My tribute to classic bomberman game. (Now published worldwide and available for starters edition(for free))
If you don’t know what Bomberman is all about, check wikipedia article:
“The general goal is to complete the levels by strategically placing bombs in order to kill enemies and destroy obstacles. Exploding bombs can set off other bombs, kill or injure enemies and destroy obstacles. However, they can also kill or injure the player character and destroy powerups”
But really, it’s about destroying stuff while having fun.
So, what do I have so far (aside from 13 player bomberman madness)?
Extra Bomb, Firepower, Speed(Self-explanotary);
Shields (Grants Bombebot 3 second invincibility when hit);
Wall Pass (Allows Bomberbot to pass through obstacles);
Bomb Kick (Allows Bomberbot to kick bombs away from him);
Line Bomb (Allows Bomberbot to unload bombs in front of himself);
Bomb Throw (Allows Bomberbot to throw bomb 3 squares forward (bomb passes all obstacles));
Remote Control (Allows Bomberbot to remotely detonate his bombs);
Pierce Bomb (Bombs blast destroys all soft blocks in its way);
Power Bomb (Has default firepower of 8, but only 1 bomb at a time can have this effect);
Tracer Bomb (The most sinister powerup yet, makes bomb chase any enemy that enters its detect range (5), only 1 bomb at a time can have this effect);
2 Game modes
Deathmatch and Team Versus;
4 Arena Themes
Jungles (2 variants);
Customizable arena sizes
(7 sizes, from small (standard 11x13) to huge (small x4))
After all, battlefield for 4 players shouldn’t be the same size as battlefield for 12;
Additional options such as
Random start position;
Define what happens to players powerups after player is defeated (nothing happens/ they randomly scatter across stage or are all spawned at players position)
Give victor of previous round random powerup for next round.
Convert % of stage into hard blocks (stage alteration may lead to unexpected results, laughs and ragequits);
Check screenshot bellow
I'm looking forward to thoughts/suggestions/criticism/any feedback really.
I'm trying to make it so that players can start playing right away without customizing anything, thus most choices are hidden behind buttons. Could you elaborate on what exactly you're having troubles with? And Powerup Schemes.. I agree, those are old and badly made. I want to remake them next week. So hopefully they'll become more friendly.
Map testing on mapnight crashed and burned. Which led me to decision to patch all holes map had. Then I figured that without any game breaking bugs I might as well make this public.
As it stands right now for next few days I'll be fixing any game breaking flaws I know about. After that I'll make Loading Screen and maybe gameplay video (kind of want to inform b-net forums too, but I'm afraid that without video I can't expect anything from there). Since I'm complete newb when it comes to image and video editing, this might take 2-3 more days, if all goes as planned.
Hopefully by the end of the week Bomberman lovers will have a new map to play.
It's Friday, Friday, publishing maps on Friday..
I realized that I don't know how I want loading screen to look, and I need better action shot for map preview image. But such simple matters shouldn't stop map from being published, right?
I just played your map for over one hour with 2 friends of mine and we really enjoyed it!
Let me give you some general feedback and obvious things that could be improved:
The UI is very good, clean and we had no problems at all to use its features. Good job!
I encountered a bug in the ingame options menu, where you can toggle the displaying of names for items/player names. It worked well for the first match, but then the names of the items and players were no more displayed even though the option was set to true. A more concrete example: when turning item names off and on again, only the items on the field had their name displayed, the other items that were created afterwards had no name.
A friend of mine who killed himself quite often (noob xD) asked if it was possible to somehow make sure the bomberman is really inside the square and doesn't get killed accidentally because it only seems like it is safe. I don't know how you managed this, but I could imagine a possible solution for this, that a click into a square issues the bomberman to walk to the clicked square's center instead of the position the player clicked. But I am not sure if this could lead to other unexcpected behavior in moving.
For the ghost-mode where you can walk through walls: I like the idea behind this, as I can remember it being funny from the old bomberman. But it is really hard to put down bombs at the start since you must not touch any walls. This again could be simplified if there was some system that put the bomberman in the center of the clicked square.
Thanks and keep up the good work.
One more thought: There is a map where you can not put a bomb around a corner but only in a distance of 2 squares. This is no problem in normal games, but we had the case in the mode where the winner gets an item at the start that he got additional bomb power at this map... so there was no way out except killing himself or waiting for someone else to free him. Change the map, exclude this item in general or only on this map to solve this^^
Glad you liked it, and thanks for feedback.
First bug is weird, but text tags tend to behave differently from what you'd usually expect. Do you still have replay, would help a ton to see this.
About knowing where to not stand when explosion hits: I'll be decreasing damage radius of flame waves, thus giving a slight room for error. The need for precise positioning causes more frustration than joy. Until then, the only workaround I may suggest is to play team mode, and look at graphic square marker below bomber. That should give some idea if you'd get hit.
I agree on ghost issue, I'll make it less demandable.
And issue you described in edit will be addressed aswell, don't know how I let that to pass me by.
(Fun fact: maps are randomly generated, and start positions are also randomly generated in such way to allow player to plant bomb and live. I just forgot to adjust algorithm after implementing "ascension" option :P)
I also feel that "Ascension" isn't a good name for what it does. Anyone has any suggestions on what would be a better description for a mode in which winner of previous round will get random powerup for next round?
I haven't thought about it to be fair. If anyone wants to host it on their realm, I'll be more than happy to provide the map. But that person should probably visit mapster at least once a week, so I wouldn't lose contact with him when I need to update the map.
But before cross-publishing I need to fix some major issues, so I'm not even thinking about this until next update. I hope that I'll have enough time to make it in time for next MapNight, but knowing how reality works, It'll probably be done by mid-October.
A random burst of motivation resulted in new update, which in turn resulted in NA release(thanks Nebuli)!
Nothing major for gameplay, just some random things from my to-do list, which also includes:
-Pierce Bomb Powerup now grants +1 additional firepower;
-Bomb Flamewave is now more forgiving;
-Sudden Death Gravestones are more forgiving aswell. (If you barely touch them they will push you out instead of killing)
-Tried to fix TextTag bug. If it still doesn’t function properly I don’t know what to do other than wait until Blizzard fixes it.
I wanted to register to give you my compliments on the great job you've done with the map but it turned out I already had an account.
So I play this game with a group of friends and sometimes viewers from my stream and it's always a blast. Rage, taunts, everything. Awesome job with particular attention to detail and graphic cohesion.
I'll be following the progress of the map closely. Do you plan to have a to-do list or a list of planned features?
Also, I'd like to report a bug in case you don't know about it already. If so, sorry for the repost. Basically if you place a bomb at the right time just before dying, you create an indestructable barrier which appears to be your bomb with 0 fuse on it.
Speaking of barriers (and because no appraisal is complete without suggestions lol), do you think a rare barrier powerup would help mix things up? Put it on 'e' and make it either a one-off thing (pick up one, use once) or put a toggle on it (press e a second time to remove the barrier, after which you can place it again). Either indy or just a regular block. I feel hindering movement/creating (temporary?) safe spots could spice the gameplay up.
Congradz with your first post on this wonderful site. :D
I’m happy seeing people enjoy this map.
I do have a list with things that need adjusting, bugs that need fixing and features that need to be implemented. With an update you can expect new features (which would be fun to code and add fun to gameplay**), alongside with minor fixes and adjustments (routine coding work). It’ll be long before I’m done with this map. This said, I seem to take a break after each update I make (unless a game-breaking bug shows up, which I hope won’t ever happen). I’ll probably return to Bomberbot by mid-December.
** I’ve been thinking about a new type of powerup for bomb (more randomness/variety for players), and a powerup scheme editor.
About the bug, thanks for reporting. I’ve observed it few times myself, will be fixed. Feel free to report anything, because telling me about it increases it’s chances to be fixed (even if I knew about it beforehand).
As for suggestion, barrier was one of powerups I wanted to make in the beginning. I probably dropped it off because I didn’t think that it would have much use since you can always use bomb or even yourself to block enemy. But after giving it more thought I think I might try it out. Cutting enemy escape routes and other potential uses seem to be worth the try. But on the other hand it feels that such powerup might be too tactical/complex in a game where main objective is to plant bombs and pick stuff that makes your bombs stronger. Would potentially feel out of place. But hey, it’s just another reason to release item scheme editor with next update. That way I can make zillions of powerup so that 1st timers would play with default scheme while veterans could customize game to their preference, after all it’s all about what’s fun to fellow bomberman players! :D
By the way, great stream you got there, I don't get to play this map very often, but thanks to archives I might be able to get a better feel of what might need improvement. <3
Well, it would not hurt to have more suggestions/feedback/bug reports. :D
I don’t know about ranking system. I want this to be a fun party game and implementing ladder would mean to take away some of “carefree” and replace it with “competitiveness”. If you want to find out who’s better just play a 10-win deathmatch. For fun and glory, no attachments to numbers, no obligations to be super-serious.
Or maybe I just don’t want to do anything related to protecting banks :D
Solid single player won’t be coming until I’m finished with all powerups and satisfied with multiplayer experience. But it doesn’t mean that there won’t be a multiplayer game mode to fight vs monsters (if I can figure out how to do it properly). Right now closest you can get to single player is to play 1vs4+ AI.
Update. Apparently a party of 8+peoples joined the game through fun or not or something like that happened. It seems that use of multiple lobbies completely wrecks the game. To such state where I would go to call it "a piece of junk" if I were a player. So, use only one lobby and don't touch others = everything is fine, do something with other lobbies = kill game (get constant array out of bounds and other omens of slow crash-down). Another common trend with newer players seem to be that they scatter around different lobbys and play alone, which makes them confused and sad. Since any sort of visual indication is not an option, and since the root of all current evil seem to be the lobby system, I'll probably disable it for a while, until I can figure out If I really need such thing and if I think it's worth it.