tag:jetbolt.com,2013:/posts Jetbolt Games 2014-07-24T21:00:10Z tag:jetbolt.com,2013:Post/718176 2014-07-24T16:58:37Z 2014-07-24T21:00:10Z Squadron HQs Over the last two builds we've added a couple of cool new squadron features: the speedrun and squadron HQs. The speedrun lets up to five members of squadron cooperate to clear a dungeon in the shortest amount of time. The top ten times are listed in the leaderboards. Eventually we'd like to have a new speedrun map each week and give prizes.

Squadron HQs debuted in yesterday's build 105. Each squadron has an HQ, which is initially a 3x3 grid of tiles. But squads can expand their HQ by putting down new tiles.

A squadron can get new tiles when a member uses an HQ Tile item. These items drop from certain fortresses but they can also be crafted from a level 2 Omnium. All the new tiles look the same at the moment, but we plan to add support for new colors and shapes eventually. Next build we plan to allow squadrons to remove and reposition tiles. We'd also like to give out special tiles as a reward for winning the speedrun.

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tag:jetbolt.com,2013:Post/710300 2014-07-03T14:03:50Z 2014-07-03T14:03:50Z Build 103 Build 103 changelist:

  • Add a bunch of stuff to /testdungeon

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tag:jetbolt.com,2013:Post/707113 2014-06-24T17:11:25Z 2014-06-24T17:11:26Z Build 102 Changelist for build 102 of Grid12:

  • Create new dungeon infrastructure with limited driving surface
  • Replace tutorial walls with limited tiles
  • Add "/testdungeon" command to test new dungeon stuff
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tag:jetbolt.com,2013:Post/700146 2014-06-04T17:58:33Z 2014-06-04T17:58:33Z Build 101 Changelist for build 101 of Grid12:

  • Let Hornet lightning hit up to 5 enemies
  • Reconfigure Mustang shields
  • Change Mustang double shotgun from 200 to 300 damage
  • Change Mustang flank lasers from 10 to 12 damage
  • Change Valkyrie lasers from 14 to 13 damage
  • Change Fury gun damage from 14 to 15
  • Change Paladin DPS from 30 to 36 per gun
  • Change Cutlass central gun damage from 60 to 70
  • Change Kraken anti-minion gun damage from 30 to 35
  • Change Kraken anti-everything gun damage from 60 to 65
  • Change Vindicator gun damage from 15 to 20
  • Change all small fortress hp to 450 (from 300-400 before)
  • Change Wolverine shield refill trigger cooldown to 15 from 20
  • Change Thunderbolt overdrive duration to 3 from 5
  • Change Mustang turret rotation speeds to 1200 from 900
  • Change Hercules turret rotation speed to 1800 from 900
  • Buff shield thickness and/or delay on Mustang, Avenger, Hurricane, Hercules, Spectre, Paladin, Vindicator, Wolverine, Cutlass
  • Change Thunderbolt shield recharge rate to 300 and 200 from 750 and 500
  • Add Fatality-class Oppression Center (medium round fort)
  • Fix bug when dragging control knob into center circle
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tag:jetbolt.com,2013:Post/694889 2014-05-22T16:56:45Z 2014-05-22T16:56:46Z Build 99 Changelist for build 99 of Grid12:

  • Show squadron tags on players
  • Show squadron tags and names in stats page
  • Display name and hp of moused-over enemies
  • Rewrite pane system
  • Fix bug where some armada boss kills weren't credited
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tag:jetbolt.com,2013:Post/691649 2014-05-15T17:36:09Z 2014-05-15T17:36:09Z Build 98 Changelist for build 98 of Grid12:

  • Squadrons

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tag:jetbolt.com,2013:Post/690029 2014-05-12T20:20:33Z 2014-05-12T20:20:34Z Build 97 Changelist for build 97 of Grid12:

  • Fix ugly tank pictures in stats menu
  • Show description for items being crafted
  • Draw region icons in the shapes of the panes
  • Randomize region buffs
  • Make potion bonuses line wrap nicely
  • Remove tooltips for vehicles and buildings
  • Show duration on trigger buttons
  • Reduce cooldown bonuses on power cells
  • Separate trigger duration and cooldown

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tag:jetbolt.com,2013:Post/684980 2014-05-01T12:54:41Z 2014-05-01T12:54:42Z Build 96 Changelist for build 96 of Grid12:

  • Rework the Vindicator
  • Automeld newly crafted items if automeld is on
  • Add info on material deposits to region tooltips
  • Set all powercell/module bonuses to use multipliers greater than 1
  • Fix bug that boosted trigger recharge on tank switch
  • Kill off cloak and heal-over-time effects when switching tanks
  • Add decorative shards when big enemies die (>5khp)
  • Redo coin indicator text formatting

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tag:jetbolt.com,2013:Post/681071 2014-04-23T19:01:18Z 2014-04-23T19:01:18Z Build 95 Changelist for build 95 of Grid12:

  • Add power cell items and recipes
  • Reduce common material requirement to level 5 in module recipes
  • Sort crafting menu by item type
  • Add information pane to crafting menu
  • Add anti-homing-missile gun to Hurricane
  • Reduce Thunderbolt laser module bonus to 1.05
  • Slide player icons around
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tag:jetbolt.com,2013:Post/679118 2014-04-19T11:31:05Z 2014-04-19T11:31:05Z Build 94 Changelist for build 94 of Grid12:

  • Remove crystal splinters and power crystals
  • Remove some outdated /help info
  • Remove total fortress kills leaderboard
  • Lower minimum item price to .00001 coins
  • Restrict prices to maximum 3 significant digits
  • Replace all module recipes with simpler versions
  • Remove recipes for housings, generators, regulators
  • Rename cosmolyte to masstek
  • Rename metacrux to betadyne
  • Add new icons for uncommon and elite materials
  • Sort items more logically in inventory and store screen
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tag:jetbolt.com,2013:Post/662674 2014-03-11T14:29:37Z 2014-03-11T14:29:38Z This is fixed now After a year or so of being broken, jetbolt.com is up again. Our private alpha testers for Grid12 mostly use the forums to interact. But now that I've fixed the one-character typo in our A record, we can start using this site again.

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tag:jetbolt.com,2013:Post/583691 2013-06-11T17:45:51Z 2013-10-08T17:26:18Z Build 53 Changelist for build 53 of Grid12:

  • Coin Indicator no longer updates until poof hits
  • Replaced buttons in various dialogues with new, shinier buttons.
  • Make Convoys travel town-to-town
  • Added a new Convoy: Flux Barge.
  • Adjusted speeds of older convoys
  • Adjusted Convoy drop tables.
  • Moved Crystals to be behind Long-Term Storage when it is open.

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tag:jetbolt.com,2013:Post/582036 2013-05-31T16:30:08Z 2013-10-08T17:25:59Z Build 52 Changelist for build 52 of Grid12:

  • Add indication of current augment/storage level on the use button
  • Give new colors to protomod, storagespace and tankunlock items
  • Change victory region count to 10
  • Add liquidate button to inventory menu
  • Add buy offers
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tag:jetbolt.com,2013:Post/580615 2013-05-23T01:35:32Z 2013-10-08T17:25:42Z Build 51 Changelist for build 51 of Grid12:

  • Add coins
  • Reduce Spectre's Rotational Overcharge rate of fire bonus from 300% to 100%
  • Subtract 12 hours from short term storage time remaining at death
  • Show max prism level and count on folded up prism display
  • Add six new augment item types
  • Eliminate protomod drops
  • Add new triggers for Valkyrie: Quasonic Fire, Petacharge Reservoir, Ionic Flame Ejection, Stasis Web

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tag:jetbolt.com,2013:Post/579196 2013-05-15T20:06:29Z 2013-10-08T17:25:24Z Build 50 Changelist for build 50 of Grid12:

  • Reskin the town teleport and tank menu buttons
  • Add storage space items
  • Add tank unlock items
  • Add item melding
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tag:jetbolt.com,2013:Post/578174 2013-05-09T17:05:46Z 2013-10-08T17:25:12Z Build 49 Changelist for build 49 of Grid12:

  • Buff Valkyrie, Spectre, Hurricane; nerf Fury, Wildfire, Avenger
  • Have convoys properly recover from immobilization
  • Support multimember convoys
  • Add flanker and more tankers to antimatter convoy
  • Add baryon transport convoy
  • Start and end convoys a little bit off the map
  • Don't start a convoy immediately on game start
  • Fix bug where the presence of multiple players could lead to multiple loot drops
  • Improve server performance a little
  • Cap Corsair gamma blast to 1500 hp of damage
  • Fix "can't log in bug" which happened on 1 in 16 accounts
  • Eliminate the pause to paint enemy icons on zoom out
  • Implement long-term storage of items (2 slots per account)
  • Allow protomods to be "used" to create a fireworks display
  • Make z and ESC teleport you to Origin, not the closest town
  • Have GCTs toss a bomb every 3 seconds at the closest player
  • Upgrade GCT minion bombs
  • Make enemy AoE explosions match the actual explosion radius (GCT, Watchtower)
The buffs and nerfs are detailed here.
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tag:jetbolt.com,2013:Post/576811 2013-05-01T17:41:49Z 2013-10-08T17:24:55Z Build 48 Changelist for build 48 of Grid12:

  • Save items (eg. protomodules) in the database for up to 24 hours
  • Add per-item popup menu with delete option
  • Make each level of protomodule twice as rare as the level below it
  • Reduce small fort protomod drop rate to 25%
  • Add enemy convoy: antimatter tanker
  • Revamp prism indicator
  • Try some different colors for trigger buttons
  • Lengthen chat fadeout time to 12.5 seconds
  • Fix bug where new enemy icons were not displayed until after a zoom
  • Fix bug where clicking an affordable but unpurchased tank outside of a town seemed to buy the tank
  • Fix typos in Phantom and Hornet trigger tooltips
  • Fix tank rendering in the tank menu
  • Spawn up to four supertanks at each cross building
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tag:jetbolt.com,2013:Post/484350 2013-04-24T18:36:11Z 2013-10-08T17:05:12Z Build 47 Changelist for build 47 of Grid12:

  • Improve resource (texture, memory) reclamation, especially at death
  • Improve framerate by putting all lasers in a single nd2d cloud
  • Add first type of item: protomodules
  • Start on short-term item storage (no actual saving, just display)
  • Add glassy background to chatbox & text input box
  • Fade out chatbox after a period of idleness (pgdn to show it again)
  • Make tank stop on menu open (we may undo this eventually)
  • Revamp trigger UI to match item/protomodule UI style
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tag:jetbolt.com,2013:Post/474234 2013-04-17T18:06:00Z 2013-10-08T17:03:06Z Build 46 Changelist for build 46 of Grid12:

  • Use batches to speed up vehicle drawing
  • Don't draw enemy icons of far-away regions
  • Use static per-region enemy icon textures when zoomed way out
  • Don't draw the world when zoomed way out
  • Have Drill Station drop only one big prism
  • Buff Predator's main gun damage and shields
  • Nerf Avenger main turret overdrive (rotation rate and cooldown)
  • Buff Phantom damage and shields
  • Remove "external poofs" when others pick up prisms
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tag:jetbolt.com,2013:Post/474235 2013-04-16T18:42:52Z 2013-10-08T17:03:06Z Build 45 Changelist for build 45 of Grid12:

  • Fix some broken disarm visuals
  • Fix bug where some augments were not working when newly purchased
  • Add new stats widget that shows Stage3d draw calls and triangles
  • Batch ground panes into shared textures
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tag:jetbolt.com,2013:Post/474236 2013-04-05T13:41:00Z 2013-10-08T17:03:06Z Build 44 Changelist for build 44 of Grid12:

  • A new test client produced by the Flash Builder 4.7 compiler
  • Adjust Silver shields
  • Buff Mustang shields
  • Buff Corsair damage
  • Reduce Wildfire lightning range while buffed; reduce rate of fire
  • Increase Wolverine shield regen trigger cooldown; decrease DoT damage
  • Attempt to improve server performance by ticking offscreen objects less frequently
  • Adjust width and height of healthbars based on amount of health and minion vs building
  • Remove lenses
  • Recolor some loot bags
  • Log Stage3D driver info to chat at startup
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tag:jetbolt.com,2013:Post/474237 2013-03-21T23:31:00Z 2013-10-08T17:03:06Z Build 43 Changelist for build 43 of Grid12:

  • Add VP tank unlock system
  • Remove Cobra, Scorpion, Pegasus & Peacekeeper
  • Reset everyone's victory points and augments
  • Remove XP indicator
  • Rearrange HUD just a bit
  • Reduce Hurricane's "infinite" target limit to 8
  • Take target radius into account when deciding what target is closest
  • Make shotguns work even if center of target is not hit
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tag:jetbolt.com,2013:Post/474238 2013-03-13T18:35:47Z 2013-10-08T17:03:06Z Build 42 Changelist for build 42 of Grid12:

  • Add health bars (enable/disable them with 'J')
  • Add Fury triggers: Micronova, Differential Grav Mine, Chronoton Hyperboost, Mass-Energy Transform
  • Add Wildfire triggers: Mass Projection, Positive Target Lock, Dimensional Shift, Plasma Injection
  • Fix bug giving Wildfire infinite lightning targets
  • Add more info to region tooltips including personal stats
  • Fix bug that was causing hangs in login/register screen
  • Preserve HP & cooldowns, and deplete shields, on tank change
  • Restrict /leave and /tutorial to tutorial and overworld respectively
  • Fix turret spin bug, I hope
  • Require that all /choosename names be alphanumeric
  • Add cooldown on /choosename
  • Add /help command
  • Update title screen to reflect closed alpha status
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tag:jetbolt.com,2013:Post/474241 2013-03-06T21:06:00Z 2013-10-08T17:03:06Z Grid12 Today we at Jetbolt would like to introduce the project that we've been working on for the last few months, a co-op Flash MMO called Grid12. In Grid12, you and lots of other players drive tanks, battling the enemies who've taken over the world. You collect loot, discover bases, unlock new tanks, build facilities and work together with your friends to reconquer the grid.

Since our initial launch last August, we've enjoyed working with a terrific group of pre-alpha testers. These folks have really helped us out. Thank you!

Grid12 now moves into its "closed alpha" testing phase. You are welcome to help us! If you would like to playtest the game, you'll need to get an invite code from an existing tester. Try asking for a code in the Grid12 forums.

We hope to see you in the grid sometime soon!

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tag:jetbolt.com,2013:Post/474244 2012-10-07T14:31:42Z 2013-10-08T17:03:06Z Game Dev Start-Up Summit I'm heading to Austin this week for GDC Online, where I'll be a panelist at the all-day Game Dev Start-Up Summit on Tuesday.

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tag:jetbolt.com,2013:Post/474246 2012-08-23T13:22:32Z 2013-10-08T17:03:06Z Seeking testers We are putting together the first batch of external testers for Jetbolt's co-op indie MMO project. If you are interested, please drop an email to testers@jetbolt.com.

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tag:jetbolt.com,2013:Post/474249 2012-07-26T15:01:00Z 2013-10-08T17:03:06Z RotMG award nominations My previous project Realm of the Mad God was nominated in two categories at the 3rd Annual Game Developers Choice Online Awards: Best Online Game Design and Online Innovation. The winners will be announced at GDC Online in Austin this October.

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tag:jetbolt.com,2013:Post/474251 2012-07-24T18:02:00Z 2013-10-08T17:03:06Z Autoaim, autofire Aiming and firing a weapon are fundamental actions in most combat games. It's pretty much all you do in first person shooters. Certainly my previous project Realm of the Mad God relied heavily on aiming and shooting. On the other extreme, Gratuitous Space Battles gives you no control at all, over anything!

In my current project at Jetbolt, players have vehicular avatars: tanks and other heavily armed vehicles. Some of the tanks have forward-mounted guns, but other weapons may point to the sides or rear. Some weapons are turreted, rotating a full 360 degrees. Some guns can hit only aerial targets, some can hit only ground-bound enemies, while others can target anything. There are single-target laser beams, area-affect shotgun sprays, delayed-blast mines and more.

Although Jetbolt's MMO has plenty of guns and shooting, players can neither aim nor fire. We are striving for a mouse-only control scheme that lets players operate the game with one hand free. We'd also like the control scheme to scale up to big vehicles with 10, 20 or more guns. Rather than make the player control all of that, we're having the computer do the aiming and firing, while the player concentrates on positioning and orienting the vehicle, bringing the biggest guns and the thickest armor to bear on the situation at hand.

There is risk in this approach: it may not work at all, or it may work but be unappealing to an audience used to aiming and shooting manually. But in some sense we have no choice but to try strange new things. Small indie projects can't compete with big-budget studios on quantity of 3D assets, dialogue voiceover coverage or cut-scene fidelity. Innovation is the only viable strategy for a small team in a field dominated by giants. So I hope it will work!

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tag:jetbolt.com,2013:Post/474254 2012-07-17T13:53:33Z 2013-10-08T17:03:06Z Class customization My introduction to role-playing games came from Dungeons and Dragons, the red box. Of course I was captivated. You could be a fighter, a magic-user, even an elf. What an awesome concept!

A few years later, I played another pen-and-paper game called Champions. This was a superhero game, and the amazing thing about it was that you could be any kind of hero you wanted. There were no rigid character classes; instead, you bought your hero's abilities with character points. There seemed to be no limit to what type of character you could make.

These days, most people experience role-playing games on a computer. But the old "fixed classes vs point-buy" debate still goes on. Some games make you pick from a menu of predefined classes, while others let you heavily customize your class through skill trees or even build your own class from scratch.

Although the number of choices in a point buy system seems limitless, in reality, dedicated players quickly figure out which builds are the best ones. As these builds get published on wikis and message boards, the community converges on a very small set of viable character types. Meanwhile, newbies faced with a near-infinite set of choices shrug and just pick something, and that something tends to have sub-par effectiveness.

With fixed classes, the game designers carefully curate the types of experiences that the players will have. Designers make each class unique, and they carefully balance them to achieve the target gameplay. By contrast, the designers of a point-buy system essentially leave the set of classes up to the vagaries of emergence. And so I think predefined classes are better.

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tag:jetbolt.com,2013:Post/474256 2012-06-20T06:12:45Z 2013-10-08T17:03:06Z Wild Shadow acquisition Earlier today, Kabam announced its acquisition of Wild Shadow Studios, the company Alex Carobus and I founded a few years ago. Wild Shadow's only real product was Realm of the Mad God, which started as a contest entry, but grew into so much more. Alex is a tremendously gifted and hard working engineer and a good friend, and I'm really glad that I got to spend so much time working with him on something that touched so many people's lives in a positive way. Congrats Alex!

Coverage: Venture Beat, PC Gamer, Gamasutra, Massively, The Escapist, Marketwatch, Gamezebo

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