• Bug Boys - Fortress Defense
    79 replies, posted
[img]http://i.imgur.com/MDhVmyd.png[/img] [media]http://www.youtube.com/watch?v=4YLl-7Xzxes[/media] [i]Far out in the galaxy, two species of bug-like aliens have ritualistic battles to prove the better strain. Even though they only really differ in color, the red and blue bugs battle to the death to prove their worth. They are known as the Bug Boys[/i] [i]Bug Boys[/i] is a team-based PVP fortress defending game. In development for over 6 months, it's finally ready to be released to the public. You play as a bug, and your objective is to kill the enemy brain nexus while defending your own. You must employ many types of constructable buildings with special abilities in order to gain the upper hand. Coordinate with your team and take over the battlefield! It's recommended for 4 - 12 players, but it can probably handle even more. I plan on updating the game regularly with balance changes, more buildable structures, and more maps. [b]Features: [/b] -Build a base fortress using over 20 types of constructable objects. -Drive/pilot 5 types of vehicles; including a helicopter dropship that multiple bugs can ride on. -Includes 4 varied maps to play on. -Fight enemy bugs using the simple but deep combat system. -Many custom models/textures immerse you in the bug world. -Employ deep RTS-style strategy with the placement of your teams structures. -Includes lua files, so you can run your own servers for the game. [b]In-depth Gameplay Synopsis:[/b] In the game, your main objective is to protect your home brain and attack the enemy brain. You do this by constructing stuff. Each constructable costs a certain amount of tokens, which are the main resource of the game. Tokens spawn at set locations around the maps. At the beginning of the game, a massive wall materializes in the middle the map, giving both teams time to setup their defenses. Both teams are given 45 tokens split evenly amongst each player. After 2 minutes and 30 seconds, the wall disappears and the battle begins. During the battle, teams need to protect their home bug brain at all costs; if a team's brain is destroyed, the enemy team wins. When a bug brain loses HP it never regenerates. Also, if a player dies in battle, they drop up to 3 tokens, and respawn at their home base a few seconds later. Bugs are also vulnerable to water, and on water maps, they need to find creative ways across it. If the 15 minute game timer runs out before a teams brain is destroyed, whichever team has more brain HP wins the game. [u]Each bug spawns with a few default abilities:[/u] -Grab: allows you to pickup certain buildable structures and move them around. -Construct: allows you to build a specified structure at the position you aim at. (Set what structure you want to build in the 'Q - Quick menu'). -Zap: activates the special abilities of certain types of allied structures, allows you to get in to allied vehicles. Alternatively, it's a melee ranged attack that hurts enemy structures. -Slider: shoots a slidy explosive charge which detonates upon impacting enemy bugs, vehicles, or structures. -Airblast: knocks back nearby projectiles, enemy bugs, vehicles, and certain structures. -Recall: channels for 4 seconds, at the end of the channel you teleport back to your home spawn. Accessible in the 'Q - Quick menu' The recall is cancelled if you take damage during the channel. [u]Constructable object examples: [/u] -Wall: construct massive barricades to keep out enemies -Radar: reveal enemy bug locations -Destroyer Vehicle: take down enemy structures with this powerful slow moving tank -Healer: heal nearby teammates -Anti bug Sentry: keep enemy bugs away with this structure that shoots heatseeking missiles And many more... [b]Screens:[/b] [T]http://i.imgur.com/Xihm54q.jpg[/T] [T]http://i.imgur.com/x8CZQmw.jpg[/T] [T]http://i.imgur.com/Z5w4iXW.jpg[/T] [T]http://i.imgur.com/kf55TkB.jpg[/T] [T]http://i.imgur.com/t01nUPb.jpg[/T] [T]http://i.imgur.com/Kebb3oo.jpg[/T] [T]http://i.imgur.com/fvAifsO.jpg[/T] [b]Here's a link to the workshop, feel free to run servers with it:[/b] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=427332609[/url] [b]Public Servers:[/b] Underdone Gaming Bug Boys - [i]208.115.206.186:27019 [/i] |FR|BugBoys - [i]192.99.2.51:27215 [/i] {FOG} Bug boys - [i]192.99.225.128:27035 [/i] Bug Boys Server A - [i]192.210.238.98:29634 [/i] [b]Here are some convars you can modify for your server:[/b] bb_var_pubmode - 0 or 1, makes it so people dont need to ready up for the game to start bb_var_gametime - how long the game should go on. bb_var_setuptime - how much time teams should have to setup defenses bb_var_startingtokens - how many tokens the teams should start with (split amongst each player) Just restart the map after changing these. [b]Github[/b] [url]https://github.com/sean-heyo/bugboysdev[/url]
Sweet, an original looking gamemode. I'll be putting a server with this up. Good job man. EDIT: Server is up. 208.115.206.186:27019 [url=http://www.gametracker.com/server_info/208.115.206.186:27019/][img]http://cache.www.gametracker.com/server_info/208.115.206.186:27019/b_560_95_1.png[/img][/url]
Pretty good gamemode from what the players have said that have played it so far. Just a couple of this that could be looked at/added. When other team mates walk into something you are building, it cancels it. This is very annoying and can lead to griefing, I can understand the enemy and yourself walking on to the construction to cancel it, but maybe push other team mates away from it? Maybe add in a sub item that gives the player a speed boost (instead of Airblast)
Aw those are some super cute models!! Any servers running this? Looks very unique and I'd love to give it a try
[QUOTE=NiandraLades;47558142]Any servers running this? Looks very unique and I'd love to give it a try[/QUOTE] Yes, I gave a IP in my first post, lol
The gamemode is loads of fun but it can be a real fk you if the teams are unbalanced and when sliders are able to go from 1 side of the map to the other side allowing the other team to shoot your brain from the middle of the map its kind of unfun :(
Thanks ' This is my own server i have making . [url=http://www.gametracker.com/server_info/192.99.2.51:27215/][img]http://cache.www.gametracker.com/server_info/192.99.2.51:27215/b_560_95_1.png[/img][/url]
[QUOTE=benoitouellet;47563690]Thanks ' This is Other official server . 192.99.2.51:27215[/QUOTE] Official would mean the owner is hosting them, I think what you mean is unoffical
Very cool! Hosting a server for fun so I won't post it here. Here's a Lua error we got: [Bug Boys - Fortress Defense] gamemodes/bugboys/gamemode/table_ent.lua:1523: Tried to use a NULL entity! 1. GetClass - [C]:-1 2. CheckIfInEntTable - gamemodes/bugboys/gamemode/table_ent.lua:1523 3. Func_Deconstruct - gamemodes/bugboys/entities/weapons/base_bbswep.lua:444 4. DoFunc - gamemodes/bugboys/entities/weapons/base_bbswep.lua:135 5. unknown - gamemodes/bugboys/entities/weapons/swep_smallman.lua:196 Also, any way to increase the round time?
Will have a big server up in a few...nice gamemode btw! Servers up: [url=http://www.gametracker.com/server_info/192.99.225.128:27035/][img]http://cache.www.gametracker.com/server_info/192.99.225.128:27035/b_560x95.png[/img][/url]
Here's a new trailer made by my close friend : [i]9/11 Pig Furry[/i] [media]http://www.youtube.com/watch?v=4YLl-7Xzxes[/media]
Would of love to be part of that battle taken place in the video
The chat in that trailer at 1:07 - LifePunch isn't actually hosting this gamemode permanently, just temporarily because it's really, really fucking fun.
I really want to try this out but all the servers are empty :(
[QUOTE=James xX;47570608]I really want to try this out but all the servers are empty :([/QUOTE] Sadly this gamemode is only fun when there is at least 4+ people on each team
James, I've been hosting a server on LifePunch every now and then and we always at least half a dozen of us playing when I put it up. Add me on Steam and keep an eye, if I'm on Garry's Mod there's a good chance I'm on it. Also you can join the Bug Boys channel of our TS3 channel, we'll sit in there when playing so you'll know when's a good time. It's VERY fun. Teamspeak: ts.lifepunch.net [editline]22nd April 2015[/editline] Server up at 69.165.162.231 No guarantees on how long it'll be up for
props that is a very creative gamemode idea
just a little Suggestion: Make the Doors in bb_normandy bigger. I builded an Destroyer inside and i couldn't get out.
I enjoy the doors being too small. When a team is starting to overtake the middle area, it sucks that you can just build a destroyer hidden there and come and wreck all the efforts! [B]Btw, heyo released an update two days ago, check the workshop, he didn't post here. ;) It contains a new help page (hold F1), made quick-ready to F3 instead of F1. Added variables for setup timer, round timer and starting tokens (which were upped to 50 by default).[/B]
Is there a trick to the dropship? So far no one has been able to get it do anything.
The pilot (first player to embark) holds space to make it go up, lets go of space to make it go down. Uses ASDW to tilt in the desired direction, hence advancing in that direction. It's tricky, but very satisfying to master.
Does it not fly if there is only the pilot present? Quick glance at the code makes me think yes (and would make sense, since it's not much of a dropship if there's no one to drop).
[QUOTE=Buzzkill_HABB;47594484]Is there a trick to the dropship? So far no one has been able to get it do anything.[/QUOTE] The last update broke the dropship for some reason. I've just updated it again and it seems to be working. Here's what else has been changed: -Can no longer cancel allied structures from being built by walking into them. You must zap them to cancel them. -Can no longer cancel enemy structures by shooting them, you must walk into them to cancel them. -The game will now auto switch maps every hour, (not during an active round), to one of the four included maps. -Siegers no longer shoot structures under construction. -Siegers now shoot the nearest structure, rather than the furthest. -Various other bug fixes. Also, I'm aware of the spawning bug, where the player won't spawn sometimes randomly after the respawn time. I'm having trouble recreating it, so I've added some prints that will hopefully help to illuminate what's going on.
There's a really weird issue some people are experimenting. Some players are unable to build for whatever reason. They can hold shift to display the ghost of the building, but letting go shift doesn't actually build it. Weirder; One friend connected on my laptop to my server and could play just fine. Later one, another friend connected to his account (another one) on my laptop and couldn't build! He could build on another server, he could build in singleplayer mode, but he couldn't build if he hosted multiplayer or if he connected to my multiplayer.. it's really odd. Tried deleting the addons and redownloading them, no cigar. Anyone has any idea what's going on? [editline]25th April 2015[/editline] Edit: Just now he managed to build a wall.. cancel it too. Then he tries to build one right after and it doesn't work. No idea WTF is going on.
I haven't exactly had enough players on my one to be able to fully test the latest update.
[QUOTE=The Commander;47602884]I haven't exactly had enough players on my one to be able to fully test the latest update.[/QUOTE] There was like 7 todayy
This game needs a balance lock, like TF2. Tired of seeing people just do a 6v2.
[QUOTE=Lorr;47603769]This game needs a balance lock, like TF2. Tired of seeing people just do a 6v2.[/QUOTE] Agreed, people are changing mid way through...
Why is the destroyer so hard to control :? or "Why are the controls so wonky"
Dunno if you're still having problems with this: [quote]Many of the physics-pushing effects run on the :Think() function, it happens every server tick. I don't think I can make that function run any faster than the server tick rate, but I'm not that much of an expert on gmod lua.[/quote] [lua]function ENT:Think() self:GetPhysicsObject():AddVelocity(Vector(300, 0, 0) * FrameTime()) self:NextThink(CurTime()) return true end[/lua] Use FrameTime() to scale by the time it took to process the last frame. Use the nextthink/return true in the entity think function to make it run every frame.
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