Teamkill cover
Teamkill screenshot
Genre: Shooter, Indie

Teamkill

Teamkill 0.1.5.7

Don't mind the version skip, there was another build that only removed the April fools stuff, that wasn't published

Nothing exciting, just some fixes & hacks this time around.

Been making some progress towards being able to host dedicated servers, nothing to show for that quite yet but it's in the works!

CHANGES/ADDITIONS

  • Hit detection is now handled client-side to help the issue of higher-ping players having to lead their shots
  • April fools voice packs have been removed
  • Lowered graphics requirements (Mostly related to antialiasing and shadows/lighting) -- graphics settings options still to-do, I'm sorry!!


FIXES

  • Server now sends latest world state to connecting players instead of oldest.
  • Server now tries to wait until all players have spawned before sending a world state.
  • Spawn protection is no longer a host-exclusive privilege -- it should apply to EVERYONE now
  • Hide & Seek mode no longer uses spawn protection
  • Fixed game-mode settings not applying properly if mode was changed from the lobby screen
  • Fixed matches lacking music if host is using custom music packs clients don't have
  • Some fixes related to pre-game setup that wouldn't normally occur during regular play, but were causing issues behind the scenes. A LOT to fix here, still. Code is hard.

Teamkill 0.1.5.5 - Hotfix

Hello again!

Just a quick update to fix a few issues mostly introduced by the last update... whoops.


  • You should now be able to apply the Teampill mutator from the lobby as well as the main menu
  • Fixed issue where modes other than Teamkill wouldn't load properly, sorry about that!
  • I've tried extending the spawn protection timer from 1.5 seconds to 2.5 seconds, hopefully this will help a little in the case of weird spawn points.
  • Falling to your "death" on Skylines in Team-Teamkill shouldn't try to punish you by putting you on your current team anymore

Teamkill 0.1.5.5

Hey guys, it's been a little bit since the last update, and making new things is hard, so I've decided to stop doing that so I can bring back the old.

CHANGES/ADDITIONS


  • TEAMPILL IS REAL!
    After much consideration, I've decided to finally revert back to the good old days of pre-Steam Teamkill in the form of the Teampill mutator plus new mutator system allowing for some changes to gameplay that don't warrant their own gamemodes, hopefully allowing for some more options down the line.

  • A TON of Teampill exclusive voice lines, from 3 new announcers and a new Teamguy voice this week only
  • New music track, "FF6C00", by me, Niko :)
  • Made post-match cameras more exciting
  • Updated how player and announcer voices are handled
  • Credits updated
  • Confiscated Teamguy's grape soda


FIXES


  • Fixed rare issue where server would send an invalid world state and crash clients
  • Fixed issue where Host Menu options would constantly refresh while entering changes
  • Fixed issue where new player information would be sent twice when changed, in lobbies
  • Fixed issue where the options menu wouldn't show the right values
  • Reversed weird backwards IP workaround thing, since the issue has been fixed
  • Current gamemode information/settings now clears when disconnecting from a server
  • Added some checks to make sure game resources aren't being cached twice at startup
  • (Hopefully) fixed lobby screen not updating properly when new players join
  • Replaced the locks on the Teampill cabinet








Teamkill 0.1.5.4

Small update once again, but an update nonetheless!

FIXES
It's ALL fixes this time around... but these were fairly important and also means some fun stuff is now working like the achievements :)


  • ACHIEVEMENTS - All the achievements should now be working and unlockable ...finally... until I add new ones and magically break something, somehow...
  • Gamemode settings options should work more reliably now
  • Game shouldn't crash when checking if an address is an IPv6 address anymore
  • Stopped server from spamming connecting players with information while loading/joining in progress
  • Stopped players from sending player information to server while loading
  • Kills, collaterals and teamkills (hehe) are now being tracked properly in rounds (and Steam stats!)



Teamkill 0.1.5.3

Another small update, but this time it has a smidge of content in it :)

WHAT'S NEW

  • Kill Mode - Very early game mode using a health system on players. Currently it's Teamkill mode, but with 5 lives per player before swapping teams. (this will be adjustable in-game soon)
  • Health system - soon to be adjustable in the Host Menu, but currently in use for Kill Mode to act as "lives"

FIXES

  • Game shouldn't crash when given IPv6 addresses in config file anymore
  • Game will now double-check the received IP when grabbing IP address automatically for hosting games
  • Server should only try to end spawn protection when firing, if they actually had spawn protection
  • Kill/Hit sound effects should change volume based on SFX instead of master volume


Teamkill 0.1.5.2 Hotfix-hotfix (this is embarassing)

Reverted to GodotSteam 3.12 because something weird was going on with game server IPs :)

New feature: Config file allows you to manually override IP address for hosting

Teamkill 0.1.5.2 (hotfix 2: Electric Boogaloo)

Hi again!!

Here's a few quick fixes, hopefully this will make things just a little bit smoother!

CHANGES

  • Removed data compression from player states being sent to server to try to improve server performance
    (I think having to decompress tons of player states when packets were being lost was messing with things.. and I think there was a layer of compression on top of this ALREADY..)
  • Testing some super basic spawn protection for the first 2 seconds of round start, cancelled when someone shoots


FIXES

  • Teamguy can be heard from further away
  • Fixed player info being sent to host even when changing unrelated settings
  • If host is using custom MusicPacks someone doesn't have, it should now pick a random track instead of being dead silent for that player
  • Host shouldn't have their music changed between rounds anymore