forums and provided the feedback necessary to catch & fix all these issues.

Enjoy the new modes & maps! As always, feedback is welcome on the forums.

Erik

First Announcer Pack available from workshop!

A short time ago I added support for custom announcer packs. Now, the first one has been completed and is a highly recommended (and free) download! It's by Videogre and here's the preview video:

https://www.youtube.com/watch?v=WURBUbrEP8M

It's very simple to add to your game - just go to its workshop item page (below), click Subscribe, then next time you launch the game you'll have it available to select within Options / Audio / Announcer:

http://steamcommunity.com/sharedfiles/filedetails/?id=730417152

If you want to submit your own pack, it's straightforward and the instructions are in this guide:

http://steamcommunity.com/sharedfiles/filedetails/?id=425217999

(Friendly reminder that copyrighted material is prohibited)

I'm also very close to releasing version 7.4 which is a huge content patch including many new game modes & two new levels. Will post another announcement when that's ready!

Erik

Update 7.3 Released




For a long time, I've wanted a better way to communicate item drops and XP gain to players. Now, there's a new window that shows up at the end of each PvP match (after the player awards - wait 5 seconds or click the mouse button to show this menu). It'll animate the XP you gained during the match, and show any items that you unlocked (by reaching a level requirement) or dropped randomly during that match.

Note that XP is earned during the match, so resetting or leaving early won't incur any XP penalty. You just won't see the animation.

For PvE matches (e.g. Arcade, Challenges) this screen isn't shown because it doesn't work with the menu flow. But rest assured you are still earning XP and items in those modes - item drops during PvE will be shown as a mini-notification on the right-hand side as it always has.

Also made these changes:


  • Fixed ‘Match Won’ announcer clip being played before final ‘Score’ in hoops and Captue The Cube
  • Room name is displayed on game pause menu
  • Lowered level requirement for many built-in glasses
  • Fixed missing text on Arcade perk progress notifications
  • Fixed pathfinding issue for bots in Octagon preventing them from reaching some ramps
  • Added ‘follow’ button to main menu
  • Added ‘Assist’ Announcer line
  • Fixed final cube capture saying ‘Score’ in big text isntead of ‘Match Won/Lost’
  • Fixed missing buttons when navigating to Dedicated server browser and then back to Find Match panel
  • Status label on network panel works
  • Fixed fog in Cage being too strong
  • Fixed some key commands (like spectator movement) triggering while chatting
  • Fixed default Quality settings interfering with and overriding video settings (like reflections)
  • Fixed fog not rendering
  • Fixed reflection probes picking up unintended colors from powerups

Update 7.2 Released. New Cosmetics & Announcer Pack support!

Version 7.2 is now available. It includes a huge batch of new cosmetic items, created by players!



[LEGENDARY Throw FX] Rainbow Helix - twin jets of rainbow particles spin out of your throws
[Epic Wheel] Hamster Wheel - powered by a tiny animated hamster
[Rare Hat] Super Bowler - the hat band pulses in time with the music!
[Rare Hat] Bombastique - a cartoon bomb hat with a lit fuse that produces sparks
[Rare Body] Brute Armor - an intimidating set of space marine armor
[Rare Head] Dice Head - do you feel lucky?
[Uncommon Hat] Banana
[Uncommon Hat] Boogie Bowler
[Uncommon Hat] Traffic Stopper
[Uncommon Hat] Wizard Hat
[Uncommon Throw FX] Energy Shot

Decals:
Target, Radiactive, Biohazard, High Voltage, RoboCola Cap, RoboCola Can, Barcode, Get Dunked, Watermelon, Kitty, Battery Powered

Glasses:
Fox Mask, Pig Mask, Owl Mask, Dog Mask, and Hi-Tech MonoEye

These items are now craftable, and additionally will drop during normal gameplay. Alternatively you can buy them direct from the Item Store which gives 35% of proceeds to the item creators.

I also added support for custom announcer packs! These will be ready-to-use items that you can create & subscribe to at any time. Check out the Workshop Guide for a list of file specifications. Basically take a bunch of audio files, give them the correct name, upload them as an Announcer Pack and players will be able to replace the standard announcer. Drop a note in the forums if you're interested in making one, but the process is a bit straightforward. The first one should be available shortly!

Other changes:

  • Death spiral now a more regular spiral and shows correct tint
  • Headphones pulse glow with the beat of the music
  • Shortened fire wave trail
  • Made fog more prominent
  • Ball particle effects pause when charging shot to avoid view obstruction
  • Improved charge particles
  • Announcer lines don’t overlap, and can queue (e.g. says “Helicopter” and “Triple Kill”)
  • Announcer says “On Fire”

Update 7.1 Released! Pass requests & tons of fixes




Update 7.1 has just been released!

Features:

  • Can request a pass (Default key is R). Shows 'Pass' over your head to friendly teammates, and bots will attempt to pass to you if they have a ball and are close to you. This lasts for 5 seconds or until you collect a ball. Super ball / Power Cube carrying bots will pass to you if you are closer to the hoop / capture point than them.
  • Mode & Description is now more prominently displayed and displayed on each new round start, allowing players to review mode & team before confirming they are ready
  • Added new Gif Replay capture setting “insane” - 60 fps and 8 seconds long
  • Added visible timer before next round or match starts
  • Activating scoreboard pauses in Solo PvE modes
  • Time limit is more prominently displayed on scoreboard


Fixes:

  • Up to 14 players can now cleanly spawn in each spawn area without bumping into each other and causing physics glitches
  • Fixed menu errors if match reset while menu was open
  • Recentered arcade unlock notification text
  • More descriptive team titles on team Select panel for Lasers vs Jetpacks, Hunters vs Hunted, and Hoop Defense.
  • Fixed main game camera just showing robot face if you changed video settings while a bot profile pic existed in scene
  • Fixed some invisible triggers from blocking mouse click collect (esp on Arena)
  • Dodgeballs reset to neutral on round end, preventing homing / boomerang balls from constantly bumping you after match end
  • Fixed bots prioritizing score leader in FFA matches instead of much closer scoring targets
  • Increased mouse scroll wheel sensitivity on all scroll views, especially on video settings
  • Top-left leaderboard is now hidden during challenges & arcade while in-progress. Is visible when TAB scoreboard is displayed.
  • Fixed challenge leaderboard not initializing properly
  • Fixed weird camera jump when starting new match and respawning
  • More consistent behavior of Tab scoreboard panel & overlaps with less
  • Stopped disco lights from updating while game is paused
  • Scoreboard highlight of super ball owning player happens immediately on pickup / throw, not just when score changes
  • If player had active notification like “Run!” and then switches to spectator, that notification is cleared immediately
  • Stopped 1st person spectator mode from showing HUD if the follow user wasn't alive
  • Fixed overlap of rules / modifiers with team select panel
  • Made scoreboard more opaque and readable
  • Fixed weird alpha values on bot explosion
  • Removed default homing ability from Jetpack team in lasers v jetpack
  • Only plays boost sound effect for local humans
  • Fixed failure to remove throw inaccuracy when easier bots are passing to friendly targets


In the next update I hope to add a bunch of new cosmetic items from the Steam Workshop. So make sure you pay a visit, vote on your favorite items and submit things you've built!

Local Multiplayer update released!

I just released version 7.0 of Disco Dodgeball, which includes one of the most-requested features: split-screen local multiplayer! Yep, you can now play multiplayer dodgeball with your friends on the same computer.

Hit "Local Multiplayer" on the main menu, activate your gamepads (up to 4 players), pick your bot appearance, choose any of the classic, expert, co-op challenge or custom matches and go!





A wide variety of gamepads are supported. And once you're in a match, you can further customize your bot to your liking by picking out from your existing Steam inventory of cosmetics.

Other changes:


  • New 'Bot Photobooth' feature shows your real bot and all your cosmetics in the round-end stats panel (not just a bot icon)
  • Access garage and customize your cosmetics within a match
  • Bloodlust KOs in custom modes now gain 0 exp to prevent easy XP gain exploit
  • Fixed decal clipping on Alkaline body
  • Blanking out Profile Name makes it revert to Steam Profile Name, which updates dynamically
  • Added bot self destruct when they get out of room bounds
  • Added behavior zones within arenas to make bots slow down & boost to improve their ability to navigate jumps & gaps
  • Greatly improved menu controller navigation
  • Can easily switch between gamepad & keyboard controls. Just hit the appropriate menu toggle button on the device to activate it.
  • Mouse input is now excluded from gamepad look controls, although it can be optionally enabled which is necessary for those using Steam Controllers with High Precision Input template.
  • Added rumble sensitivity slider
  • ‘Most Kills’ stat now reflects most round kills if in a multi-round match. Most match kills are shown when match is over.


Enjoy!

Erik

p.s. The game is 50% off this week to celebrate the update!

Update 6.2 Released: Skill-based rooms

Players now have the option to add a 'Skill Restriction' flag to rooms they create. The 'Novice' option will prevent players level 20 or over from joining. The 'Expert' option will prevent players under level 20 from joining.

Hopefully this allows both groups to play matches at a level they prefer.

(Note: this replaces the 'Room Type' option from before, which was confusing and didn't have much functionality besides limiting which options were available for basic rooms).

Other changes:

    <*> Fixed throw speed being affected by slow-motion
    <*> Fixed throw being overall weaker in 6.1 than it was in previous versions
    <*> Fixed bots aiming too low, b/c they were using the wrong speed calculation (introduced in 6.1)
    <*> Changed homing ball behavior. It will generally home much stronger now, even at high throw speeds. However once it passes by a target player, it won't do a mid-air turn as well. So it's both more accurate but also more straightforward to dodge if timed correctly.
    <*> NumLives value (in custom game modes) now works for PvE bots
    <*> Fixed missing textures in Trifecta

      Update 6.1 Released: Bug fixes!

      - Updated to Unity 5.3.3, which should fix Linux launch issues
      - More texture definition on floors / trifecta
      - Scoreboard kills / deaths no longer overflows to next line
      - Kill log no longer overflows to next line
      - Smoothed out movement a bit by decreasing physics update interval
      - Profile / Customize now selects the equipped Garage item
      - Fixed Hoops particle effect only playing once
      - Fixed charge sound effect not playing for laser ball
      - Fixed green-tinted reflection probes due to including up power-up pickups in cubemap
      - Fixed FireWave not updating tint correctly to match player

      Update 6.0 released: Community Servers

      The big feature here is that community members can now host their own public Disco Dodgeball servers. The benefit here is you can host a server with very low ping, especially if you're not near one of the built-in server locations. You can also set flags on the server to restrict the kinds of matches (e.g. always Deathmatch, no powerups, only these maps allowed, etc.)

      The setup is fairly involved, but I put together this guide (see below) that steps you through the process. I'm very willing to help with this process so let me know if you run into any setup problems.

      http://steamcommunity.com/sharedfiles/filedetails/?id=580704427

      Other community-run servers can be accessed in the revamped Multiplayer / Search panel where you can select the 'Community Server' connection then select from public servers. (There probably won't be many right off the bat, but should grow over time.)

      In addition this release contains the following improvements and fixes:


      • Changed screen effect AA to hardware AA (2x, 4x, and 8x options)
      • New Rule: Glow In The Dark (dance club lights are off)
      • Item Drop playtime accumulates in Time Trials mode
      • Made bot shields more visible
      • Fixed Arcade upgrades from applying to enemy bots as well 
      • Fixed ‘disconnect’ button on Network options panel just reconnecting
      • Removed confusing option to connect to offline mode
      • More graceful handling of connection failures
      • Fixed missing tooltips for match modifiers
      • Disabled list items still give tooltips and can be used for scrolling
      • Fixed ‘create match’ panel loading incorrect preference for server connection
      • Improved current connection status display on main menu
      • Item drop check moved to end of match
      • Removed votekick for non-mods
      • Got rid of excessive debug logging for spectator mode
      • Fixed spectate mode controls not working
      • Reduced spawn shield duration in Hoop Defense
      • Fixed custom PvE modes showing bot scores in end round stats
      • Fixed current video setting option not being highlighted
      • Fixed “stayin’ alive” stat only incrementing on the final round of an elimination match, now increments after every round
      • Fixed fog appearance
      • Made arenas generally lighter to improve experience when video settings are off

      5.9 Released - new Challenges & Mutators

      One very important fix in this is the problem where new players would get stuck 'Connecting' to multiplayer unless they specifically selected a network region. So if you or someone you know was affected by this, it has been resolved!

      Additions



      • Added new challenge mode: Pinball. Only wall ricochets count for score, 2 minute time limit.
      • Added new challenge mode: Teamwork. You can't hit enemies and bot teammates can't pick up dodgeballs, so you must pass to them in order to score Assist points.
      • Added rule option: No ball pickups (prevents player from picking up a ball)
      • Added rule option: no bot passing (bots won't try to pass)
      • Added rule option: assist score (Player / Team score increment for getting a KO assist)
      • Added rule option: floors turn balls neutral
      • Added rule option & game modifier: No Power Cube Throws. You can only throw the cube a short distance, removing passing as a strategy in Capture The Cube.
      • Added new rule: no bot boosting


      Fixes



      • Fixed players getting stuck ‘Connecting’ unless they specified a network region
      • Fixed num lives not being set properly if starting new match after resetting a challenge
      • Fixed Arcade mode starting instantly if starting after resetting a challenge
      • Changed ‘local network’ name to ‘custom network’
      • When connected to a Photon Region, shows region name instead of IP address in bottom left of main menu
      • Improved readability of network option drop-down
      • Fixed crash if Steamworks failed to initialize and a player with Items entered your game
      • (probably) fixed issue where Cube Capture would trigger multiple times on pass into capture zone
      • Fixed Grand Prix with time limit showing ‘Finish!’ for all checkpoints
      • Fixed rules with more than one modifier requirement not applying correctly if one of the requirements involved a player type (humans / bots)
      • Many score rules can now be selectively applied to player type (humans / bots)
      • Fixed ESC sometimes failing to close main menu
      • Fixed error where clicking on a player in the players list would break and create a jumbled list of actions
      • (perhaps) fixed issue of players needing to enter dx9 launch option on computers that don't support dx11
      • Fixed non-master-clients having round victory count not updated on round end


      I've also been hard at work on adding Dedicated Server functionality - there's a lot to learn and a lot of options to figure out, but hopefully there will be a solution within a few weeks.

      Erik