From the creator of Haunted Forest and Photon Discs comes the next step in action packed arcade games, Tessera.
Tessera is a first person shooter in which players compete among each other for ultimate accuracy and victory. Turn your opponents into dust with your Quantum Rifle, shield yourself against an incoming attack with a Blast Shield or gain a Speed Boost by splitting into numerous molecules.
The choices are yours. Are you skilled enough to be victorious?
FEATURES
3D ENVIRONMENT - Tessera features a fully 3D environment. You are free to shoot, jump or walk under or over anything you see in the world.
Hit Detection - Whether it be a 56k modem or a modern internet connect. In Tessera, all hits register regardless of latency.
Customization - In Tessera you are free to customize your avatars appearance and you can even combine 3 beams into your own unique death stream.
Modes - There are 4 currently planned modes for Tessera which include "FFA", "Team Deathmatch", "Capture the Flag" and "Freeze Tag".
(NEW VIDEO) Tessera - 1.5 Content and Features Video
Gameplay looks fresh judging from the video, but the UI is really breaking it imo. It feels rather big and clumsy laid out like that. I'd probably try to increase the width as well as decrease the height. Nice work nonetheless, and good luck.
Ive played a bit of it. Its impressive that you were able to create a 3D enviroment in SC2 and overall the map is impressive from a technical standpoint, but I think aim based arena shooters like these is where SC2 has its limits. Its obvious that despite all the polish, alot of the shots dont go where they are supposed to and dont connect and some shots, even if they were totally off target, somehow hit. Still, I applaud you for the effort and skills to actually pull this off in a fashion that is actually playable.
Despite the SC2 editor limits, if there was one thing I would critize, its the presentation of the map. The map really just doesnt look good and has no real atmosphere to it. This is something I critize in alot of SC2 maps, but I think its important to get it right, because it can do so much for a map.
The hit detection is fired via the "Unit is Clicked" event. Basically what that means is that actual hits will ALWAYS register no matter what.
Its not that simple. The "Unit Is Clicked" event is flawed when it comes to using it in this way. I know because I used it myself. The reason for that is that the "unit is clicked" system was designed for an overhead view, and when you start twisting the camera around things will break. For example, it is possible to click a unit that is behind the camera. If the positioning of the unit is "right", the other player just needs to click anywhere on his screen and the other unit will still be clicked. This is just one of many errors with the system. The problem is not necessarily the clicking, its that the highlighting of units with a FPS/TPS camera is pretty flawed, because the highlighting mechanic was optimized with an RTS view in mind and doesnt take into account several circumstances that can arrise with an FPS camera.
It has nothing to do with convincing, its about facts. I would be the first to say that SC2 is the perfect platform for a TPS/FPS mod, if it were true. Unfortunately, it isnt. And I love TPS/FPS in SC2. But if you want 100% precision and total responsiveness, then SC2 is the wrong platform for you to mod. Thats simply how it is.
It has nothing to do with convincing, its about facts. I would be the first to say that SC2 is the perfect platform for a TPS/FPS mod, if it were true. Unfortunately, it isnt. And I love TPS/FPS in SC2. But if you want 100% precision and total responsiveness, then SC2 is the wrong platform for you to mod. Thats simply how it is.
I don't think anyone would say that SC2 is the right platform for a shooter. And I, too, am often wondering why something hasn't been done in source/cry/unity when I see a shooter in SC2. However, this is not really the point here. I, at least, expect nobody to stop playing CS or Unreal to play this map instead and I would presume Bounty would not either. It is an impressive entry in this contest, which is not mainly but also supposed to be a demonstration of the capabilities of the editor and, from the video, it seems to work well enough. I would not be surprised to see quite a few players playing a round or two between their other matches.
I don't think anyone would say that SC2 is the right platform for a shooter. And I, too, am often wondering why something hasn't been done in source/cry/unity when I see a shooter in SC2. However, this is not really the point here. I, at least, expect nobody to stop playing CS or Unreal to play this map instead and I would presume Bounty would not either. It is an impressive entry in this contest, which is not mainly but also supposed to be a demonstration of the capabilities of the editor and, from the video, it seems to work well enough. I would not be surprised to see quite a few players playing a round or two between their other matches.
I never said I dont like the map and that I dont respect the effort. Hell, I didnt even say that it wasnt fun. I never said or implied that the point of this map was to compete with Unreal or anything. I just wanted to point out that you can clearly see SC2s limitations in this map. You could even take that as a compliment, but I guess Bounty decided to be offended by it instead.
I wasnt even shitting on his map presentation, because the statement in the map presentation:
"Whether it be a 56k modem or a modern internet connect. In Tessera, all hits register regardless of latency."
is true, while the statement he responded to my comment with:
"The hit detection is fired via the "Unit is Clicked" event. Basically what that means is that actual hits will ALWAYS register no matter what."
wasnt, which is why I decided to follow up on that comment and even explained why it doesnt really work perfectly, which wasnt even intended to be hostile towards him, but rather I was trying to inform him of the problems the "Unit is Clicked" event comes with.
What I was trying to get across, and clearly failed at, is that this is not the right place for a heated debate from your side. But I might just be insensible to your ways of complimenting.
What I was trying to get across, and clearly failed at, is that this is not the right place for a heated debate from your side. But I might just be insensible to your ways of complimenting.
But I wasnt looking for a debate, and I wasnt even debating. If I was doing anything, I was pointing things out, not uttering opinions.
I played Tessera last night (had to play solo, no one joined) and was very impressed with the multilevel stages, I was surprised that this kind of game could be made in SC2. The jumping was a little floaty and awkward at first but I was able to get it down within about 60 seconds and it became second nature. The SFX and music are great, and I love all the little animating touches on the UI.
The stages look a bit like a Holodeck that isn't turned on though, I'd love to see you continue development after the contest and create a more polished stage, although for technical reasons I could see why this may be difficult (FPS, LOS through complicated doodad shapes, etc.).
From the creator of Haunted Forest and Photon Discs comes the next step in action packed arcade games, Tessera.
Tessera is a first person shooter in which players compete among each other for ultimate accuracy and victory. Turn your opponents into dust with your Quantum Rifle, shield yourself against an incoming attack with a Blast Shield or gain a Speed Boost by splitting into numerous molecules.
The choices are yours. Are you skilled enough to be victorious?
FEATURES
3D ENVIRONMENT - Tessera features a fully 3D environment. You are free to shoot, jump or walk under or over anything you see in the world.
Hit Detection - Whether it be a 56k modem or a modern internet connect. In Tessera, all hits register regardless of latency.
Customization - In Tessera you are free to customize your avatars appearance and you can even combine 3 beams into your own unique death stream.
Modes - There are 4 currently planned modes for Tessera which include "FFA", "Team Deathmatch", "Capture the Flag" and "Freeze Tag".
(NEW VIDEO) Tessera - 1.5 Content and Features Video
Tessera - Reveal and Gameplay Video
Tessera - Free For All (Raw Gameplay)
ANNOUNCEMENT
Pre-Release tests will start at 9PM EST May 28th.
If you would like to participate either add me @Bounty.820 or join the group "Bounty's Arcade Games"
Good luck.
ANNOUNCEMENT
Tessera is now live!
It is still in a beta state so please report any issues in this thread or contact me @Bounty.820
starcraft://map/1/235967//
Gameplay looks fresh judging from the video, but the UI is really breaking it imo. It feels rather big and clumsy laid out like that. I'd probably try to increase the width as well as decrease the height. Nice work nonetheless, and good luck.
Ive played a bit of it. Its impressive that you were able to create a 3D enviroment in SC2 and overall the map is impressive from a technical standpoint, but I think aim based arena shooters like these is where SC2 has its limits. Its obvious that despite all the polish, alot of the shots dont go where they are supposed to and dont connect and some shots, even if they were totally off target, somehow hit. Still, I applaud you for the effort and skills to actually pull this off in a fashion that is actually playable.
Despite the SC2 editor limits, if there was one thing I would critize, its the presentation of the map. The map really just doesnt look good and has no real atmosphere to it. This is something I critize in alot of SC2 maps, but I think its important to get it right, because it can do so much for a map.
@Crainy: Go
The hit detection is fired via the "Unit is Clicked" event. Basically what that means is that actual hits will ALWAYS register no matter what.
Its not that simple. The "Unit Is Clicked" event is flawed when it comes to using it in this way. I know because I used it myself. The reason for that is that the "unit is clicked" system was designed for an overhead view, and when you start twisting the camera around things will break. For example, it is possible to click a unit that is behind the camera. If the positioning of the unit is "right", the other player just needs to click anywhere on his screen and the other unit will still be clicked. This is just one of many errors with the system. The problem is not necessarily the clicking, its that the highlighting of units with a FPS/TPS camera is pretty flawed, because the highlighting mechanic was optimized with an RTS view in mind and doesnt take into account several circumstances that can arrise with an FPS camera.
@Crainy: Go
I guess you can't convince everyone lol.
It has nothing to do with convincing, its about facts. I would be the first to say that SC2 is the perfect platform for a TPS/FPS mod, if it were true. Unfortunately, it isnt. And I love TPS/FPS in SC2. But if you want 100% precision and total responsiveness, then SC2 is the wrong platform for you to mod. Thats simply how it is.
I don't think anyone would say that SC2 is the right platform for a shooter. And I, too, am often wondering why something hasn't been done in source/cry/unity when I see a shooter in SC2. However, this is not really the point here. I, at least, expect nobody to stop playing CS or Unreal to play this map instead and I would presume Bounty would not either. It is an impressive entry in this contest, which is not mainly but also supposed to be a demonstration of the capabilities of the editor and, from the video, it seems to work well enough. I would not be surprised to see quite a few players playing a round or two between their other matches.
I never said I dont like the map and that I dont respect the effort. Hell, I didnt even say that it wasnt fun. I never said or implied that the point of this map was to compete with Unreal or anything. I just wanted to point out that you can clearly see SC2s limitations in this map. You could even take that as a compliment, but I guess Bounty decided to be offended by it instead.
I wasnt even shitting on his map presentation, because the statement in the map presentation:
"Whether it be a 56k modem or a modern internet connect. In Tessera, all hits register regardless of latency."
is true, while the statement he responded to my comment with:
"The hit detection is fired via the "Unit is Clicked" event. Basically what that means is that actual hits will ALWAYS register no matter what."
wasnt, which is why I decided to follow up on that comment and even explained why it doesnt really work perfectly, which wasnt even intended to be hostile towards him, but rather I was trying to inform him of the problems the "Unit is Clicked" event comes with.
What I was trying to get across, and clearly failed at, is that this is not the right place for a heated debate from your side. But I might just be insensible to your ways of complimenting.
But I wasnt looking for a debate, and I wasnt even debating. If I was doing anything, I was pointing things out, not uttering opinions.
I played Tessera last night (had to play solo, no one joined) and was very impressed with the multilevel stages, I was surprised that this kind of game could be made in SC2. The jumping was a little floaty and awkward at first but I was able to get it down within about 60 seconds and it became second nature. The SFX and music are great, and I love all the little animating touches on the UI.
The stages look a bit like a Holodeck that isn't turned on though, I'd love to see you continue development after the contest and create a more polished stage, although for technical reasons I could see why this may be difficult (FPS, LOS through complicated doodad shapes, etc.).
Great work!
Oh, one more thing, upload it to EU, please!
@Crainy: Go
Best I can say is in the case of the system I made for Tessera, you're incorrect.
@Elmaex: Go
I will upload it to EU later tonight.
ANNOUNCEMENT
Tessera is now available on EU servers.
New Video
Tessera - Free For All (Raw Gameplay)
Think what you want.