Robot Roller-Derby Disco Dodgeball cover
Robot Roller-Derby Disco Dodgeball screenshot
Linux PC Mac PS4 XONE Switch Steam
Genre: Shooter, Sport, Indie

Robot Roller-Derby Disco Dodgeball

Disco Dodgeball AMA live on reddit right now!

Hello! Just a heads up that for the next several hours I'll be answering questions on reddit via an AMA on r/Games. Stop by and ask me about Disco Dodgeball, game dev in general, or whatever!

http://www.reddit.com/r/Games/comments/30duvh/im_the_solo_developer_of_robot_rollerderby_disco/

Disco Dodgeball at PAX East

Hi! I'm going to be at PAX East this year but in a different capacity than last year. Instead of my own booth, I'm going to be demoing from within the SkreensTV booth. (right near the Twitch booth).

They're building technology that allows you to merge multiple screens onto one display, and it might be of great interest to Twitch streamers so Disco Dodgeball seemed like a pretty neat way to show off the tech.

In interest of disclosure, I'm not getting paid for demoing from their booth, but I am getting free both space out of it.

I'll have two laptops running, hooked up over LAN, and the video output will be broadcast and merged to a single TV. So it kind of turns it into a local multiplayer split-screen experience (although at the moment you still need a separate computer for each player).

Stop by and say hi if you're attending! Would love to meet some of you.

Version 1.2 now available: Custom soundtracks!

Happy to announce that one of the game's most requested features has now been added: the ability to play your own music in-game along with the disco light visualizers.

Instead of manually-inputted beat mapping, the game runs a real-time audio analysis on the custom music and uses that to drive the lights. It's not quite as note-perfect as the manually-inputted data but still feels pretty responsive.

It should be easy to set up - go to Options / Audio and then paste in the path to a folder containing music files. Example:

C:\Users\Erik\Music\Dodge

Make sure you hit Enter after typing or pasting this in! Then select the 'folder' option button instead of 'soundtrack'. You can swap between custom folder soundtrack and the built-in game soundtrack at any time.

The one restriction - and it is a bummer - is that playback only supports .wav and .ogg files. This is based on a Unity restriction that I can't work around. .wav files are uncompressed and very large. .ogg are compressed but not super common, however I was able to use a tool like this one to convert and mp3 to an ogg: http://audio.online-convert.com/convert-to-ogg (be wary, that site has a few fake 'download' buttons that you should ignore).

This thread has some more discussion on the best ways to convert your files: http://steamcommunity.com/app/270450/discussions/0/617329505857631477/?tscn=1425419665



Enjoy!

Version 1.1 Now Available

This update is multiplayer-compatible with the previous version.

Update notes:


  • Can now view and change server from Create Match panel
  • Added Australia (Melbourne) server option
  • Version Number is now a button that takes you to release notes, highlighted if update occurred since last launch
  • Controls are calibrated at launch to prevent drift
  • Added global stat for Kudos Sent
  • Fixed performance issue related to Steam Stats
  • Added debug window to observe network health (F8)
  • Can now cancel if game is stuck connecting
  • Added exception catch on ascii parsing to avoid game launch crash with certain non-ascii symbols


The highest-priority fix in this build is the ability to see and change your current server when creating a match. It was clear from watching a few livestreams that it was confusing to not be aware of your server, which resulted in difficulties having your friends join.

I also had a few requests for an Australia server region, and since Photon added that kind of recently it was actually pretty easy to include it. The playerbase will likely be smaller, but connection will be way better for those players.

I also wanted to make sure when I updated the game in the future that players would be aware of what's new, even if they don't monitor these forums, so the main menu now has a button in the bottom right that highlights when a new version has been installed and takes you to the release notes website. (Note: it'll only highlight for updates after this one).

There are some other major features on the way, and I want to add a new game mode very soon, but I am trying to fit as many 'breaking' changes like that in a single update as not to disrupt the multiplayer community. So there should be some cool new stuff coming up shortly.

Full to-do list: https://trello.com/b/D18TfypB/disco-dodgeball-to-do

Disco Dodgeball now OFFICIALLY RELEASED!

I'm extremely excited to announce that Disco Dodgeball has now graduated from Early Access and is live on Steam as a Full Release. It's been great the past few months but I'm very much ready for this new chapter, and hopefully this will open up the game to a whole new audience.

Anything you can do to help spread the word would be very much appreciated. The bigger this launches, the higher the likelihood of future amazing things happening for the game. I'll make a post in a bit about my post-launch update plans because I still want to add a lot of cool stuff to this.

Thanks for everyone that bought & supported the game in its early stages and welcome to all the new players!

If you want the store page link to share around, here it is: http://store.steampowered.com/app/270450/

Version 1.0 and beyond

On February 19th, Disco Dodgeball will be graduating from Early Access and officially released as version 1.0. The project started in July 2013 and went from being a web prototype, to a Humble widget, to a Greenlight title, to Early Access, and now soon will be my first released game on Steam.

It's been a blast working on it and couldn't have done it without all of your feedback and support. Being a solo developer has some unique challenges, one of which is trying to be creative in an isolated environment. But having a community of excellent people like you to help brainstorm with has made a tremendous difference in this regard and I think the game and my own mental health are in a much better state because of your participation.

The sometimes stressful and frustrating parts of building a game are made much easier knowing that there are people out there who care about the work you're doing - it provides meaning and purpose that help me get through the difficult parts.

I know it's hard these days to take the leap on an Early Access title so I really appreciate your trust and hope you find it's been an enjoyable process to see it improve over the past several months. I'm very happy with how the game has turned out and can't wait to get it into more people's hands.

That said, I don't view the game as 'done'. This in the same sense that I don't think a game like TF2 will ever be 'done'. There are major features to build that I didn't feel were necessary for official launch, but could dramatically extend its gameplay lifetime and open up huge new areas of content expansion.

I was very careful not to overpromise during the game's development and I won't change that going forward. But depending on how launch goes, some of those specific things I will try my best to add are things like:


  • Steam Workshop support for sharing/trading/selling custom cosmetic items that players create
  • Level editor
  • Local multiplayer
  • Clan support
  • New game modes
  • Co-op challenges
  • More Arcade powerups
  • VR support


Again, I can't promise any of this because a lot depends on launch. But I felt it would be nice for you all to know that my intention is to keep adding onto the foundation of 1.0 and keep making this game even better.

I'll make another post right after launch that goes into a bit more detail about the order and timing of these additional features. I'll also try and make a publicly available to-do list to you all can vote on the major and minor features you'd like me to prioritize.

Again thanks for everything, and happy dodgeballing!

Erik

Major update .39 released! Face customization, voting, kudos, rebuilt challenges

Last night I put out the latest major update to the game, .39 and a few subsequent mini-patches bringing it up to .39.4. It's a major update, meaning it is not multiplayer-compatible with previous versions so make sure you're on the latest. It has a ton of new goodies:

Customization


- You can now customize 'Victory' and 'Defeat' facial expressions on the Profile/Customize tab. You can create a bunch of happy/sad/goofy faces and they will be displayed on the Match Results screen instead of a wall of numbers.
- The whole customization panel has been rebuilt with a better layout and is more controller-friendly.
- There are also a bunch of new sunglasses to try out. Previously you could pick the color of the sunglasses, but that meant all the basic sunglass models had to be monochrome. I didn't find it that visually appealing, so now the glasses models look cooler but you now pick from a few pre-chosen colors. Still, I think there's plenty of glasses and colors to choose from and have fun with.



Match Voting


Previously, it was a common problem that the match Host (or Master Client, to be more accurate) didn't know they could change settings, or had to informally poll players to ask what they wanted to play. Now, any player can view match settings, change it to what they want, and then call a vote. All players can then vote on the proposal (F1 or F2) and after enough time / votes it will pass or fail and those will be the settings for the next match.

The host can still change settings any time they want. Once a vote passes a new vote can not be called that match. And if you request a vote and it fails, you can't request another vote for that match (to prevent trolling / spamming). It might need some fine tuning but I think it'll be a very useful feature.

Rebuilt Challenge Modes


Previously, the singleplayer challenge modes had a complicated system of upgrades based on your XP level and a menu that I don't think anyone actually figured out, because the default challenge was by far the most played. I wanted to streamline this process and make it more fair to new players, so I took out the upgrade system and now I just assign a specific set of powerups to the player based on the challenge mode / objective. I didn't think the Upgrade system was that rewarding anyways, because players usually weren't aware they were unlocking anything. Hopefully the new challenge setup is more clear and fun to play!

Kudos


Whenever you are KO'd by a player, you can now hit the Kudos key (default:K) and you will automatically send out a public message giving your opponent kudos for a nice shot. I'll include your name, the type of KO, and the person who performed the KO. I think it's just a nice way to encourage sportsmanship. They are tracked in the stats panel, but not incentivized or rewarded in any other way, so I think there's little need to game the system.

Additionally, if the match is over, it will type out 'gg' for you.

Other misc improvements



  • New HUD boost / jump meters
  • Leaderboard now shown in Arcade mode
  • Renamed Core to Reactor
  • Renamed Demolition Derby to Grand Prix
  • Stopped invalid player name chars from showing up as red X's
  • Training prompts reflect your current control config
  • Fixed enemy super ball collect not ending fugitive round
  • Achievement progress updates now occur on match end, not after every KO
  • Super Boost removed from Turbo Bot and renamed Flame Bot
  • Can now play as your custom color in challenge modes
  • Fixed challenge special KO 3D text showing up as duplicate lines in challenge modes
  • Spawn reset timer no longer affected by current slo-mo powerup
  • Arcade boss health meter disappears when you KO them
  • Round restart countdown time extended
  • Fixed overlapping layout of score and score subtitles
  • Livestream mode no longer allows host to insta-kick or force another player's team to change if match is Public
  • Fixed first char sometimes getting truncated in chat
  • Fixed Horde catch-then-die triggering duplicate catch warning if your first kill after respawning was also a catch
  • Fixed camera spectate L/R rotation control labels being swapped


LAUNCH REMINDER


Disco Dodgeball is officially leaving Early Access on February 19th - just over a week from now! The price will be going up to $15 (with a launch discount though) so if your friends want to get in on the game they can still get it for the Early Access price of $10 for just a few more days.

Early Access has been a great thing for me and the game, but I'm really excited to launch officially and get the game out to the world! So please make sure to tell everyone you know on launch day to go get it. If it goes well enough then I could potentially keep developing this game for a long while and add some amazing new stuff to it. So thanks in advance for your support : )

Trading cards are LIVE!!!

WOOHOO! After several months of behind-the-scenes work, Disco Dodgeball Steam Trading Cards are now available! They will drop automatically while playing the game and you can trade with other players to complete the set. Collect all 7 and you can craft them into increasingly prestigious badges that are unique to the game, as well as unlock custom emoticons and profile backgrounds of different rarities.

More info on trading cards: http://steamcommunity.com/tradingcards

I wanted to do something very special for trading cards, so I contacted seven different amazing artists from around the world and asked them to each do a card in their own style / theme. I think they turned out phenomenally and am very excited to see them get unlocked and traded around by all the players.

Here's one example (from Karen BitMOO). Have fun and happy collecting!



The full list of trading card artists:


  • Luigi Guatieri
  • Carrieann Witt
  • Derek Laufman
  • Kaigetsudo
  • Fellipe Martins
  • Midio
  • BitMOO

Update 384 released: In-game guide, fixed controller support, better match searching

New update just published! Includes a number of improvements I needed to get in before launch.

There's a new find match panel that also allows you to view or change your current server:


There's an in-game guide with instructions on every special KO, game mode, powerup, and technique:


A new set of Power-Up icons, finally replacing my placeholder programmer art:


Here's the full list:

Major changes


- Improved match search list, no longer overlaps with other buttons
- Can now view and change server directly from match search list
- Added in-game guide with instructions on every special KO, game mode, and high-level techniques like power sliding and rocket jumping
- Rebuilt most menus for better formatting & more friendly controller navigation
- New powerup icons
- Juggernaut challenge mode now gives you bulldozer, boost absorb & slow bots
- Fixed PC & Mac controller support, should now work as expected & remap correctly

Minor changes


- Fixed challenge game menus not appearing after same-room restart
- Fixed EMP Shock Destruct KO stat not tracking
- Fixed combos counting as multikills (I think)
- Possibly fixed bots overshooting path targets on walkways
- Increased livestream host timeout kick from 15 seconds to 60 seconds
- Fixed menus being jumbled when in controller mode
- When you are shielded and bots are omniscient (e.g. arcade mode), they'll look at you but not shoot. This should prevent sudden unexpected bot attacks
- Now shows 'shield' or 'block' text over a bot when that happens
- AlienFX defaults to off
- Removed arcade-specific KOs from 'Around The World' achievement
- Removed selfie button in controller, was causing unexpected camera switches
- Fixed key bindings not updating mid-round
- Added value next to sensitivity slider
- Added remappable look controls for gamepad

Updates .383 and .382 released

These patches address a bunch of small presentation issues and bug fixes. .382 was pretty small so I'm bundling it in with this announcement. Got a new launch menu, new achievements, and some performance improvements among other improvements.

.383:

- Notifies you when you have made progress towards an achievement
- Fixed challenges being paused after restarting from menu
- Extended notification width slightly for longer unlock strings
- Fixed bots getting stuck at top on lower-central vortex ramps
- Can now reset challenge and training modes from the main pause menu
- Added some chat filtering
- Changed ball spawn position in vortex so they don't immediately roll into the pit
- Fixed Cube spawn point trigger zones being visible in Core
- Improved layout of room search list
- Increased Arcade scores: Dunk 20->25, Alley Oop 25->40, Helicopter 20->30, Quick Draw 10->15
- Fixed memory leak that may have been causing performance issues

.382:

- Improved launch menu icon, particle effects, and animation
- Removed inconsistent powerup display from Arcade mode
- Fixed low gravity Arcade purchase not taking effect until the next round
- Improved bot colors & held ball glow colors