wtorek, 31 maja 2011

Feedback wanted

I finally setup a GetSatisfaction community page. You can use it to Ask Questions, Report Problems, Share Ideas or Give Praise. Let’s how this works out for us.


Head over here: http://getsatisfaction.com/gold
or click the Red “Feedback” button on the left.

30 mins un-cut gameplay footage

mlcgen on livestream.com. Broadcast Live Free


Just found a video from one of the players with 30 minutes of gameplay. Check it out if you want to see how the game looks like.


Scroll to the middle, that’s when more actions starts with more players.

KAG dedicated server hosting

I’m working on the next version. I hope to fix the biggest issues (like infinite catapult! :)


Meanwhile here is the first company offering KAG server hosting. If you want your own, really good server in US you can rent it. I am supporting them so you can expect the best service.


News


Rent

poniedziałek, 30 maja 2011

I changed the master server. The old one was totally unreliable, sorry for that. The new master should update when you launch KAG.


Attention server owners! Restart your servers!

niedziela, 29 maja 2011

I see lots of people today! Welcome! I am re-posting the tutorial poster for you. It is a bit outdated because there is new stuff like bomb and catapult. You also have to stack gold in the 3 sacks you have at your base.


There are some issues, like sometimes the servers list doesn’t download. You can always connect manually to 78.46.112.151:50301.
I will be fixing this shortly though. Should be fixed now!


Have fun!

I released a couple hotfixes after build 40. All updates download automatically.
The crashes on map restart should be fixed. You need to restart the server so it fetches the update.


As an experiment I made a map with a mountain in the middle instead of a hole. You can play it on the Official Euro Server.

sobota, 28 maja 2011

Build 40 released

Is it just me or has this game stopped being so social and instead feels like a rush… feels like WAR!
I like it. The hole in the middle of the map is also an interesting twist. I will experiment more with map shapes in the future.


Gameplay screenshot:




This quick patch fixes most of the issues I’ve found after releasing yesterdays update. Enjoy.


Changes 39-40:


- catapult can change rotate according to thrower
- improved arrow collisions (from circle to line)
- default score limit is 20% of gold available on map
- fixed crash on precache (loading controls)
- fixed player dangling on server after kick
- fixed bow sound not stopping after death
- fixed catapult facing wrong direction for red team
- fixed knight shield
- fixed gold on map wrongly calculated
- fixed player sprite not updating when dead
- return of the ladder bubble
- mouse aim is farther (to match zoom out view)

piątek, 27 maja 2011

Build 39 released

Biggest release so far!


  • Maps are completely new.

  • Game rules are completely new. The game now ends as victory for one of the teams.

  • New buildable offensive weapon - CATAPULT

  • Lots of new graphics and bug fixes.

Please read the change log below for a detailed list of the changes.



To use the catapult you will first need to build it. It needs 12 blocks built in a 4x3 rectangle. Then you need to supply it with rocks ([E] key). Hold [E] key and then release to FIRE!! The longer you hold the farther it throws.
Use with caution!


Here’s how the new maps look like. This is of course a random example.



Changes 32-39:


- game rules changed
  * victory condition: mine or collect 3/4 of the maps gold
  * stash gold in sacks
  * 3 sacks available on start
  * steal sacks and bring them to your tent for score 
- new map generation code
  * possible mountains and holes
  * caves
  * stone and gold are more likely to appear around caves and mountains
  * gold appears more as gold veins
  * trees don’t grow on tent 
- added catapult
- new sack graphics
- new bomb & explosion graphics
- new emoticon bubble graphics
- tent does not fall down
- sack gold amount displayed on mouse hover
- player HUD is not visible now when score board is active
- increased knight radius of attack
- new castle back build sound
- tent hit pixels changed to black
- fixed invisible map bug
- can’t loot bombs from self & team players
- fixed knight not dying when bomb explodes in hand
- typing bubble appears when typing chat or in menu
- gold sacks & tent are drawn on minimap
- new stone tiles graphics
- added map generator config file (“Base/Scripts/generator.cfg”)
- when not enough resources build tile blinks on HUD
- on reload map, old map saved to “Maps/previous.png”
- particle die time randomized

wtorek, 24 maja 2011

If you can’t update the servers list please download the game again and install fresh.


I’m working on the new version, should be out this week.

poniedziałek, 23 maja 2011

Next version will make more sense.


Meaning, there will be a winning condition and the game rules will be slightly different. The gameplay will hopefully be even more interesting.


Also there will be another offensive weapon codenamed WMD :)


Still problems with the master server, so no servers list for now :(.


MASTER SERVER UP! YOU CAN PLAY!

niedziela, 22 maja 2011

Having some temporary problems with the master server, so you won’t be able to update the servers list. Should be up again soon.


You can paste your server address in the comments if you want people to join now.

sobota, 21 maja 2011

Linux client available

You can now play King Arthur’s Gold on Linux. Let me know if it works (or doesn’t). I haven’t tested it really that much.


Download KAG for Linux

piątek, 20 maja 2011

Build 32 released

This release introduces…



You get 3 of these on respawn or resupply at tent. Throw by pointing mouse and holding & then releasing [F] key (default). It might be a good idea, in the future, to buy these for gold or something.


Besides that, this version has lots and lots of big bug fixes.


Also you can now vote for map restart or load a map during the game on your server as admin.


Changes build 30-32:


- added bombs for knight (hold & release [F] key)
- fixed sprite graphics glitch on older video cards
- louder bow pull sound
- increased precision of network object velocities
- fixed some map collision bugs
- fixed teleporting inside map
- optimized collision code
- fixed arrow map collisions
- added fast arrow springy sound hit
- added team emblem graphics on team pick
- resources on HUD are drawn in multiple rows now
- available blocks on HUD now drawn in lower part of screen
- fixed ladder placing not working sometimes
- fixed readme.txt not auto-updated
- added map restart command (restartmap)
- added map load command (loadmap [name])
- added map save command (savemap [name])
- added server send message to all players (msg [text])
- added vote map restart
- changed minimap colors
- dead not displayed on minimap
- can’t resupply in enemy tent, only change class

End game

My biggest design challenge right now is how to end the game. As you know the point of the game is to collect more gold than the opposing team, but there is no limit were the game actually ends. This is because it is a waste to suddenly end the map and restart it. All the stuff people built will vanish.


There are several possibilities I have in mind (feel free to add yours):


  • vote restart - the map is only restarted after enough people vote to play a clean map

  • team swap - map is not restarted, but after a certain limit is reached red and blue are swapped

  • after the gold limit is reached the losing team gets a new tent on the opposite side

Let me explain that last one. The map wouldn’t actually be restarted. The winning team would stay in its castle. But the losing team would lose their whole base. All of their structures would come to the winning side (doors would be replaced automatically). The losers now move onto the opposite side and start on a fresh ground.




Now what happens if the losers on second round win? They return back to their original base? No, because returning to old castles is boring. They win everything and the new losers respawn again on their opposite side. And so on and so on…


The biggest problem with this is that I’ll have to recode how the maps are done to allow infinite maps. Right now they have fixed size.


What do you think?

środa, 18 maja 2011

Build 30 released

Griefer vote kicking is here!



Changes build 28-30:


- added kick voting (select in mainmenu [ESC], no [F11] yes [F12])
- added server kick command (kick [playername] [minutes])
- player respawns as last selected class
- sack on back is more visible
- added tent flag animation
- tent is now in front of players
- added variable descriptions in autoconfig.gm
- all doors placed vertically open when player touches
- player names forced to be unique
- fixed holes appearing after loading a map
- doors require 30 wood & 30 stone (previously 50 each)


I think the readme.txt doesn’t get updated, I need to fix that. In the meantime here is the full readme file.

[gallery]

More autosaved maps from the official server. You can grab these after playing from the file Base/Maps/autosave.png

poniedziałek, 16 maja 2011

Build 28 released

New version released. It will auto-update once you start the game.
Most important changes are: the view is different because it follows the mouse, zooming is different, prevented some exploits and spawn camping and some graphical improvements. Take a look.


King Arthur's Gold




Changes build 24-28:


- zoom in/out keys work by tapping now
- zoom in/out by default is mouse wheel (previously left ctrl/shift)
- default view is dynamic; follows mouse cursor
- darker backgrounds
- health doesn’t decrease client-side (false hits not registered)
- minimap is more translucent
- players inside tent are immune
- fixed cursor displaying on other players
- fixed map generator getting stuck on small maps
- optimized sack network updates
- fixed not being able to connect again after failed connect
- changed HUD material graphics to tiles
- trees regrow faster
- hill height is independent from map height
- gold tile is more golden
- fixed empty tiles in ground background
- tweaked map generation code
- fixed actor behavior on map borders
- more shading on backgrounds
- distant sounds are louder
- health is restored on class switch
- archer digging is slower
- fixed machine gun archer exploit
- team is auto-assigned on join server
- fixed map not drawn entirely on smaller resolutions
- ladder wood usage increased from 2 to 3 (tree block = 10)
- team chat channel is more obvious now in chat window
- smoothed continuous building
- updates download automatically



This is also the first version with a stand-alone dedicated server for Linux. You can grab the server here. Please check readme.txt in the server folder for details about starting and configuring the server.


If you have any problems please post in the comments.

niedziela, 15 maja 2011

piątek, 13 maja 2011

Running your own KAG server

If you want to host your own server just run from your KAG directory:
dedicated.bat on Windows
dedicated.sh on Linux (I will release this shortly)

The default port on which the server works is 50301. Be sure to forward this port on your firewall.

Configure your server with these config files:

"Base/Scripts/dedicated_autoconfig.gm"

Some parameters worth considering:
m_width = 290; - map width in tiles
m_height = 110; - map height
m_seed = 0; - map random seed; use 0 for random seed each time
sv_maxplayers = 32;
sv_ip = `0`; - assign a specific IP port or leave 0
sv_port = 50301; - port on which the server listens
sv_rconpassword = “; - rcon password for remote admin
sv_name = `KAG Server`; - the name of your server
sv_info = “; - info description which appears in the servers list

"Base/Scripts/dedicated_autostart.gm"

In this file you can specify what map loads on start. To load a specific map use this command (you can load autosave.png after a server crash to start from the previous saved map):
LoadMap( “Maps/autosave.png” );

To generate a random map use this command:
LoadMap( “” );

Map autosaving

Maps are autosaved on the server. So do not worry about your creations being lost. Here are the last two amazing maps.





You can download these and place them in the KAG/Base/Maps folder to play them.

czwartek, 12 maja 2011

[youtube http://www.youtube.com/watch?v=H10XFuCBmQs?feature=oembed&w=500&h=374]

First multiplayer gameplay footage. There were 4 of us playing. Mainly fighting. Was great fun!

[gallery]

First gameplay screenshots! I didn’t think somebody would manage to mine the whole map, but there you go :)

Build 24 released

Change build 22-24:


- added picking up old arrows
- start arrows increased to 10
- arrows can’t be fired immediately
- archer & knight can now dig in dirt
- fixed crash near body
- removed dynamic camera from archer
- added health display
- arrow are faster
- ground acceleration is higher
- destroying castle walls & doors takes twice the time
- fixed sack disappearing with dead carrier
- fixed not being able to pickup sack from dead carrier
- increased corpse time

wtorek, 10 maja 2011

Tutorial Poster

[gallery]

1st screenshots

King Arthur's Gold

On 6th May 2011 the first release of this new 2D multiplayer-only RTS/building game.


King Arthur's Gold


The goal of the game is to collect or steal gold and store it in castles.
Or something like that. Hope you like it.

FEATURES:


  • 32 people multiplayer

  • 2 teams (blue & red)

  • 3 classes (knight, archer & builder)

  • dig for resources

  • build castles from stone

  • chop trees for wood and arrows

  • mine for gold and store it in vaults

  • pixel-art retro style graphics

    Download:
    http://www.mediafire.com/?i176iuisebv3ssp (4.9MB)




    Requirements: Windows, OpenGL

    [youtube http://www.youtube.com/watch?v=DaEsq6-z3l8?feature=oembed&w=500&h=374]

    This is where it started