• Homebrew, a CopybugPaste game
    112 replies, posted
[I]UPDATE:[/I][B]THE DEMO[/B] is out! You can download the demo over at [url]http://www.homebrewgame.com/demo-has-arrived/[/url] [I]UPDATE 2: [/I] We're on greenlight! Vote for us [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=262453572"]Here![/URL] Enjoy the demo you guys! And please, send in some of the stuff you made, either through screenshot or video! You can always reach me on [URL="http://www.twitter.com/copybugpaste"]the CopybugPaste twitter[/URL] or [URL="http://www.twitter.com/igniuss"]my personal twitter[/URL] Hi, for starters, let me introduce myself! I'm Sean, also known as Igniuss around most parts of the interwebs :v: . I used to be pretty active on facepunch, before gmod11 came out and the workshop thing happened. Which still saddens me to this day to be honest.. [I] Anyways![/I] I am currently working with a wonderful team on a game called Homebrew. [IMG]http://i.imgur.com/hcvkvOr.jpg[/IMG] The team currently consists of just a few members, but all of us have a strong passion for game development and all have our own skills. We decided to call the team CopyBugPaste! [IMG]http://i.imgur.com/m72TWai.png[/IMG] (pretty catchy right?) [B]So let's talk about that for a second! [/B] Homebrew is a vehicular builder where you're set to explore and make your own goals using our frame-construction system and parts. The way you construct a frame is pretty simple, you can see it in the trailer below, after that you just add the parts you want/need and connect everything up, done! Trailer:, [video=youtube;e7kiNu5Dmz8]http://www.youtube.com/watch?v=e7kiNu5Dmz8[/video] Please, share your opinion and ideas! I've already got some questions about a multiplayer, and I'm glad to announce that this feature will be implemented once it's optimized. We are planning to release the game as an Alpha, without some features that it will eventually have. But the features we do have implemented are optimized and fully working! If anyone has any question or suggestions, feel free to comment or send me a message. You can find us here! [URL="http://www.twitter.com/copybugpaste"]Twitter[/URL] [URL="http://www.facebook.com/copybugpaste.homebrew"]Facebook[/URL] [URL="http://www.youtube.com/copybugpaste"]Youtube[/URL] [URL="http://www.homebrewgame.com"]Homebrew Website[/URL] As for the demo, The demo provides you with 15 km² of terrain and another 120 km² of flatland to test, drive and fly your vehicle in. Integrated jumps and loops allow you to truly test the arobatic skills of the vehicles you've created. With vehicle functionality and smooth frame rates in mind we decided to keep a balance between open fields and detailed spots. The world however is still in development, so for the demo we decided to shape one specific area (the valley), while keeping the level big enough for high speed vehicles. Here are some screenshots of the valley [IMG]http://i.imgur.com/FascdXMl.jpg[/IMG] [IMG]http://i.imgur.com/rzjpeG5l.jpg[/IMG] [B]edit:[/B] Some more screenshots so people can see more of the game as it's currently standing [URL=http://imgur.com/OQzzrav][IMG]http://i.imgur.com/OQzzravl.jpg[/IMG][/URL] [URL=http://imgur.com/cC7mqLG][IMG]http://i.imgur.com/cC7mqLGl.jpg[/IMG][/URL] [URL=http://imgur.com/TW0IJQI][IMG]http://i.imgur.com/TW0IJQIl.jpg[/IMG][/URL] [I]update: added F.A.Q.[/I] [B]F.A.Q.[/B] -[I]Q: So, any release date? [/I] -A: At the current moment we'll release it when it's done, you'll be able to pre-order the alpha and get that the second it becomes available (which shouldn't be much longer) -[I]Q: Can we get a list of parts?[/I] -A: No, not yet :v: I will say that there will be boat parts, submersibles, etc -[I]Q: Why is the demo download so damn slow?[/I] -A: Welp, I couldn't upload it through ftp so I had to use a 3rd party service, the next version will be on my dedicated server, much faster speeds -[I]Q: How does the key rebind work? [/I] -A: You goto the keybind menu, press the key you want to change and hold down the button/direction on stick/dpad until it registers (.5 seconds) -[I]Q: Some GUI stuff isn't working! What do I do? [/I] -A: Try running it as administrator, that should do the trick, if not. Let me know! -[I]Q: When can we pre-order?[/I] -A: Very very soon. -[I]Q: Programming? Plz? [/I] -A: Eventually.. We're currently testing a couple of systems we quickly put together to figure out which direction we want to go in with this -[I]Q: What button means what in Homebrew?[/I] -A: You can always hover over buttons and it should say what the button is, while in the editor you can also view the tutorials and info included by pressing the questionmark -[I]Q: Will we get more parts in the demo? [/I] -A: The next build will have a new part, you can thank @BackwardSpy for that (; -[I]Q: MULTIPLAYER?![/I] -A: Working on it. -[I]Q : Languages![/I] -A : With our current system it's pretty easy to make custom language files, we're keeping it English for now and ask people's help with translations eventually! [B]Also,[/B] To everyone playing the demo and having problems or issues, please share the bugs! We need that info to fix the issues we're looking over! Thanks to everyone for supporting and helping us out.
Looks interesting
My apologies if you already answered this, but will the vehicles be scriptable? When I was younger I spent many hours of my life playing with a little japanese-made physics toy called rigidchips. In rigidchips, you could script your vehicles either with Lua or a proprietary script known as RCScript, and through the scripting API you could make your vehicles do pretty much anything. I realise that scripting might bring up concerns about alienating players who might not want to learn programming concepts to play the game as well as everyone else, so I wonder if you've given any thought to this? I think it could be interesting at the very least.
[QUOTE=BackwardSpy;44741575]My apologies if you already answered this, but will the vehicles be scriptable? When I was younger I spent many hours of my life playing with a little japanese-made physics toy called rigidchips. In rigidchips, you could script your vehicles either with Lua or a proprietary script known as RCScript, and through the scripting API you could make your vehicles do pretty much anything. I realise that scripting might bring up concerns about alienating players who might not want to learn programming concepts to play the game as well as everyone else, so I wonder if you've given any thought to this? I think it could be interesting at the very least.[/QUOTE] Thanks for the question, it hasn't really been asked before and I myself find a pretty important question . We have considered this before, but just as you said, it'd be alienating players who aren't that interested or have no experience in programming concepts. Now that I see I'm not the only one who would like it.. It might be up for discussion. We just want to make sure it doesn't take weeks or months for less-experienced people to make their things the way they prefer. And that people with programming experience have an advantage. The way you "program" your vehicle currently is pretty easy though, and you can do pretty entreating things with it. Basically you link all the controllable parts to the seat you want to control it with (and yes you can have multiple seats), then you change the parts settings ( for instance, you need to select which wheels are on the left, which can steer,..) and it works. You'll might have to fiddle around with the angle amount a certain wheel can turn or engine settings and such, but it should drive if you just link it properly There are a ton more settings but I'm not getting into all of those at the moment since they are likely to change eventually :v: . We did this because we want the players to be able to make things that aren't defied by logic, while not being too difficult to setup. And you can always choose which keymap to use, there's always a standard one available, but if you want to control some wheels or flaps or parts using other buttons, you can select your own keys (or joystick for that matter) all the keys are obviously rebind able and we have a couple of sets (axis y 1, axis y 2; etc which are generally not bind to any key if you haven't set it up) That's how we try to supply the players who want the advanced stuff but aren't that familiar with it an easier way to do it. You could connect up multiple gamepads or joysticks and bind the buttons and sticks to different parts of the vehicle. (Which can be quite funny, I've had a plane where the left side was controlled by my first controller, and the second one to my second controller for some local co-op hilariousness) But as I said, you can do some pretty interesting stuff with it. I'll be uploading some screenshots of the linking process tomorrow and some examples of vehicles our team and testers made so far.
Looks pretty cool. Gonna follow development, may be willing to buy it when it comes out. As for the programming question that BackwardSpy brought up, what if it was simply an option? You can either choose a mode where you program the vehicle, or you can build it without programming. I'd love to see a programming concept put into the game.
[QUOTE=wakeboarderCWB;44741852]Looks pretty cool. Gonna follow development, may be willing to buy it when it comes out. As for the programming question that BackwardSpy brought up, what if it was simply an option? You can either choose a mode where you program the vehicle, or you can build it without programming. I'd love to see a programming concept put into the game.[/QUOTE] Thanks man! And well, as I said. It might be up for consideration. Now that I'm thinking more and more about this I actually want this in the game. I wont promise anything though. It'd mean we'd have to remake the entire system of how the parts work.. which wouldn't be easy as we already have so many parts. I'll talk about the topic with the other members, see what they think. I'll keep everyone posted about it for sure though!
Looks pretty interesting so far, are there any plans for sailing or submersibles?
[QUOTE=igniuss;44741759]Thanks for the question, it hasn't really been asked before and I myself find a pretty important question . We have considered this before, but just as you said, it'd be alienating players who aren't that interested or have no experience in programming concepts. Now that I see I'm not the only one who would like it.. It might be up for discussion. We just want to make sure it doesn't take weeks or months for less-experienced people to make their things the way they prefer. And that people with programming experience have an advantage. The way you "program" your vehicle currently is pretty easy though, and you can do pretty entreating things with it. Basically you link all the controllable parts to the seat you want to control it with (and yes you can have multiple seats), then you change the parts settings ( for instance, you need to select which wheels are on the left, which can steer,..) and it works. You'll might have to fiddle around with the angle amount a certain wheel can turn or engine settings and such, but it should drive if you just link it properly There are a ton more settings but I'm not getting into all of those at the moment since they are likely to change eventually :v: . We did this because we want the players to be able to make things that aren't defied by logic, while not being too difficult to setup. And you can always choose which keymap to use, there's always a standard one available, but if you want to control some wheels or flaps or parts using other buttons, you can select your own keys (or joystick for that matter) all the keys are obviously rebind able and we have a couple of sets (axis y 1, axis y 2; etc which are generally not bind to any key if you haven't set it up) That's how we try to supply the players who want the advanced stuff but aren't that familiar with it an easier way to do it. You could connect up multiple gamepads or joysticks and bind the buttons and sticks to different parts of the vehicle. (Which can be quite funny, I've had a plane where the left side was controlled by my first controller, and the second one to my second controller for some local co-op hilariousness) But as I said, you can do some pretty interesting stuff with it. I'll be uploading some screenshots of the linking process tomorrow and some examples of vehicles our team and testers made so far.[/QUOTE] That all makes a lot of sense, I can understand the reasoning behind it all. Regardless of whether scripting makes it in or not I'll probably end up buying this game, it looks like it could be hilarious fun in multiplayer.
Will there be sheets of metal to make hulls and such?
[QUOTE=Mombasa;44743231]Looks pretty interesting so far, are there any plans for sailing or submersibles?[/QUOTE] Eventually; we want to focus on the other parts first before we commit to making the water parts. We do have something for water implemented but that's a little secret for now :v: [QUOTE=BackwardSpy;44745066]That all makes a lot of sense, I can understand the reasoning behind it all. Regardless of whether scripting makes it in or not I'll probably end up buying this game, it looks like it could be hilarious fun in multiplayer.[/QUOTE] Thanks for the support! [QUOTE=DEMONSKUL;44745328]Will there be sheets of metal to make hulls and such?[/QUOTE] We are currently working on a system for that, but we want it to be extremely customizable and optimized like our pipe system, so hopefully the system should be done and working in a little while so we can show it off (:
[I]Update:[/I] Demo will be released in 30 mins, enjoy guys
Looking forward to it!
Demo is officially out now! You can get it on the site! [I]see top post♥[/I]
[QUOTE=BackwardSpy;44741575]My apologies if you already answered this, but will the vehicles be scriptable? When I was younger I spent many hours of my life playing with a little japanese-made physics toy called rigidchips. In rigidchips, you could script your vehicles either with Lua or a proprietary script known as RCScript, and through the scripting API you could make your vehicles do pretty much anything. I realise that scripting might bring up concerns about alienating players who might not want to learn programming concepts to play the game as well as everyone else, so I wonder if you've given any thought to this? I think it could be interesting at the very least.[/QUOTE] You just reminded me of that game... countless hours making vehicles :D
Oh jeez it's 2.4 gigabytes IS there any way I can get a torrent? problem with internet browser downloaders is when the file gets too big the risk of it failing increases - causing you to redownload the whole thing.
[QUOTE=mattmanlex;44777881]Oh jeez it's 2.4 gigabytes IS there any way I can get a torrent? problem with internet browser downloaders is when the file gets too big the risk of it failing increases - causing you to redownload the whole thing.[/QUOTE] I've been having massive internet problems of my own the past couple of days so don't expect a torrent to be online within the next couple of days, it'll take at least 4 days, but I was planning on doing that [I]eventually[/I]. I know about the difficulties size give you but there really wasn't another way that this would've worked on my current connection, I'll make an update when the official torrent is out.
I see you're gonna have multiplayer, is there gonna be any damage model so people can do derby style stuff? Or even full on robot wars esque stuff later. Oh, and remove the s in https for the embedding of the trailer in the OP to work properly.
[QUOTE=Crimor;44779680]I see you're gonna have multiplayer, is there gonna be any damage model so people can do derby style stuff? Or even full on robot wars esque stuff later. Oh, and remove the s in https for the embedding of the trailer in the OP to work properly.[/QUOTE] The damage will be through weapons, not collision, so Derby would be kind of out of the picture sadly. We're looking into being able to set it on the server-side of settings though, but when the multiplayer is out collision is most likely not going to do anything. Also, thanks for the tip! was wondering why it didn't work
This download is gonna take a while, I'm on a 120 Mb/s connection but the download server's only pushing about 150 KB/s at most. I can't wait to play with it!
[QUOTE=BackwardSpy;44780486]This download is gonna take a while, I'm on a 120 Mb/s connection but the download server's only pushing about 150 KB/s at most. I can't wait to play with it![/QUOTE] The moment my internet is back to normal I'll upload it to the server directly, should download at a much faster rate! Sorry for the inconvenience!
Is it just me or are the default movement keys zqsd?
[QUOTE=mattmanlex;44780574]Is it just me or are the default movement keys zqsd?[/QUOTE] Oh right, sorry about that, used to working with an azerty keyboard here so it's zqsd instead of wasd.. gamepad should work fine though~ Kinda forgot to change it back to wasd before compiling ^^;
[QUOTE=igniuss;44780547]The moment my internet is back to normal I'll upload it to the server directly, should download at a much faster rate! Sorry for the inconvenience![/QUOTE] No worries, I just left it going while I was icing some cupcakes anyway. The speeds are fluctuating quite a bit but it should be done in about 20 minutes. :D [editline]yesss[/editline] [img]http://i.imgur.com/hY0W6yF.png[/img] Get hype!
[QUOTE=BackwardSpy;44780665]No worries, I just left it going while I was icing some cupcakes anyway. The speeds are fluctuating quite a bit but it should be done in about 20 minutes. :D [editline]yesss[/editline] [img]http://i.imgur.com/hY0W6yF.png[/img] Get hype![/QUOTE] :v: enjoy the demo! Let me know if you have any problems/issues/questions, we'll update the game and demo based on feedback
I am having a bit of an issue actually; how exactly do I work the key rebind screen? I wanted to rebind the movement controls to WASD but it doesn't seem to work properly. So far I've managed to somehow bind W, Z and A all to forwards. :v: Is there maybe a config file somewhere I can edit? It might be a bit easier for me to tweak it that way.
[QUOTE=BackwardSpy;44780784]I am having a bit of an issue actually; how exactly do I work the key rebind screen? I wanted to rebind the movement controls to WASD but it doesn't seem to work properly. So far I've managed to somehow bind W, Z and A all to forwards. :v: Is there maybe a config file somewhere I can edit? It might be a bit easier for me to tweak it that way.[/QUOTE] It seemed odd to me there weren't just "forward" and "backward" - it was movementaxis1 +/- What do I know though :v:
[QUOTE=BackwardSpy;44780784]I am having a bit of an issue actually; how exactly do I work the key rebind screen? I wanted to rebind the movement controls to WASD but it doesn't seem to work properly. So far I've managed to somehow bind W, Z and A all to forwards. :v: Is there maybe a config file somewhere I can edit? It might be a bit easier for me to tweak it that way.[/QUOTE] [QUOTE=mattmanlex;44780798]It seemed odd to me there weren't just "forward" and "backward" - it was movementaxis1 +/- What do I know though :v:[/QUOTE] It should be the movement (where Z and S are bind) but you have to hold the key, should put that as a tip, it's so you can do more interesting things with joysticks, so if you want to rebind move forward to W, just press the option, it should turn red. Then hold W, after 1 second it should confirm the bind.
The first click turns the box red, but then nothing I do will make it go back to being grey. Holding the key does indeed seem to bind it, but focus is never lost on that box so any keys I press on that screen get bound to that control, and clicking other boxes doesn't work because the first one I clicked is still red. Do I have to press something after holding down the key to make it de-select that box?
[QUOTE=BackwardSpy;44780862]The first click turns the box red, but then nothing I do will make it go back to being grey. Holding the key does indeed seem to bind it, but focus is never lost on that box so any keys I press on that screen get bound to that control, and clicking other boxes doesn't work because the first one I clicked is still red. Do I have to press something after holding down the key to make it de-select that box?[/QUOTE] That's weird.. I'll make a note of it, have you tried restarting it? Might be a temporary glitch, just tested it a couple of times on my machine, haven't managed to get that bug yet.. Weird
Yeah, I've tried a couple of times with both the 32-bit and 64-bit builds, I can't seem to get it to work. Is there anything I can send you/do for you to help you figure it out? [editline]11th May 2014[/editline] I'm having a few other issues with some GUI stuff as well, for example after changing resolution, the 'Yes' and 'No' buttons on the 'Keep resolution?' dialog aren't doing anything. [editline]11th May 2014[/editline] I was having some fun with the character spinning around constantly as well but I quickly realised that was because my HOTAS' throttle control was being picked up, so I moved it to the middle and fixed that issue. :v:
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