wtorek, 1 lipca 2014

Sangfroid Montage - Tender is the Knight

[youtube http://www.youtube.com/watch?v=o_FAUC1FlHI]


For anyone wondering about the current state-of-the-art in knighting, this is it, set to nice music courtesy of KAG Player Sangfroid! Sick keg drops, massive streaks, and an unbelievable capture denial make this a must watch.


Enjoy!

sobota, 21 czerwca 2014

Update on the THD.VG story + Patch estimates for KAG

Currently thd.vg is still not available, and the plan is for it to be re-aquired by us following the previous registrar going bust. We’re looking for ways to speed this up, considering that we’re the previous owner.


thd.vg emails will still not work as a result and will reply with that annoying MAILER DAEMON - FAILURE message. There’s nothing we can do about this in the short term. The most important thing to remember is you can email support@kag2d.com for support queries.


transhumandesign.net, transhumandesign.org and transhumandesign.pl have been registered (amidst quite a lot of intra-company debate about what domain to go with), and we’re talking with the owner of transhumandesign.com about acquiring it - we’re still debating what we should use as a core domain to avoid this big mess happening again; ideally we’d like a core domain that’s short and uses a time-proven top level domain - the issue with thd.vg is a result of political issues surrounding the .vg TLD.


Our build server has been unavailable through this time, though Ryan/FliesLikeABrick and Joe/jrgp have been working on getting it going again so we can test and release updates.


A patch for KAG should make it out next week, luck withholding. Included in the patch are some boat changes (increased speed, ramming ability moved from war boat to long boat), some more CTF Map changes, votekick improvements (can abstain from voting, and the message is a bit smaller), a crash fix or two, a handful of community fixes to things like workshops and spike kills, and some minor modding fixes; more modding fixes will come in a later patch as a result of some side project development.


Max/Geti

czwartek, 5 czerwca 2014

New support email

Hey all,


Due to the issues we’re still having with thd.vg’s registrar, we have changed our support email from support@thd.vg to support@kag2d.com. Please use support@kag2d.com for all future help requests.


Regards,


Joe/jrgp

wtorek, 3 czerwca 2014

Brief outage this morning

Hi all,


Due to an issue with the “.vg” TLD, some of the KAG services (forum, jabber, API, update system) were out for roughly an hour or so this morning.  Ryan and I were promptly notified and we resolved the issue as soon as we could. Also, be aware that none of the email addresses for @thd.vg currently work at this time. This includes support@thd.vg. We are currently working towards a fix/work around.


Please report any additional issues to joe@u13.net or ryan@u13.net


Regards,


Your quiet neighborhood sysadmin, jrgp/joe

poniedziałek, 26 maja 2014

wtorek, 13 maja 2014

Functional games

Games should be designed around specific functions.


I wish more game developers looked at it this way. I’m playing a game because I want it to do something for me. For example I’m playing this AAA racing game. I only play it because good car racing gets me into the zone. The game has excellent racing and car mechanics that get me into flow so I feel like I can kick ass and then the feeling lasts for a few hours and it transfers into other things I do later in the day: like coding games :).

Specifically racing cars does gets me in the zone. However the developer is clearly not aware that I’m playing the racing game just for the racing. Shocking?


Let’s look at what the game does:
* it makes me wait for the game to load for a few minutes
* it has to get me through pointless questions like "do you want autosave to be on?
* "do you want autosave to be really on?"
* "are you sure?
* forces me to pick a user account although I’m the only one playing
* the main menu is actually 3D and it has to load for a couple seconds
* there’s pointless mini cut scenes after whatever racing event you choose like I give a shit about the “story” or environment
* every menu option is artificially slowed down by some animation
* there’s an announcer which is there to help you but just annoys the crap out of you by saying stupid shit like "you need to catch up to win the race!" after you’ve crashed, tumbled and wrecked your car - thanks a lot for the advice and fuck you.


You get the point. Clearly all of these are just an effect of the designers showing off their After-Effects skills and an over-the-top budget. It has nothing to do with my purpose of playing the game. I “hired” the game for a specific task and everything that doesn’t get me there interfers with that and should be removed.


I’ve been playing games nowadays only to get into the state of flow.


Games serve me a specific function which is flow, but there are many other reasons we play games for example:
* we need to kill time for 15 minutes
* we want to forget for a minute about our problems
* we want to immerse in a different reality
* we want to feel adrenaline
* we want to feel nostalgia
* we want to be creative and build something
* we feel like kicking somebodies ass
* we want to learn a skill
* we want to experience a story
* we want to get into the zone
* we want to do something fun with friends


So this is a different way at looking at gaming. It’s not that you want to play an FPS or space game or a zombies game. This is thinking about what the game does for you. NOT what it is about and NOT what you can do in the game. Games serve you in some way. You play them because there is a task that they can do for you. So again:


What should the game do for you? - NOT what it is about.


Cartridge games serve a function. They are there for you. They accomplish a task for you:
You want to feel something specific - we got a game for you.
You want to LOL really hard - we got a game for you.
You want to have fun for exactly 12 minutes - we got a game for you.
You want to experience a full story but only got 3 minutes - we got a game for you.
You want to get into flow with a game specifically designed to do it as fast and reliantly as possible - we got a game for you.


We’re working on it so keep in touch and think what function could a game serve you specifically and hopefully we’ll have a game exactly for you.


MM

poniedziałek, 12 maja 2014

Build 1120 - Balance, Modding and Fixes

Hey guys, kinda small build this time but there’s some nice little changes in there that will help server owners tweak their play experience how they like, and hopefully see a rise in novel modes.


  • Config Vars
    TDM especially has benefited from the addition of more variables exposed through a config file - even the old RTDM mode is now possible through simple config file changes. CTF has also had most of its costs exposed through a config, though some of the more involved ones were left out. We’ll see how much use they get before going the extra mile. Older players keen to play some RTDM again should be happy about this one anyway!

  • TDM Tweaks
    TDM economy has been tweaked a little bit (as part of getting the config working) - there is a minimum of coins each round, but you can also save up in between rounds to help reward good play and allow for maps without a trader on them. The round plays a little more like counter strike now, on maps with a trader at least. We’re seeing more item use overall, but not too much spamming of any one item (except maybe bomb arrows ;)
    Shops can be turned off completely from within the config file as well, and all costs can be adjusted.
    Traders are also always neutral, so they don’t protect one team and hinder another (though they can be used as makeshift cover).

  • Swap Channels Option
    Linux users rejoice! Lucas has added a swap channels option for those suffering the flipped audio bug.

  • Spectator cam kicks in faster
    Small tweak, but those sick of looking at their corpse for 5 seconds after dying are in for a treat :^)

  • Fixed “Corner Hitting”
    The longest standing bug still in KAG has been fixed! Hitting through corners is no longer a thing.

  • Keg Tweaks
    Bombjumping with kegs has been fixed, and the keg is lighter. The keg dropping on hit is still in, as we feel this provides a much more interesting mechanic. It’s been moved a little backwards to help with it getting shot off your back by arrows. Keg explosions are now also symmetrical, the “down” line of the explosion isn’t strangely weak any more.

  • Knight Shield Direction Unlocked
    The shield direction in air has been fully unlocked to allow shielding to the side while in the air more easily. The shield angle has also been subtly increased (not anything like what it was though)

  • Longer CTF Build Time
    By default, the CTF build time is now 180 seconds instead of 120, so the pre game castles should be a little better prepared. We’ll be observing the issues this might introduce with rushing being non-viable, but it shouldn’t make too much of a difference.

Build should be out across all platforms within the hour. Be sure to leave your comments in the build thread on the forums.


As always, have fun!


Max/Geti

piątek, 2 maja 2014

Build 1110

Quite a big balance patch this time, with a few experimental changes in the mix too. Let the changelog begin:


  • Knight Shield
    The Knight shield angles have been tweaked a lot - they should provide less cover overall, meaning that more arrows and explosions are likely to hit their mark. Specifically, the shield angle has been reduced from a whopping 220 degrees to somewhere between 130 and 160 degrees, depending on what you’re doing specifically with the shield at the time. Be a little more careful, knights.

  • Kegs
    Kegs now can take much more of a beating, leading to less premature detonation. There’s a catch, however - kegs now get dropped when they’re hit, meaning someone can shoot or smack the keg off your back. People with kegs will need to be a fair bit more careful if they want to keep a hold of it; try to provide support for anyone on your team carrying them! Kegs also change their owner on getting picked up now, rather than on throw, so that the correct person gets the kills.

  • Explosives
    Explosives now can’t actually destroy ground blocks - they’ll chew structures just fine, but will not remove any blocks The blocks will need to be removed by other means (sword, pick, drill, bolt, boat, pick your poison).
    This should help reduce the background terrain erosion a lot, and give builders more control over the flow of the battlefield, while still allowing blockades to be bombed down. Bedrock “eating” keg explosions should also be a fair bit better, and kegs should _not_ kill through walls that absorbed the explosion - of course, some dirt walls will not absorb the explosion even though they are not destroyed. This is experimental: we’ll see how this goes, it might need a bit of tweaking, but we’re tired of the massive erosion that happens to every map, every game.

  • More Heads
    6 new heads (3 for each gender) have been added; Gurren Lagann heads for everone sporting kamina glasses or anime avatars on the forums, messy red hair heads to service that niche, and sk8r boi/gurl heads for those who miss the bad old days.

  • More Killfeed Icons
    No more Keg causing “fall” icon! The drill and saw icons are stlil missing though..

  • Traps and buildings
    Traps and buildings should be a little more viable long-term, as platforms and wooden doors take less damage from swords, and trap blocks cannot be damaged by swords at all.

  • Optimisation
    The way the run flags for each script are calculated has been optimised so that the checks are only carried out a maximum of once per frame per blob. We’ll work more on optimising this as well, because there’s still overhead associated with checking all of them even when they aren’t needed.

  • Cost Tweak
    Bombs now cost 25c in CTF; an even 100 for 4. Mines are now 60c so they see more use. Burgers are now purchaseable from the quarters/inn/kitchen, and the cost of healing items has generally been decreased. Archers can now shoot burgers to make ranged support via healing more possible (it works with fish too, but they can be tricky to come by in some games).

  • Weight tweaks
    Corpses are now medium weight, so that lugging one around slows you down a little. Kegs are now heavy weight, so they slow you a lot.

  • Run Through Doors Exploit Fixed
    Self explanatory.

  • Fixed Smooth Shader
    First change by our long time support guy Lucas/Furai - the smooth shader should now work properly for all resolutions instead of just the default!

  • No Light from Buildings
    This facilitates underground stealth bases more easily, and encourages lantern use.

  • Modding
    Joining modded servers has been made less “scary” and annoying - the warning window only shows up on your first day of play. Servers are also flagged as modded less frequently, most notably maps, mapcycles and config files wont trigger a server as modded. Script changes will trigger a server as modded, as will any loaded mods (naturally). Hopefully the increased ease of joining and increased exposure in general will help kick the modding scene into gear :^)
    Mods verified with and uploaded to the API should now Auto-Update, though I’ll leave it to Tom to explain the specifics in the thread as I’m not 100% clear on them.

I think that’s about it - quite a lot so there might be a few issues, but it should be fine for the weekend. Have fun!


Max

Edit by Tom: Server auto-updates explained here

czwartek, 1 maja 2014

[wpvideo Vbl8CXxU]

Storm - penetrating rambo bow

Development is coming along well - We’ve added customisable game modes, new character class abilities and redone a lot of the weapons. Download for free from http://storm2d.net

Next things I’ll be working on: Mod support and vehicles. :)

piątek, 18 kwietnia 2014

SSL issues patched up

Hello,


With regards to the recent Heartbleed SSL vulnerabilities that have been taking its toll on the Internet, our system administrators have patched our server infrastructure such that we are not vulnerable to any SSL attacks.


Cheers,
Furai/Lucas

wtorek, 15 kwietnia 2014

[Promotion] $12.99 for two copies of KAG

Hey,


We’ve recently been working on our website in order to bring you this promotion! This is an amazing offer - for only $12.99 you can get two copies of KAG!


image


All you need to do is to go to our main website and buy the game from there. 


This promotion together with the newly released mod “Shiprekt" will make the best gift you can ever do to your friend!


Don’t hesitate. Buy the game and play this amazing mod with your friend!


Cheers,
Furai/Lucas

środa, 9 kwietnia 2014

Play Shiprekt!

This is a full conversion mod for KAG. Our first idea was to make a simple top-down shooter like Asteroids. But what if you were free to build the ship from blocks? Furthermore what if these blocks were random like Tetris? Mix it with 2 other classics: Arcanoid and Bomberman and you’ve got Shiprekt.


We made this mod because we believe in making games that provide simple gameplay elements but combined with freedom and your creativity - bring an infinite possibility of action, total havoc and wreckage. In other words FUN.



Build Ships!


image


Wreck the Enemy!


image


How to get it?


Shiprekt is a mod for King Arthur’s Gold. If you’ve purchased KAG then just launch the servers browser and pick a blue server that has this mod on. If you don’t have KAG yet, get it here or on Steam.


How to Play:

*Your Core (spawn) provides random parts
*Use these parts to build your ship
*Protect your Core
*Destroy all other ships Cores
*Avoid falling into water (ever watched Jaws?)
*After losing your core you get switched to another team, this happens until there is one team left
*(only) All players on the final surviving team get points - so play nice!


*[ WASD ] to move around
*[ E ] when close to use ship components
*[ SPACE ] rotates blocks while building.
*[ LMB ] to punch boarders
*[ SPACE ] releases all couplings (gray crosses) when sitting in a seat
*[ SCROLL ] zoom in/out


 (these keys apply by default only)


Have fun and let us know on forums what you think of the game.


Please share/tweet/facebook this link so more players come play!

wtorek, 8 kwietnia 2014

Build 1085 - "Shiprekt"

Incoming Big Build!


Lots of KAG Tweaks, and AUS Official Servers!


First of all, the example mod “Shiprekt” is having its first public release! It’s a bit rough around the edges but demonstrates a complete total conversion to top down ship building carnage!


List of “Shiprekt” Features:


  • Full total conversion in a simple KAG mod. Join a server and play, no bullshit!

  • Top down block based ship building, with per-block destruction!

  • Totally Moddable! Want more blocks in the game? Add them!


image


image



A handful of KAG tweaks have gone ahead at the same time, either driven by Shiprekt development, community feedback, tester suggestions or sudden inspiration to change things up.


List of the major KAG tweaks:


  • Spikes changes
    Spikes now stun on hit
    Spikes now hit when wallsliding or wall running
    These combine to allow some devlish 1 hit kill traps and a lot more vertical control when placed on wood blocks and mixed with trap blocks to save them from hurting your team. I’m very keen to see where this takes the building meta.

  • No arrow slashing
    I decided I didn’t have strong feelings about this and the majority opinion is that it’s luck based and hurts competitive play, even if it does look cool.

  • More Particle Functionality
    Modders will be happy to know that as part of Shiprekt development we added a heap of nice new functionality to particles, such as scripted callbacks and being able to get a handle to pixel particles. BV contains good examples of this new functionality, check out humangibs.as in particular as it demos all 3 of these.

  • Various annoying exploits fixed
    A coin duplication bug and the infinite spawning traders bug should both be fixed, pending confirmation from public testing. The coin dupe fix is temporary, a proper solution will be done over the next week.

  • TDM Tweaks
    -Trader menu in TDM stays open after purchase
    -TDM prices reshuffled to prevent a million spec arrow spams.
    Anyone who regularly (or even irregularly) plays TDM should be pleased with these changes.

There are also now Official Australian Servers, have a look for them in the server browser! Only took 3 years!


These are the result of some collaboration with the guys hosting the major community Aus servers to move their ever competent admins over to an official capacity, and keep the Aus community strong in the face of them running low on funding. As always the official servers are hosted by Joe/jrgp. We’ll be working hard to keep these servers up to the same quality as the old community ones.


Have Fun!


Max/Geti

wtorek, 1 kwietnia 2014

Holy Flow

I think game design is equal part art and science. I have been looking for some time now, for an objective system to make good games. Wouldn’t it be great if we had a simple checklist we could go through, then add some of our own personality to it and voila, we have an amazing game?


Right now we have methods of doing it but they take a long time. We make many iterations, testing many ideas. Most ideas seem good in our heads but ultimately fail in reality. What if we had a system to check these ideas beforehand?