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Old 02 November 2015, 18:23   #21
AdamB
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Another build;
Roketz WebGL Alpha

HUD is implemented - though weapons and engines don't use up ammo/fuel yet. I'll add that in tomorrow. Also added a separating bar for split screen to make that look a bit nicer. Fixed a handful of bugs.
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Old 13 November 2015, 16:11   #22
AdamB
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New build:
Roketz WebGL Alpha

Now with the beginnings of online multiplayer. You can create/join rooms and battle, though there's no scoring etc. yet. I'll do that soon!

The server only currently supports 20 concurrent players, though I doubt that'll prove much of a problem just yet!

It's probably super buggy, as networking stuff is usually pretty tricky and this has had minimal testing. But I'm pleased that it's working as well as it is for a first attempt!

-Adam
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Old 19 November 2015, 16:22   #23
AdamB
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New build o'clock:
Roketz WebGL Alpha

Improved netcode and match making. Offline mode has a basic scoreboard, though there's no frag/time limits yet.

Some balance changes to make weapons and equipment a bit more functional, increased costs of a lot of equipment and such, increased weapon projectile speeds and damage and what not. Fixed homing weapons.
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Old 28 January 2016, 13:42   #24
AdamB
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Another new build:
Roketz WebGL Alpha

Improved visuals, some fixed bugs, back-end work for AI navigation.

Last edited by AdamB; 28 January 2016 at 15:12.
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Old 26 February 2016, 13:19   #25
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OK So a lot has happened in the last few weeks.

I've been in contact with the original developers of Roketz (The Farm, Bluemoon) and we've come to an agreement over releasing the game! I believe the title of the game is likely to be Roketz Redux, and initially I'm targeting PC, Mac and Linux for an early-access release.

I'm currently working toward starting a steam greenlight campaign in the next 3 months or so. I'm unsure about how well that will go - this is an old Amiga game without a massive following - but having this communities support would definitely help!

I've taken the decision to stop putting out public builds until I'm ready to go on early access. I will be releasing further development details, trailer and all that stuff in time!
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Old 01 March 2016, 16:58   #26
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Good luck! I think the current gaming generation needs to be introduced / reminded of the cave flyer genre. :-)
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Old 03 March 2016, 07:25   #27
AdamB
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I agree!

There's not been much in the way of a good combat-racer cave flier game in many years. It's a real interesting challenge, too, trying to make something old feel new again.
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