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Current and Future FRG Projects

#1
I've been made aware that it's a bit difficult to find info on some of the interesting current and future projects I am working on, and their schedulings,  so I figured I'd make a post to indicate some stuff that is going on behind the scenes, and talk about some experimental changes I want to try on TTT. Do note - this list does not include the obvious seasonal events, cosmic bosses, or other smaller updates, those are to be expected. These are things that I've discussed in discord but not actually made any official statements about them.



Water Treatment Chambers

This is what I am currently working on. WTC is a standalone "parkour" and "jump puzzle" map, made by parade (coded by me).  I hope to release this later today, or tomorrow. You can read more about it in parade's thread here.


FRG TDM

I have commissioned Twentysix to develop a 'bare bones' TDM mode we can use to test out how an FRG TDM server would play out.

On FRG TDM all traits will be dampened pretty heavily. Players will have 'shields' that regenerate after a few seconds of not taking damage. Players can not have traits proc on them or die until their shields are depleted. Very similar to Halo style shields. The exact shield amounts and hp amounts have yet to be decided, and will be decided during the play tests (we will see what feels best).

We will be trialing this to see if it's fun. If it's fun it will probably stick around, if it proves fun enough I will add scroll progression and dailies to it.


FRG Survive 2 (working title)


Survive 2 has been delayed numerous times. I'm sure a lot of you are wondering why. Well I will outline exactly why, and why it's actually a positive thing.

At first survive 2 was supposed to just be... Survive 2. Pretty simple really - New map, new zombies, and a way to end the run via a boss fight. As you may know by now, when parade and I get passionate about something, we get a little ambitious and like to push the boundaries. This has caused Survive 2 to turn into so much more than just a sequel.  

Survive 2 is a rogue-like lite mode that is nearly entirely modular and supports multiple maps, and the way I have set it up allows every map to completely change how the mode functions. On top of that I made a web-based control panel we can use to tweak each maps cfg settings.

The core 'rogue-like' elements are presented to you in the form of upgrading weapons. When you spawn in, you will be able to choose one primary and one secondary weapon from a number of options presented to you.

Once you do that, you can upgrade each weapons stats via 'stat stations'. Fully upgrading a weapons stats will bump it up to the next rarity class (i.e. Rare -> Legendary). This serves 2 purposes; 1. It allows you access to more and better stats, making your weapon deal more DPS, and 2. It allows more trait slots and access to better traits.

You add traits to your guns via 'trait stations'. These will list a number of random traits on them, and their requirements to unlock. You will just select the one you want and it'll apply to your weapon!

There will be some really nutty builds you'll be able to do, which adds to replay-ability and the overall fun factor of the event.

That's just a couple bits of info about the event, and while it was definitely scope-crept(much like Tribulation was), I think it will be a better event because of that. I apologize for all the delays, but let me remind you that I am just one person and can't do everything at once!  I would rather delay something and have it be as good as it can be, than rush out something unfinished.

I plan to get back to work on this post-easter, but I am in no rush personally.


FRG Slayer


FRG Slayer is a fairly simple new persistent PVE mode I want to start developing this year. FRG Slayer will be a way to progress through things like the bm pass without needing to rely on other players to be online. The mode will focus on completing 'slayer tasks', which are assigned to you via an npc on the lobby. You will get a slayer task (which is kill x mobs), then be able to join the pve server and seek out the monsters and slay them. Completing a task will grant xp to all applicable sources, on top of slayer XP. Your Slayer Level will be used to determine what monsters you can actually fight and damage. This also includes a new series of bosses I will be making, that have unique loot. These bosses are still much to be decided, but definitely will need specific slayer levels to fight them properly (might even have rare boss slayer tasks).


FRG Boss Rush


That's right, FRG Boss Rush is still on the table. A few months ago I made some significant progress with player skill trees, it made things a lot more interesting and is one more step in the right direction.

BR needs more bosses, and unique loot to self sustain. But I definitely want to work on it over the summer.


Those are some of the main projects I want to work on this year. I don't know if I will accomplish all my goals this year, but I hope to.



Now on to some experimental changes I'd like to try on TTT. I am considering trying out some basic across-the-board trait dampening on TTT only to see how it impacts gameplay. I know some will be split on it, but I think it's pretty clear people aren't having fun on TTT much anymore. Some blame the traits, some blame sweaty people. So I think it might be interesting to test this. What do you guys think of this?
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Messages In This Thread
Current and Future FRG Projects - Brassx - 02-13-2023, 03:03 PM
RE: Current and Future FRG Projects - Fear - 02-13-2023, 07:01 PM

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