- Видео 164
- Просмотров 202 833
Greth
Бельгия
Добавлен 24 ноя 2023
Backbencher in the competitive gaming world for more than two decades, bit of a writer, bit of a gamedev. Let's see where the Tribes franchise is going.
Broadside 9 Months in - Development Update
Join the discord for questions and further updates!: discord.gg/9nqr4Cmjxj
Просмотров: 2 748
Видео
T3R: Responding to my alleged harassment of developers.
Просмотров 2,4 тыс.10 месяцев назад
T3R: Responding to my alleged harassment of developers.
Tribes 3: I got banned for calling out the CEO.
Просмотров 2,8 тыс.10 месяцев назад
Tribes 3: I got banned for calling out the CEO.
Tribe 3: Erez - Early Access has been announced! (I was banned for this video)
Просмотров 2,8 тыс.10 месяцев назад
Tribe 3: Erez - Early Access has been announced! (I was banned for this video)
Tribes 3: Rivals - Feb 22 - One hell of a post steamfest patch to start
Просмотров 70411 месяцев назад
Tribes 3: Rivals - Feb 22 - One hell of a post steamfest patch to start
Tribes 3 Rivals: My Suggestions and feedback on the state of 'Flag Capping'
Просмотров 1,3 тыс.11 месяцев назад
Tribes 3 Rivals: My Suggestions and feedback on the state of 'Flag Capping'
Tribes 3 Rivals: Loadout and Weapon overview for the Steamfest Demo!
Просмотров 1,2 тыс.11 месяцев назад
Tribes 3 Rivals: Loadout and Weapon overview for the Steamfest Demo!
Tribes 3: Rivals - 01/02 Patchnotes - We'll need a lot of testing on this one!
Просмотров 67311 месяцев назад
Tribes 3: Rivals - 01/02 Patchnotes - We'll need a lot of testing on this one!
Reacting to the Tribes 3: Rivals' Dev's first interview - By Salty Octopus
Просмотров 1,1 тыс.11 месяцев назад
Reacting to the Tribes 3: Rivals' Dev's first interview - By Salty Octopus
Tribes 3 Rivals: Patchnote review 25/01 - NEW MAP ... and some other things.
Просмотров 53811 месяцев назад
Tribes 3 Rivals: Patchnote review 25/01 - NEW MAP ... and some other things.
Tribes 3 Rivals: Communication is key, or we risk repeating Tribes: Ascend.
Просмотров 1,6 тыс.Год назад
Tribes 3 Rivals: Communication is key, or we risk repeating Tribes: Ascend.
Tribes 3: Rivals - It's time to start communicating
Просмотров 742Год назад
Tribes 3: Rivals - It's time to start communicating
Tribes 3: Rivals - January 11 Patchnote review and my personal suggestion
Просмотров 693Год назад
Tribes 3: Rivals - January 11 Patchnote review and my personal suggestion
Tribes 3: Rivals - My thoughts on Playtest 4 - A bit of a rant
Просмотров 2,6 тыс.Год назад
Tribes 3: Rivals - My thoughts on Playtest 4 - A bit of a rant
Tribes 3: Rivals - Overview of the first changes in 2024!
Просмотров 629Год назад
Tribes 3: Rivals - Overview of the first changes in 2024!
Tribes 3: Rivals - I'm bad for research purposes.
Просмотров 667Год назад
Tribes 3: Rivals - I'm bad for research purposes.
My personal analysis of Tribes-like terrain, and what I've made.
Просмотров 674Год назад
My personal analysis of Tribes-like terrain, and what I've made.
Tribes 3: Rivals - Going forward with the core design of the game.
Просмотров 1,4 тыс.Год назад
Tribes 3: Rivals - Going forward with the core design of the game.
Tribes 3: Rivals - Reviewing the December 14 patchnotes.
Просмотров 542Год назад
Tribes 3: Rivals - Reviewing the December 14 patchnotes.
Tribes 3: Rivals: Nitrons are perfectly fine.
Просмотров 1,4 тыс.Год назад
Tribes 3: Rivals: Nitrons are perfectly fine.
Reacting to SaltyOctopus' First Impressions of Tribes 3: Rivals
Просмотров 895Год назад
Reacting to SaltyOctopus' First Impressions of Tribes 3: Rivals
Tribes 3: Rivals - My personal thoughts and feedback on playtest 2.
Просмотров 3,6 тыс.Год назад
Tribes 3: Rivals - My personal thoughts and feedback on playtest 2.
Tribes 3 Rivals: Relearning Tribes is going according to plan.
Просмотров 2,1 тыс.Год назад
Tribes 3 Rivals: Relearning Tribes is going according to plan.
Tribes 3: Rivals Tutorial: Go Fast in 1 minute
Просмотров 2,5 тыс.Год назад
Tribes 3: Rivals Tutorial: Go Fast in 1 minute
The new Tribes 3 map carries a cursed legacy.
Просмотров 1,1 тыс.Год назад
The new Tribes 3 map carries a cursed legacy.
He asked me to coach the first game of Tribes 3: Rivals he ever played
Просмотров 821Год назад
He asked me to coach the first game of Tribes 3: Rivals he ever played
Thoughts on the Tribes 3: Rivals PCGAMER article, and new Community Trailer
Просмотров 712Год назад
Thoughts on the Tribes 3: Rivals PCGAMER article, and new Community Trailer
When recording some b-roll for Tribes 3 becomes a travesty.
Просмотров 2,2 тыс.Год назад
When recording some b-roll for Tribes 3 becomes a travesty.
Dang greth you made a video game? No wonder you havent had time to cast brood war. Congratulations dude!
Haha... You have found me... Yeah. I saw your comment on the other channel too. This FPS-Z sidequest turned into something alright. I didn't want to post this on my old channel because it would make people upset that I was in fact still alive. Honestly, it would have been this, or go all-in on Stormgate. ... What a call that was. Thanks for still showing up from time to time :D
Whoa had no idea, you guys were doing this. Tribes/FPS-Z with wall running, interesting. Are there plains for more movement mechanics indoors, but also outdoors too?
TA was hitscan though, wasn't it? With bullet drop physics it would require way more skill.
T:A started with hitscan in closed beta, but the community revolted and most (not all) of the weapons became projectile. But the sniper (which was one of the biggest issues) was still hitscan. Right now our sniper is fast projectile with no drop. But it has a big energy cost, only on light. It also has reverse falloff so it barely does damage up to medium range.
Chain gun 😊
Keep up the work. Hope you all get some guys to sign on for the graphics part soon. This should be fun when functional all the way. Talk them into controller support. So our group can hop on.
Yeah art is going to be the biggest hurdle atm. We have some new folks helping out though! Game still fun with programmer art :P Honestly, getting the full spread of T2 era controls mapped to controller is going to require some feedback from you guys I bet.
@@AlsoGreth I actually did it on Steam controls. I mapped out the majority of what was needed to play and was able to get on and fly around. I'll have to look and see if I still have the setup. Basically as long as you can map buttons to controller and some tiny auto aim help exists. As with steam controls. You can play and still do ok. It's harder to aim on a controller than mouse and keyboard. I was able to play Tribes 3 on a controller the entire beta test. Their control setup was buggy though for the first few times I set it up. It ended up getting somewhat better. Our Chat wheel was a later addition to the game by the devs. So it just uses square to pop it up then button combos to communicate. Similar to the t2 chat wheel.
@31:46 watch the mortar you fired. The trail is getting culled really early. Same as 31:53
Forgot to reply to this - good catch. It's been spotted and I think being worked on.
I'm feeling inspired by what you're producing here. I'm currently building a new pc and a custom Wooting 80he keyboard and this is fuelling my motivation :) Mapping looks tough, but rewarding (hopefully).
It's rough now because we're still 'roughing it'. I'm still trying to figure out what works, and (as you can see) still using very rudimentary assets :D
Very nice to see an fps-z in development. Will there be a native linux build?
Definitely in Proton. We're working on a dedi linux server atm, don't know for a totally native client yet. But there are conversations being had.
@@AlsoGreth good to hear
@theangrygrunt1481 Unreal Engine does support native Linux build targets which I am testing with some of the Linux enthusiasts on the team. It's definitely on my list of goals for our first external alpha playtest.
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Yo thank you for making this video. I am very much looking forward to what you all create and I like the attitude towards achieving your goals. If I have one gripe, respectfully, it’s the name of the game. Is it set in stone? 😅 Anyway, I look forward to future updates and I’ll be sure to check it out once it becomes publicly available 😊 Ps - I’m an old school arena shooter player who dabbled in tribes over the years. The wall-riding mechanic looks super fun! Edit: I am nostalgic for a weapon from the UT franchise called the ASMD shock rifle. The principle idea was the concept of throwing a petrol/gas can into the air towards a target area and shooting it with a gun to make it explode. Any variation of this realised into your game would be so awesome 🙏 … maybe shooting a mortar shell or the “burner” ball with your new sniper rifle, for example😁
Hey, youtube hid this reply from me for some reason! The name references the map 'Broadside' that was a big cluster of explosions and mayhem, a lot of oldschoolers have fond memory of it. Nothing is set in stone, but yeah. I've been toying with the idea of combos, specifically stuff like the shock rifle too. But right now we're going to try and get the basics in first and see what we can do with alt fires. I don't think all our weapons will have them. It's an ongoing debate. Thanks for the interest!
I know development is early and you may not need suggestions at this point, but from watching you skii around at the end I noticed some high speeds that may have not been possible if the game had air resistance. Maybe there should be air resistance at high speeds instead of a speed cap? The air resistance would basically reduce your speed by 1 mph every second while you are over 100 mph or something like that, and the faster you go, the more your speed is reduced every second. So at 150 mph maybe your speed would be reduced by 2 mph every second etc. Air resistance increases exponentially the faster you go so I bet your physics guy can find/make a formula for it better than I can. Otherwise it's like all these aerial maneuvers are happening in a vacuum then you hit a speed limit, which is odd. Slowing down the outdoor terrain movement in this way would make the indoor movement a more similar speed, and maybe make maps easier to develop without such a large speed variance between outdoor and indoor. Also if the physics is being developed while the map making is going on, you may have to go back and change some of the maps to accommodate for the new physics. I also noticed the terrain shadows appearing as you get within a certain distance of the terrain, so hopefully that can be fixed as well, so you don't get the shadow pop in. It's probably just a shadow distance number that needs to be increased. Thanks for sharing the videos! I hope they draw in more interest than they turn people off, with the game being in such an early stage. They keep me interested anyway.
Hey man, thanks for checking out the stream. Yeah, we don't plan on having any speed limits as all, as this was used in the previous 2 FPS-Z games to basically balance bad terrain. I work on a principle of keeping potential energy balanced. You go fast down the hill, build up speed, then go up the hill again and level out your speed. The map I was showing in this stream was an experimental large map. As said in the stream, I covered about 1/4 of the map (and it is also intended to be a vehicle map). That said, using the exact same movement indoors is going to be a challenge. Hence my current attempt at giving large enough corridors for 'travel'. So far the low speed stuff is looking good (except for the speedup in the corners and when jetting up walls, but we know about it). Aside from minor tweaks, a lot of the basic movement will remain the same at this point. I think we nailed it pretty well. Yeah the shadows are just render distance and the fact that I'm playing on maps without lighting and shadows built. Considering we're all still currently volunteers, it's fine to show the progress to make sure the community knows we're doing stuff and not abandoning the project. And a lot of the stuff being worked on is coding related and can't be shown visually! More to come to be sure.
As a proof of concept as a mechanic, you should look at making an extreme ski or park map. also, even though the wall running feels like a racecar right now, it'll get easier in time as we get used to it
Planning to do just that. And sort of already have.
As a stray classic arena player, I'm also hoping to try out that indoor combat. Looks silly in the best way. My favorite part of a lot of arena games was flying through the air shooting at other people flying through the air, so I probably would have enjoyed tribes back then if I'd gotten the chance.
Let's hope you can find out soon with this. And yes, you probably would have loved it, but you also would have gone through the struggles of losing it D:
@@AlsoGreth Yeah definitely a "genre trauma," for all of you - that much I can see haha. Although there are some other "genre traumas" like RTS just turning into MOBA, which I have felt some pain on. Probably not as bad as the fall of tribes though.
What's your guys favorite Greth map?
Looks amazing! When you go about picking art direction, please don't choose a cartoonish style like in Midair. I feel like it failed partly because of this. A semi-realistic sci-fi style with cool armor models would be a huge plus
9 months? Lol what is the team size one guy part time?
A couple of guys in their free time. First months were spent researching and learning what we wanted to do and use. It was basically pre-production. Setting up our pipelines, repos, etc. Also screwing around with Lyra and GAS cost us quite a bit of time. And Mover doesn't come with documentation!
Add the broadside map and CTF and you are done. Call up [NHOP] for a mod and call it a day. Can we mod this with C Script like Tribes, or???? Rust? JS? Let us get nasty!
Your recent video on Broadside made me suspect that you actually know what's up, and this one confirms it. As someone who has watched this genre, mostly from a distance, in in equal fascination and frustration, this is EXACTLY what I've tried to tell people. Cappers don't directly interact with the rest of the game, there's just a set of binary skill checks on either side that force people into a no-lifing arms race.
Man, this video takes me back. Funny to see that a month after this everything collapsed for T3 and Broadside started. Yeah, ... Me and a lot of members of the BS team have had these conversations more than once over the past few years. We just collectively got tired of being ignored. You can only solve a problem for people so many times without a response without either going insane, or making your own version. There is an irony, that through all the denied solutions, we've actually refined the idea of what works to a mirror polish already. Now we just have to build it.
_Another_ Tribes-like, jesus. I like the focus, though, every other recent attempt has been done by obsessive competitive types whose vision of Tribes really isn't what it once was. I think a little more focus on indoor combat will be huge for bringing new players like me in, bevausd if there's one thing I remember about Ascend it's that it was a perfect way to start understanding the Spinfusor...
I'll code your vehicles because I'm tired of seeing FPSZ games try and release without them lol
make the shrike from tribes 2 handle the same way please
Hey man, hang out in the discord, have a chat and maybe we can work something out. We're still looking for quite a few people. We do have some manner of framework in place, and we have someone who is working on it, but lots of other priorities atm. But best to talk to the coders for specifics.
@@AlsoGreth If I find some free time in this hellcrushing busy start of the year I'll hop in and ask around
@@greatbigeyeball thanks man i really love tribes 2 vehicles alot this means everything to me.
keep it up fellas, i have faith in you :)
Are you making a spiritual successor to Tribes 2 mate
We're definitely trying to make a successor of the FPS-Z genre, and we've taken a lot of inspiration from the games that started it all. We're trying to make something more, instead of taking away from it for some odd idea that it wouldn't work in 'today's market'.
Wow..just wow. I will be keeping an eye out, wish I had the skills to help out.
Yall doing a Patreon? Anything for support?
It's likely we'll do something like Patreon. But first we want to have a build out so people can test and play. A first milestone if you will. As said in the video, something 'worth supporting'.
With this wall walk mechanic the inside base game play will be fantastic and it was something that Hi-Rez never did correctly. This is very exciting to see.
Sounds like you got this thing on lock down! Awesomeness!
How do we add it to our wishlist? I don't see a Steam page for it yet.
Something we'll get sorted for our first milestone to be sure.
@AlsoGreth Excellent
Hrrrmmmmm... that movement looks familiar... Reminds me of the Hot New Arena Shooter Everyone Is Talking About™
any chance for a cheeky random greth mapmaking stream
Now that the cat is out of the bag ... I might do. I need to get this channel back into gear :P There will be greyboxing...
14:00 Ski maps. Someone tell the CS2 players
Base building YES. The main reason why T3 died was because of not having actual bases (or at least not having a mix of base/no-base/spawn-base/flag+spawn bases).
What is this? I don't even know if this game exists, I've never heard of it and you can't google it. Who is testing this?
We're mostly on discord atm. We're working on a landing page website. Hopefully we'll allow people to test the movement etc soon.
I believe you can fly!
Briefly, as long as we’ve got energy for the jetpack!
Looks good so far....
Nice work, can't wait to get back into it and this looks the best balance
So this is kind of like unreal tournament meets tribes aka my dream game 🥺 thank you
So hyped for this
Very much looking forward to this.
Looks amazing so far! Thank you for what you and the development team are doing, I'm very excited to support and play!
sliding along the walls and rounded corners looks fun but I think it causes too much acceleration. maybe just a little speed boost would be better. also the disc launcher doesn't look like a disc launcher.
Yeah the videos I show were recorded to showcase that actually. We know what causes it, we're just milling over how to balance it atm. It's done by jumping while in the curve of the corner. And don't worry, all the weapon skins and projectile effects are placeholder!
Thanks for sharing! Terrain looks even better now. And the sound design is choice.
Congratulations on excellent progress. I had not heard of this project, but I have now, and I will be watching. To quote the post I see below - looks great!
11:55 Free roam death cam is actually a nice addition.
Yep! We have free roam, orbit, third person and first person spectating working. We have also made it configurable so you can disable free roam spectating for competitive matches, for example
So you built a clone of tribes... Smart when you consider how fun that game was but it would have been nice to see maps with a little more detail in em
We'll get there!
Yup, after I'm done with a few more blockout maps I'll definitely look at prettying up the maps, foliage etc. This is all very very barebones.
Bravo!!! Love it. And love the wall ski. Kinda tribes meets titanfall. Keep up the good work!!!!
Looks great. Can’t wait for more updates
excited for you guys. I'll be one of the first holding out cash for a chance at Early access/tester slots.
you guys got this!
nice
When it comes to finding a match, are you going to use match-making, or a server list. I'm bias for the server list like OG Tribes.
with them saying dedicated server support, id assume there will be some sort of server browser planned
As @Rezduck_ said - We have dedi servers already. And honestly, - for where we are and will be at the start of releasing this to people, we're going to rely on people hosting their own stuff quite a bit. We'll have servers of our own. But in the beginning we'll be leaning on some self-hosting. A master server has already been talked about.