• 0.1.1.2-pre-alpha 3e5b39d92c

    0.1.1.2-pre-alpha Pre-Release

    unfa released this 2022-01-02 19:03:45 +01:00 | 6 commits to main since this release

    DOWNLOAD ZIP (618 MB)

    1. Download the file above and extract it.
    2. Run the binary based on your operating system (Liblast Linux or Liblast Windows).
    3. Set your user profile (name and color)
    4. Join the public server at unfa.xyz
    5. Have fun!

    Notable changes:

    1. Improved look of the test level (4K textures, reflection probles, nice lighting etc.)
    2. New weapon: rocket launcher! So far only scores direct hits.
    3. Weapon switching. Use keys 1 and 2 to select weapons.
    4. Improved score table, showing player colors, pings and packet loss
    5. Players can no longer be killed multiple times
    6. Falling out will kill you
    7. You can commit suicuide when you're stuck (option is in the menu - acces with Esc while in game)
    Downloads
     
  • 0.1.1.1-pre-alpha 373214dbd5

    0.1.1.1-pre-alpha Pre-Release

    unfa released this 2021-12-04 16:25:42 +01:00 | 0 commits to DM1_temp_test since this release

    [DOWNLOAD HERE] (no loner available - go get the newest release instead!)

    1. Download the file above and unzip it.
    2. Run the binary based on your operating system (Liblast Linux or Liblast Windows).
    3. Set your user profile (name and color)
    4. Join the public server at liblast.unfa.xyz
    5. Have fun!

    This is a very temporary state of the game with a botched implementation of the new version of the DM1 level.

    Notable changes:

    1. Much better performance
    2. A lot more room to play for more players
    Downloads
     
  • 0.1.1-pre-alpha 217917706a

    unfa released this 2021-10-25 18:32:25 +02:00 | 136 commits to main since this release

    This is a first groundwork version of the game rewritten in Godot 4.

    Download for Linux + Windows

    https://unfa.xyz/liblast/Liblast_0.1.1-pre-alpha.zip (ZIP - 506 MB)
    or
    https://unfa.xyz/liblast/Liblast_0.1.1-pre-alpha.7z (7-zip - 325 MB)

    Both downloads contain the exact same data. If you can handle a 7-zip archive - please choose that to save bandwidth.

    How to run the game

    Extract the downloaded archive and run the executable suitable to your operating system (Linux or Windows).

    How to run a dedicated server

    You can start a dedicated server on Linux using the Liblast Linux dedicated server.sh script. Due to current issues in Godot it's impossible to run the game in a headless mode, so you need a display and usable Vulkan graphics to run the dedicated server. It's optimized to use as little GPU as possible and also show you a nice overview of what is going on in the game.

    You can start a dedicated server on Windows by (1) running the game executable from commandline with --dedicated-server argument, or (2) by creating a shortcut to the Liblast Windows.exe file that will add this argument. I wanted to make a BAT file, but I have no Windows to test this so I failed. Contributions are welcome :)

    Changes

    • The damage system has been redesigned and rewritten (using Excalidraw, here's the archive of the document I've created). This is not a visible change, but it's a necessary restructuring for further development down the road. Before - nearly all the logic was placed on the Gun (Weapon.gd). This meant that the handgun checked what did the bullet hit, it decided if the victim should die, it sent info to trigger shooter's hit confirmation (crosshair and sound), and als owhat kind of article effects, decals and sounds to play. Now the logic is clearly separated. All damagable objects must have a take_damage() method that provides a clear unified path to communicate:
      • who deals damage
      • how much damage
      • what type of damage (so far there's just one, but in the future this will be important)
      • where does the damage come from physically (is now useful for bullets, but will be even more useful for explosions)
      • What point in space did the damage was applied to and under what angle to teh hit surface (useful for placing decals and particle effects)
      • what push force should be applied (this will be necessary for explosions)

    This will let every player class, shootable switch, or a decorative object to react in different ways to any type of damage the game throws at it. There should probably be some feedback if the collision has stopped the damage (bullet) - not sure how we'd implement water effects with shooting bullets or projectiles that can travel under water. This may need to be considered in the future design changes and adjusted.

    • The weapon model is now moving according to player movement. There's up/down movement when walking, There's a jolt when jumping and up/down, sway based on vertical velocity (hopefully this'll give players a bit more feel for what is their vertical velocity, especially when using the jetpack). There's aso extremely faint breathing bob, it should probably by made stronger as it's almost invisible.
    • The blood particles have been replaced with a dedicated texture that finaly isn't terribly ugly. The material Maker source file is in Asset Sources;
    • Dying Players now leave gibs behind - these are GPU Particles and use SDF collision with the level geometry. It's nice to see this working!
    • Player's camera is moved and rotated when they die to make it clear what's going on
    • Players have now clear visual feedback of taking damage (non-directional though). The "bleeding eyes" effect is done with a shader that generates the "vignette-like" shape with CleverMaths™. The shader is animated based on recieved damage and time. Dying players have a full blood-o-vision turned on and decay disabled.
    • Players spawning now shoud be unified across peers, as it's handled by a spawn() method in the Player.gd script, rather than in Main.gd. It seems that's not perfect yet, but well...
    • Players leaving the game was hopefully hardened against ghosts, but that proven to not be the case during playtesting with the team. The game needs to be tested more across unreliable networks or introduce artifical packet loss and ping to reproduce these bugs.
    • The crosshair now turns black if on a very bright background to make it clearly visible at all times. There's nothing mroe frustrating in a game that requires precise aim when the crosshair is not visible! (I've recenly played Half-Life: Opposing Force and that that was an issue with one of the weapons).
    • There's now a game version, FPS counter and Ping display in the bottom left corner. I've programmed a ping measuring feature, that pings the server every second. It's in ping() method in Main.gd. I think the code is pretty clever. Pings are sent with random tokens and the server sends the pings back with the same token, this ensures that pings are not mistakenly counted when they did not really arrive on time. This however limits the ping meter to 1 second, as there is no list of pings sent - there's only one token stored so if a ping does not arrive in 1 second, then another ping is sent, overwriting the stored token and invalidaing the previous ping entirely. This is obviously flawed, but that's the first implementation.
    • The map's lighting was tweaked to provide better shadows look (less blur) and take advantage of the newly added angle size for directional lights.

    Enjoy the game!

    • unfa
    Downloads
     
  • 0.1.0-pre-alpha 9d56d048b2

    unfa released this 2021-10-01 21:47:45 +02:00 | 168 commits to main since this release

    This is a first groundwork version of the game rewritten in Godot 4.

    Download for Linux + Windows

    https://unfa.xyz/liblast/Liblast%200.1.0-pre-alpha.zip (ZIP - 500 MB)
    or
    https://unfa.xyz/liblast/Liblast%200.1.0-pre-alpha.7z (7-zip - 300 MB)

    Both downloads contain the exact same data. If you can handle a 7-zip archive - please choose that to save bandwidth.

    Watch the release video

    https://www.youtube.com/watch?v=o2ZGoBClXgs

    How to run

    Extract the downloaded archive and run the executable suitable to your operating system (Linux or Windows).

    What to expect

    What is there is a very basic game of deathmatch. The game supports running a dedicated server (triggered using --dedicated-server commandline argument), but cannot run in headless mode yet.

    This release is mostly intended to find out issues that need to be fixed before the development can carry on and to show the world that this project is making progress.

    This is by no means indicative of the vision we have fro the 1.0 version fo this game, and you should lower your expectations as muhc as possible before going in.

    With all that being said - the game can be quite enjoyable, especially if you call up your friends and play with them.

    There is single public dedicated server located in central Europe under liblast.unfa.xyz domain. It's used as default to make it easier to join the game.
    You can very much host your own server to play over LAN or even make a public server.

    There is no discovery server yet, so there's no way for the game to list public servers etc. Again - this is a very bare bones game at this point.

    Downloads