Rekt Devblog
Devblog 38 – Moving forward
Devblog 38 - Moving forward So the game has been out for about a month now and putting the game in the hands of you the players has been amazing! But we have heard your feedback, the game has a long way to go before it is ready. Our initial plan was to do small continuous updates multiple times a month but based on your feedback we have decided that we need to take the long route and fix some majors things. These are things that are going to take longer to implement, we are talking 4-6 months, but we think that they are crucial to making the game better than what it is today. But 4-6 months is a long time and we want to make sure the game is still updated and alive when we are working on these other things. So, we promise to release one new map every month until our next major release. Here are the big features we are planning to work on: Network optimization A lot of people have commented on the game feeling clunky and a bit jerky, there are various reasons for this but one has to do with [...]
Devblog 37 – Focusing on Level Design & Design Principles
Now, the focus at the office the days has been partly level design and map designing principles. How big should a map be? How do we set the maps up so that they're fun, but also makes sense? What Color scheme should...?
Devblog 36 – How many levels will our game have in Alpha?
This week, discussing why it is important to have varation in levels & what we intend to do with that for FIGHTWORLD. Also, we're thought experimenting with what could be possible in the future.
Devblog 35 – Stun, dash, kill: Our finisher!
In a previous blog post, we explained the concept of stunning. We can now proudly showcase how far we've come with it. Imagine, you attacking an enemy to the point of breaking their shield. This makes them stunned and you have a small window of time to dash into them, to instantly execute the enemy. This short frame window is shown as the red circle when they take the damage; and to execute, simply dash/charge into the enemy with the Dash button.
Devblog 34 – Sword dash rework concept
Currently, the sword is a dash forward that pierces through enemies. This is quite instant and goes through multiple enemies, damaging all. What we've found is that this is extremely powerful in some maps like Capture the Flag, where the sword character potentially has two dashes, and can outrun anyone even with the flag, that slows the bearer down. We thought of reworking it, and the concept so far is this...
Devblog 33 – Shields & Health Rework
This week, we're experimenting with shields! So, how does it work? Basically, the idea so far is that if you hit your enemy fast enough (as if it was a combo), you will deplete their shield first. This means, going from 100 to 0. When 0 is reached, the enemy gets stunned & can be executed within a short timeframe. If the enemy is not executed, they will start regenerating their shield over time, unless they get hit. If hit when their shield is down, they have a normal HP meter that will keep going down if you hit them. If their hp reaches 0, they can die without being executed.
Devblog 32 – STUNS!
At this time, we're experimenting with gameplay changes, and we're trying out stuns. I cannot express how much of a difference it makes during gameplay! IT'S SO MUCH FUN! Let me tell you first that this is very early in the prototyping phase and we're not fully done with the idea. So, how does stuns work...?
Devblog 31 – Status Update on FIGHTWORLD
We've been working day in and out to finish on some of the more difficult aspects of the game, like networking, matchmaking & menus. This means, there hasn't been too many updates revolving gameplay changes or even many new and exciting images for FIGHTWORLD.
Devblog 30 – From Concept to 3D. Part 3/3 – Rigging.
Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games. In this blog I will briefly go through my workflow from where Johannes blog ended. In this lastpart, I'll try to explain rigging & the final touches of a model.
Devblog 29 – From Concept to 3D. Part 2/3 – Baking & Texturing
Welcome back to the Rekt Games devblog! This week, we have our PART TWO GUEST POST below! This week, Christoffer will be explaining the concepts behind UV modeling & texturing.
Devblog 28 – From Concept to 3D. Part 1/3.
Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games. In this blog I will briefly go through my workflow from where Johannes blog ended. From creating a 3D version based upon a concept. Base blockout/Modeling is where it always begins. I have a model to act as a reference model, in this way I can have a sense of scale so that a helmet, glove or even a door are created in the same size fitting to the character.
Devblog 27 – Updating the design of Fightworld – Part 1, The Shirt
This week, we have our own Johannes guest blogging! Here's his text: Hi I’m Johannes, I’m an all arounder here at Rekt Games. I do everything from concept design, rigging, animation and code. But mostly I’m responsible for the art style. This is the first part of my thought process for updating the art style of our game, describing the shirt design.
Devblog 26 – Environment themes?
Now that we've kind of set the foundation for FIGHTWORLD, we're ready to expand on ideas. One of our ideas is to dress the maps in different, vibrant and fun environments.
Devblog 25 – Mini-objectives
We're planning ahead now, and one thing we want to develop further is gameplay depth. We want you to have an added mini-objective, a purpose when you have extra time, that can reward you as a player in a moderate way (that's not too overpowered).
Devblog 24 – After the tournament
On the 22nd of December, Rekt Games had its' own, self funded first Official Open Tournament ever. We made it for Fightworld, and boy was it fun to watch! With that said, congratulations to all the three winning teams, and thank you everyone who participated & watched. You mean the world to us! So, what was the results? These were the winners: 1st ($700 + the golden cups!): BAM 2nd ($200): Flerp 3rd ($100): Maskinerna
Devblog 23 – TOURNAMENT SEATS ARE FILLED!
Today, we're proud to announce that all the places have been filled. We literally filled each and every one of them! Our hope was to fill at least 8 spots, so having it all full is an incredible achievement and we're stoked to announce it. It means, people are willing to play our game, watch it and physically go to a LAN-event specifically for Fightworld!
Devblog 22 – New website coming up!
In this devblog, we're discussing our upcoming, newly designed website. The current playfightworld.com website does not represent the game nearly as well as we wanted it to, therefore, we've begun working on a new website. We want to showcase each unique selling point to our game.
Devblog 21 – We’re on Steam for Wishlisting!!!
We're finally on Steam! YOU CAN FINALLY WISHLIST OUR GAME ON STEAM! Link: https://store.steampowered.com/app/849090/FIGHTWORLD/ It's taken some time, we're also not fully done yet. But now, there's actually a page on Steam, our page, and we're super excited to get feedback on it! In the future, we're planning to add more trailers, more screenshots of the vastly different environments & showcasing more things like weapons, a better written storyline etc. Please, if you haven't yet, Wishlist the game!
Devblog 20 – Release date?
You might be thinking, when is the actual release date of the most incredible, probably best game ever FIGHTWORLD? We've been throwing it around internally several times and have really had difficulties pinpointing a date where we know the product is 100% ready. This is what's clear though, we WILL release it in 2019.
Devblog 19 – Tournament with Tegelbruket in Örebro!
They suggested doing a Fightworld tournament there, and we are SUPER STOKED to present that it will happen! It's going to be 22th of december and you better bring two of your favourite gaming buddies; cause we will be handing out rewards to the winners! Oh, it's going to be a good reward too.
Devblog 18 – Incoming Steam Gameplay Trailer!
We're working hard setting the Steam Store up so you guys can finally start wishlisting our game. Also, we're trying to produce a new website for Playfightworld so new players can read more about the story and also integrate more interactive things with the website and simply make it better. To set the Steam store up, we need a video. So, this means we're trying to produce a gameplay trailer!
Devblog 17 – Rethinking 4v4.
Is 4v4 too much when thinking "party game"? Is it excessive in the context of Fightworld? One thing we're tackling at the moment is; is it actually fun? The idea of having 3 others in your team does sound amazing; but we're pretty certain it cannot be more. However, we're not sure if 4v4 is the right answer for Fightworld. It is the outplay mechanics of out-positioning your opponents; of being able to combo things; see each character and predict movements that make Fightworld the unique concept it currently is; and we do not want to take the fun away.
Devblog 16 – Music with Zipel!
This week, we discuss the archer class, how it works and what the class does for the gameplay of Fightworld. To attack as the archer, players need to pull back the right thumbstick in order to draw the bow. The longer the player holds, the faster and further the arrow goes.
Devblog 15 – Sweden Game Conference & some gameplay!
We presented our game at Sweden Game Conference and to be honest, people were hoarding our booth! At one time, we could barely see our own game as people were lining up to play it. It was even more amazing to watch them stand in line again to play one more time. We've done something right, and now it's important to showcase more of the actual gameplay. We're so proud of the results we've managed so far, and we'll be planning more gameplay videos soon!
Devblog 14 – Fightworld Football!
This week, we discuss the archer class, how it works and what the class does for the gameplay of Fightworld. To attack as the archer, players need to pull back the right thumbstick in order to draw the bow. The longer the player holds, the faster and further the arrow goes.
Devblog 13 – Archer class!
This week, we discuss the archer class, how it works and what the class does for the gameplay of Fightworld. To attack as the archer, players need to pull back the right thumbstick in order to draw the bow. The longer the player holds, the faster and further the arrow goes.
Devblog 12 – Our Steam version map!
This is the overview on one of the maps which we will begin testing with over Steam. This one will be a capture zone gamemode set over three different areas. The three rooftops that are connected will have one capture zone each. As of right now, the showcase is simply viewed in white.
Devblog 11 – What is the #BONUS combo?
This period, we've been focusing heavily on gameplay, and one thing we're super excited to showcase is the implementation of bonus combos. It means, after hitting several consecutive attacks without being hit, the player will get a BONUS COMBO status which enables the next hit to deal double damage.
Devblog 10 – Steam integration & damage knockback experiments
In this devblog, we talk about our current progress with the Steam integration and one gameplay experiment, damage knockback experiments.
Devblog 9 – Rekt Games @Sweden Game Conference!
In this devblog, we discuss attending Sweden Game Conference to view the political disucssion as to the role of game development in activism and politics. How much should we engage in politics and let express through our games? Should the games be politically inspired or a neutral haven?
Devblog 8- Gamemodes!
In the eight blog post, we're discussing our gamemodes for release.
Devblog 7- HP & Damage balancing experiments.
This weeks blog discusses HP & damage balancing issues. How much damage is balanced? Is 2-shotting okay? Should players run slower when injured?
Devblog 6 – Split Screen plans?
In this devblog, we're discussing our split screen plans.
Devblog 5 – Level setting & ingame screenshot
In our fifth blog, we're discussing the level setting & showcasing one portion of a map.
Devblog 4 – Map overdraw
Discussing our design philosophy regarding maps and map design.
Devblog 3 – Sword customization philosophy
Discussing our design philosophy with the swords.
Devblog 2 – maps & level design, gameplay UI & new weapon class development!
Second devblog, briefly expressing our ideas with the following: New character class. Begun gameplay UI development. Speeded up Map & level design development.
Devblog 1 – Devblog every week!
Our first devblog post showcasing one skin, on death physics, menus as well as the overall thought process behind the devblog and our social media.