On goes the road to improve all the little things - todays changes have arrived:
Several network improvements regarding weapons so they don't communicate that much with other clients anymore.
Added a reset button to the controls so you can reset every keybind in case an incompatible controller (or some random bug) should mess around with your settings.
The right mouse button is now rebindable as well.
Some fixes and improvements to both multiplayer maps "Tower" and "The Sewers".
Multiplayer winner screen now shows the player pictures correctly.
Restarting a multiplayer map now keeps the selected player colors.
Fixed the ragdoll to only spawn once when you die - since having a clone of yourself only once you die is some kind of pointless... that clone could have been more of a use when you were still alive. Now he's gone. Completely. You'll die alone again.
Enjoy!
...wait, enjoy what? dying alone? ...no - but shooting other Rumpers in their face! ;)
Todays Closed Beta Build #2341
Been busy applying LOVE™ to your movement today. We punched the server a bit in the face for being so commanding on any of your position changes - it won't interfere as much anymore and be less bitchy when a client doesn't like its ping.
On top of that we took care of your lobby protection and had a famous pimper work on that feature - read more on that topic here:
Reduced the server-side checks for client movement. This should result in way less input lag when the server doesn't have a good ping.
Removed some objects from server replication to lessen network communication for rather unimportant things.
Added a small starting delay and a big "READY" to the teleporter room on our multiplayer map "Tower".
Corrected the weapon spawner positions on the lower part of our multiplayer map "The Sewers".
Improved performance on the weapon graph.
Yo dawg, we heard you like protection. So we fixed the password protection for unranked lobby creation. The password now actually works and lobbies with password won't be listed anymore. So that fix is a huge double improvement in lobby protection - you may now feel protected while being protected in your lobby with password protection.
Enjoy!
Todays Closed Beta Patches - Build #2305
Yeah, the mouse bug of yesterday is gone! Sorry for that one, it only started to occur after a fresh download from Steam. All our machines here had stored values from all the testing in the editor, so it didn't happen for us in the first place. We applied some intense LOVE™ to that area and it's now all sweet with you and us. :)
Aside of that one we surely did more - read up on it:
Fixed the MouseSensivity Bug which would sometimes default to 0 and thus disable pretty much all mouse input.
Various network improvements - lag should be noticeably reduced since Sunday, feedback from slow connection users would be nice!
Ranked Lobbies now have an autostart with a 10s countdown - no more waiting for the host to press start.
Capped ScreenPercentage at 100%. ScreenPercentage is the size each frame is rendered in, then scaled to actual screen resolution - recommending always 100% here if your PC can do that so it doesn't scale at all but renders directly in native resolution!
Updated the leaderboard within the ranked multiplayer section.
Some smaller adjustments to the menu and SFX classes.
Fixed the MotionBlur checkbox in the settings.
Fixed the lack of music after restarting a multiplayer level.
Improved Ragdoll performance, so it's even more fun to produce dead bodies!
Enjoy!
Closed Beta Build #2284
Here we go - some updates done today in order to improve some things compared to yesterdays starting release. Lots of you probably gonna like the first one:
Volume, Inversion and Sensitivity will now be saved over any restart in your Settings
Improved performance and network a bit, continuing to update things here
Updated the main menu (we'll rework menues and navigations at a later point in whole)
Readded our little intro with the closed beta info
Fixed a bug with the laser and the godmode on multiplayer map "The Sewers"
Fixed the double coin spawn in the extra room on the multiplayer map "Tower"
Fixed a bug in the building generator which caused unnecessary collision
RUMP! Closed Beta started!
Ladies and Gentlemen - let the RUMPAGE begin! The Closed Beta for "RUMP! It's a Jump and Rump!" has just started!
This version is close to being our candidate for the Early Access release. We're now looking for your feedback, so we can update the remaining things (like network improvements, as we've already seen yesterday on some maps). Here's what has changed since the Alpha Demo:
Several new Multiplayer-Maps and -Modes, each map with a different mechanic and playstyle.
Reworked the Lobby-System to look better and work smoother – including character and level pick options.
Added more Steam-functions, like inviting friends to your lobby or joining a game, using the Steam friendslist.
You may now throw bombs / shoot missiles into boosters – that should add even more mayhem to given insanity.
Increased the panic by adding sounds and visuals upon being locked by a homing missile... run Forrest, run!
Improved Controller support, even tested with uncommon products! We're still recommending any kind of mouse, since it's much faster to turn around with. But as the lot of you asked for that support we took care of it and tried to implement and test it as good as possible. There's a lot of controllers and drivers out there – so please let us know about yours if you're still facing issues assigning buttons. :)
Improved the Multiplayer-HUD to show better player stats and infos.
Added a Lobby Browser to find public games with free slots.
Added passwort protected lobbies so you can play with your privy friends only.
Introduced Coolers, which will blow you off your way and may lead to deep drops.
Made the Hammer-swing-direction really matter by affecting its target with a proper directional force.
Added a neat knockback to the hammer – you may now kick your friends down the arena edges.
Balanced weapons in several ways, like changing the laser to consume 20 energy per shot now, giving 5 shots per crate collected, or having a small delay between throwing bombs so you can't spam them that hard.
WeaponPlatforms now show a timer until their next respawn – a good timing can now be worth quite a lot.
Slowed down runspeed a bit when you're carrying a weapon – this makes it easier to run if you're unarmed and chased by someone... or more than one...
Improved hitpoint-bars and nametags in general so they're easier to see and fade out at a certain distance.
Improved Laser particles and decals, thus also improved performance.
New Sounds for Saw, Spikes, Rocket Explosion and Launch, Axe and many more.
Updated all types of crosshairs, some of them with ballistic markers and animations.
Lots and lots of Multiplayer Testing-Sessions to improve gameplay and ensure balance.
Bought some stock shares of Raid®, since we're using it quite a lot to kill bugs.
Best commit comment during checking our changes from build #1017 to currently #2261 was actually Alex with build #1480: "Redeleted unbroken shit" ... yeah, everyone will know in a year from now what you did there... :D
For now: enjoy the closed beta! If you don't have a key: check out our facebook and also the fansite "RUMPtastic", as some keys are being raffled out every now and then. :)
Build #1017 with new Maps and an all-new Booster!
Here we go - the next update with new maps, gameplay-changes, newbie-guides and a bunch of other stuff!
Two new Maps! Go and explore "Poolonsky" and "WalRider", which are set to be quite easy - but you can go for tricky jumps to achieve the highscore times!
Completely reworked the boosters - on every map! They are now precise to the point and they don't change your camera anymore. It feels a lot smoother, go try it!
Highscore-Reset - a new Season has launched! With the changes to the booster and all maps we've archived the current highscores and started a new season for everyone. The archive view on the website for older seasons will follow shortly.
Added a literal Guideline to every map, so every Newbie gets a hint where to rump along for the first time! Toggle it with "Q" to show or hide it!
Extended Tutorial 1 with two more Billboards which tell you how to use the new Guideline and also to look at Billboards in the first place... because... Billboards. They're frikkin' useful.
Updated Floating Appartements a bit: one less coin to collect and a new booster was added. Check it out!
Populated all maps a little more with new and given decoration objects. Try the relaxed part of the game: don't rush for a highscore but explore the levels and looks at small details. :)
Smaller changes along with the above:
BouncyBombs and StickyBombs have a bigger Mesh and a bigger explosion radius now
Added Hitpoints and a Healthbar to the Character and the HUD
Added a Respawn-Timer to WeaponCrates
Added PlayerNames to opponent Characters, floating above their head and matching their player color
Added a self-supporting flying boat!
Added a Scoreboard to the Multiplayer HUD
Made characters (their outline + name) visible through walls, so campers and cowards can't hide in multiplayer arenas
Removed unused additional PlayerSpawns on Construction Site and The Dark Jump
Changed common rockets from ballistic to projectile flight, so they're way easier to aim and hit with
Lowered the camera shake for the laser, so it's easier to aim and hit with
Updates on the Wasted-Screen and the Ragdoll-Animations
Fixed a Respawn-Bug where respawning during respawning was possible and made you go to spaaaace...
Added new Billboards
Better Grass Height
Small followup patch: Build #801 Fixes
Yesterday evening was another one of these late hours, where the shift was long and the brain somewhat slushy... so slushy, that it didn't strike us that Forrest suddenly promoted Mooooo sounds when he collected Coins... and the grey Cars in the new "Canyonero"-Map seemed to be as fine as the long road in the new "Toxic"-Map without any road markings on it.
These got fixed now. See here:
Fixed the Character sounds (Forrest shouldn't mooo anymore ^^).
Punched a roach in the version comparator which denied server access sometimes.
Talked the newly missing materials into going live as well.
Added a little more wind to pretty much every level.
Updated the disclaimer to have less text. Because reading disclaimers s*cks, as well as looking at tutorial billboards. ;)
Enjoy your next round of rumping around! And don't forget to search the little Forrest Rumps hidden in every Map. :)
Udder Rump + two new Maps in Build #791!
New Stuff! We always like new Stuff! Here it goes:
A new character: "Udder Rump", best friend of Forrest! You have a 50/50 chance to spawn with either Forrest or Udder, until we have the Character Selection Screen.
A new map: "Canyonero!". Go and jump the canyon between the houses!
A new map: "Toxic". Better don't drink the "water" inside the burning barrels!
Added a beacon to the Elevator / EndZone, which lights red until you get all required coins, then it changes to green.
Added sounds for the Elevator, Fire Platforms and Birds.
Added new music and loops to the game.
Added Cars in several colours and light settings.
Added a lot more detail meshes, streets, like house parlors, fountains (water needs some fixing), bins, boxes and many other small things.
Updated several images matching the font updates etc.
Updated the Font in some Spots where it wasn't fonting around fontingly.
Things you can't use and/or see yet, but we're already working on:
Added "The Endlaser", aka bringing Kamehameha to your soon to be enemies. It can also destroy rockets.
Added Homing Missiles, because common Rockets just aren't enough.
Added Bouncy and Sticky Bombs, which have a three second countdown to explosion.
Added some hilarious hats to our assets. Including animates ones.
Added character outlines and trails so they're easier to see in speedy multiplayer action. They'll adapt each players color.
Prepared a proper loading screen, so the game doesn't seem hanging while loading.
Update the ResetPosition function to take custom locations.
The previously abusable explosion impulse doesn't accelerate to ∞ anymore.
Rockets will now accept the authority of very thin walls and won't fly through them anymore.
Map + Website + Stuff in Build #649!
Hey there fellow Rumpers!
Here's another update with some cool stuff - check out the patch notes below! Sorry for the delay tho, a big chunk of our last days work went into multiplayer features and mechanics - and since they're not ready to publish yet there was no update to be published. ;)
We'll be releasing more short teaser videos to show you the progress every now and then, so keep an eye on our Twitter, Facebook and the new Website! Expecting the Multiplayer Beta to be ready in about four weeks.
We swapped the Movement: you're now permanently in Sprint-Mode and pressing Shift will make you walk. This means less Shift-Pressing, since most of you are always sprinting anyway! ;)
Added SafeWalk-Technology: RUMP-Characters now won't drop off ledges when you press Shift, but carefully walk as close as they can.
Added another map: "Horse Shoe Industry" is another nice level to check out shortcuts, as you only need 9 of the 18 available coins!
Imported Mesh, Material and Textures for UdderRump - the Cow! Not playable yet, but soon™.
Lots of progress for the Multiplayer Features (see the small Teaser video for our MissileMadness™).
Preparations for the Hardcore-Mode: oh yes, our Maps are going to drive you crazy if played on Hardcore setting! Soon™
Improved the tutorial billboards: they now have blinking lights around them - to make them even more obvious.
First Traps are coming to town: we now have a moving saw and we'll make use of it!
Improved HUD Graphics + Buttons for the EndScreen after finishing a level.
Added Global Highscores list from the LevelSelect-Menu.
Improved HUD for LevelInfo Highscores.
Added a lot of new decorative Meshes.
Added falling leaves particles.
Improved walk trail particles.
Updated the Startmenu-Buttons.
Added three new placeholder billboards.
And we released the Website - check out the all new http://www.rumpage.com !
Thanks for sharing this to your friends! <3
Navigator! Plot course to build #505!
We just released the new patch, which contains a couple of fixes and some eye candy for our menues.
Fixed the online highscores in build #483. A freakin' typo made it in and revealed our placeholders. Double-Fix: typo gone, highscores workin' again, and the placeholders got restyled to be a bit funnier as well. ;)
Hotfix #485 resolved "The Falling Dead", where people could fall from the buildings on "Floating Appartements" and didn't die for this, but kept on falling and falling and falling... A forced "R" for reset or ALT+F4 was a painful death - now it is comfortable again.
Added music to the two new maps. Dunno how we missed that one, it's probably been persistent general chat in the office while testing.
Added Mouse Axis Inversion Options. Lets call them MAIO for short. We have them now. They're not "beautified" yet, just some random checkboxes in the options. Chief thing was that you can use those options. Prettyfication follows.
Headstart: you can now press movement buttons while the countdown is still counting down! Start sprinting right away, when the screen says "GO!".
The LevelSelect-Menu got some graphics LOVE™: each level selection now shows an recognizable map icon and additionally a difficulty-indicator, which should give you an idea about the levels complexity. Be aware: this will change. Once we start adding traps and the like, difficulty will not only depend on "jumpability" anymore. But for the current demo map pool this is a decent indication of how much rage you need to put in this level to get a decent highscore time and rank.
Ooooohhh hidden levels - you can't see them yet. But they're there, in our developers depot. Just a matter of time for them to appear in your LevelSelect-Menu! Keep an eye out over the easter weekend, there might be new stuff!
Thanks for all the VODs and your playtime out there! Keep spreading the word - www.rumpage.com and the ongoing Indiegogo-Campaign is essential to us!