MM..TURRETS (Kiseki Development Update) [02/25/19]

You may be saying about now "How in the world is that old fella creating all of that crazy stuff and not get killed by a Marksman?" Well, don't worry about that. You see, we're working some new features for Kiseki CTF Plus.
At the end of the last blogpost about Kiseki, I mentioned that the Tinkerer will be getting an entire rehaul of his Sentry System. This week, we finally finished implementing the new PDA system! We also added a bunch of new features that will change the way gameplay works in Kiskei. Including changes to the UI and even implementing a very special, well, special class.

Tinkerer's New Toys

When we were working on Kiseki, we monitored which classes were the most viable in game and which classes were underused. Currently, the most underused classes are Butcher, Exorcist, Hunter, Sensation Man, Vampire, and the Tinkerer. So I came up with the idea of giving the Tinkerer a new Sentry system that had different variants that were for specific situations and/or play styles. Now this new system was actually finished yesterday after I fixed a ton of bugs. Destiny hasn't finished the assets for the PDA at the moment so I had to use a placeholder that I created.

A. Metal Capacity


Metal Capacity is a new system that the Tinkerer uses. This system helps replenish the health of your sentry (and soon the ammo capacity too). When you spawn in, you will automatically gain 200 metal by default. This meter will also replenish itself by 2 metal per second. Getting regular ammo boxes will give you 100 metal and getting big ammo boxes will give you all your metal back.

Think of it like the Metal meter in TF2. But instead, your metal automatically replenishes.

B. PDA


The PDA is a little remote that helps you spawn in the sentry you want. Unlike the previous system, your sentry sticks to a location permanently. You can switch modes by pressing Q or E on your keyboard. There are currently 3 sentry types at the moment. These include Offensive, Defensive, and Tactical. Of course, each sentry will cost their own metal too. If you don't have enough metal, text will appear under the UI you see above saying "You do not have enough metal to summon this sentry!"

The PDA will be subjected to some visual changes in the future. But for now, here are the stats for the PDA (metal cost for the sentries will be under their respective parts.

Name: PDA
Description: "A highly sophisticated remote device that allows you to spawn in 3 types of sentries. Press Q and E to change to a different mode."
Reload Time: 3
On Use: Summons the sentry that has been selected.

C. Wrench


In the previous incarnation of the sentry system, the original mesh for the tool was a simple wrench. Instead of completely disregarding the mesh, we decided to make it its own dedicated melee weapon. The Wrench is not meant for the usage of combat. Instead, it's used to refill your sentry's health (and soon ammo) by 25 points. Of course, if you have less than 25, you will just give the sentry gun whatever you have with you.

This doesn't mean the Wrench can't inflict damage to enemy players as well. On hit, you can do an upwards of 10 damage. Which is enough to do some damage, but you're mostly gonna rely on your primary and secondary for actual combat.

Name: Wrench
Description: "Heals up sentries with a single hit. Every hit will give the sentry +25 health back (unless your metal capacity is empty)."
Swing Rate: 0.35
On Sentry Hit: Heals up a Sentry's health by 25 metal.
On Enemy Hit: Deals 10 damage.

D. Tactical Sentry (aka the Compact Sentry)


The Tactical Sentry is a small, disposable sentry that resembles the original Turret from Alpha version. Despite how cute it may look, this sentry is capable of fending off anyone that dares to come its way. The intended strategy for the Tactical Sentry is to distract the enemy while you also fend them off.

Health: 50
Damage: 5
Defense: 100
Fire Rate: .28
Metal Cost: 50

E. Offensive Sentry (aka the XM Sentry)


The Offensive Sentry is a powerful mean machine with a minigun barrel as its muzzle. Its fire rate is the ultimate way to rip through enemies who dare step pass its way. The intended strategy for the Offensive Sentry is to control crowds of enemies with your teammates.

Health: 100
Damage: 6
Defense: 80
Fire Rate: .15
Metal Cost: 100

F. Defensive Sentry (aka the M1 Sentry)


The Defensive Sentry is a bulky monster of a sentry that resembles an M1 Browning. Despite its slow fire rate and sturdy stature, the Defensive Sentry is capable of denying enemies into particular areas, managing to deal more damage than the Offensive Sentry. The intended strategy for the Defensive Sentry is to protect areas from invading enemies and to help your teammates escape from trouble.

Health: 150
Damage: 10
Defense: 110
Fire Rate: .3
Metal Cost: 150

G. Conclusion (of this section)

Overall, we hope this new system will encourage future players to use the Tinkerer in whatever play style they want to play as. We will be adding ammo capacity to each of the sentries to balance things out. But for now, we're very satisfied with the results.

UI Improvements

We decided to improve the overall look of Kiseki's UI. We're still working on making the best looking UI, but this is what we have so far.





There's still more to come in terms of the UI design! So don't expect this to be the last update on the UI.

New Special Class: Clockwork


We finally did it! We made clockwork into his own special class in Kiseki! Currently, he has the Gravity Hammer and the Final Teapot. We are still gonna implement more specials to his arsenal in the future. These weapons are going to resemble tools from his past work, like the Teapot Turret or stuff on his YouTube channel (palmfreak) like the video below.


For now, this is another special class that will be used in the future.

Miscellaneous Changes

There are a lot more changes that were made too. Just like before, not everything can have an in-depth explanation to it. But here's what we've done so far.
  • Hunter's weapons will not go invisible once he goes invisible.
  • New Hunter Weapon: Machete
  • Improved the physics of the LAW rocket.
  • Added new visual indicator for the amount of Souls and Spells you can collect.
  • New Samurai Weapon: Camouflage
  • New Raider Weapon: FGL (technically it's not new, but it's part of the Raider's Arsenal now.

Future Content

Like I've said before, we are still a long way from finishing Kiseki CTF+ due to us adding more content into the game. Here's what you can expect to be done soon.

A. Sensation Man's "Sensation Time" Ability

This is just a copy of the previous post, but this is what I'm going to work on next.

Ideal Stats:
"Sacrifice your Sensation Bugs to gain a 20 second boost on speed, jump power, and attack power. You also gain Dual Chainsaws and 5 seconds of total invincibility."

Requirements:
- 3 Kills / Sensation Bugs

Buffs:
- 20 second boost on speed, jump power, and attack power (by +6)
- 5 second Forcefield on start
- Given Dual Chainsaws
- Immune to Duress, Afterburn, Pacifism, and Disarm

Debuffs:
- Current Sensation Bugs are destroyed
- Cannot gain Sensation Bugs while on Sensation Time
- Chainsaw Bounded: Cannot use LAW while in this mode
- Sounds Of Hell: Constant music is playing while in Sensation Time
- Relapse: You get Marked For Death + your speed is lowered by -3 points for 6 seconds.

This might change in the future but we hope this will make the Sensation Man much more fun and viable in Kiseki. Of course, we will also give him class exclusive weapon unlocks. But that will most likely be post-Beta.

B. Weapon Accuracy


Although this system has already been implemented, there still needs to be a few more changes before I can consider this complete. And Destiny still needs to modify the stats for each weapon himself, so consider this part of the "Future Content". He wants to make certain weapons much more accurate than others, and I completely understand that.

C. Another Special Class

Just like before, this special class will be a reference to a particular person associated with Kiseki. This person is none other than conix. More details will be released in the future.

Final Thoughts

I don't really have any final thoughts to be honest. We're just attempting to finish all the planned features, polish everything to a higher standard, fix any bugs that occur, and release it to the public. I'm hoping we can finish by mid March, but who knows? I'm hoping that will be the case.

If you have any further questions on Kiseki CTF+, please message me on Twitter or comment on this post.

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