We've launched an exciting new project of our own! Introducing the Kickstarter app for iPhone!

Funded! This project successfully raised its funding goal on February 24.

May Update - Networking, Player controls, Character customization

Update #15 · May 16, 2013 · 15 comments

Please keep in mind we are still very early in the development process. Everything is subject to change and is still a work in progress.

Multiplayer Networking

Foundational aspects of networked play are up and running. Players can host a game as a listen server (a client that runs both the server logic and the game itself) but early research and planning has been conducted to expand this to a dedicated server option for the future, if need (or player requests) dictate.

Our current technology is developed up to the "Session" level – the functional basics of connectivity, creation, and administration of a game. This includes things like: 

  • Requesting game info from the server (How many people are playing? Is the game full? Is the game in progress? How long has the server been up? Is it password protected? Am I banned?)
  • Requesting player info from clients (What is your handle/in-game name? What character are you playing? What is your "rich presence" status (afk/in menu, etc)?)
  • Server: relay session-level events to clients so they know who they are playing with and relay chat messages between clients

Gameplay synchronization is still very primitive, but there has been some fruitful experimentation.

Player controls

This was one of the areas we were most eager to rebuild coming from the prototype. Unity 4 uses a new (and awesome) animation system that can very tightly and precisely bind the concept of mapping a player's inputs to richly animated outputs. However, having debuted shortly before we started working on the prototype, we encountered a number of challenges with this young, emerging technology. Starting on this system as early as possible also allows us to iterate on it as much as we need to achieve the touch and precision we demand.

For now, controls are divided into two distinct domains, which we've dubbed "exploration" and "combat." 

Exploration: Anything non-combat. Tuned for adventuring and exploring. Feels and controls like a top down RPG.

  • Crawling, sneaking, sprinting, actions (looting, climbing over things, using cover), interacting with the environment.

Combat: Uses a traditional top-down style dual-axis control scheme (as in the prototype). Tuned for combat, or any other activity that requires precise aiming with the mouse.

  • Melee, ranged, etc. Any combat oriented interactions.

[We recorded a quick demo in Unity showing off a select few basic animations being controlled with a mouse/keyboard.]

Character customization

[Character select screen using temporary prototype assets]

Very early workings of survivor selection (using mostly prototype models as placeholders) and customization menus (newer models below). Currently, you can select your survivor's head (face, hair, facial hair/accessories), torso, and legs. Once you are finished rolling your survivor, you can save it as a "template" that can be loaded and reused in the future.

This feature will be useful while setting up new games, as you won't have to waste time recreating your favorite character load-outs (or have to wait while other players to do the same!) This is just the first layer of character customization. As you travel and collect items in-game, you will acquire a variety of items and pursue developmental options that further distinguish your survivor. 

In the example below, we have 2 unique head, torso, leg models being posed and swapped around to show how the customization will work in game.

[Character customization examples]

Other boring but important developments

We are using a fully functioning command console integrated into the game's chat system to perform a number of development and gameplay tasks without having to make complex GUIs direct them. This has been of immeasurable use in testing and debugging (especially in clients that aren't running inside the Unity editor). The system took a day to write, and using some C# language magic, can turn existing code into console-enabled code with one simple line (seen below enclosed in square brackets):

[Cvar code]

[Cvar interaction]

This system also includes function-like commands that accept multiple, type-checked arguments. For example, spawning a zombie at world coordinates x=0, y=0, z=0 might look like this: "/spawn zombie 0 0 0".

On that note....here is a redneck dancing to a remixed Thriller.

15 Comments

Whats going on ROAM?

Update #14 · Apr 15, 2013 · 17 comments

Hey everyone! It is a really hectic time around here as we create a design plan for ROAM, finish up legal matters involving the LLC and contracts, hire people involved in the website (dev blog, wiki page, etc) as well as animation. Real life also has come in to play with the lack of updates recently. We both are in the process of moving and settling in so we can comfortably work on the game. In between all of that, we try to find as much time to put into the development of the game as possible.

Work on the game so far: Aside from everything that surrounds the game, we have started coding what we think is the most important part of ROAM, networking. We want to have multiplayer up and running from the start so that everything we add to the game from the very beginning of the dev process will be designed around playing with  multiple people.

We have also started grey-boxing (primitive 3d modeling) the most important features we want to implement first. Looting, crafting, and customizing equipment are some examples of what we have planned at this first pass.

Questions regarding the prototype: The prototype for ROAM was just that, a prototype. While the game may look playable in the videos, theres still a lot of work needed before we are comfortable releasing it to the public.

And while we may not respond to every form of communication, we do read everyones questions and concerns. Please understand we are a two man team and we are working to get more help. Responding to everyones questions really eats up a lot of our time at the moment. Time that we could spend working on the game. We have people lined up to fill various roles for the team and this includes a PR role. 

We appreciate everyone's patience and want to reassure you all that we have not forgot about you. It is quite the opposite actually. Without all of you this wouldnt be possible. That's why we are trying to set up the best system to update everyone on our progress. There have not been many updates recently but as we "get the ball rolling" you all can expect to have regular updates. We have a lot of work ahead of us.

Again, thank you for understanding.

17 Comments

Clarification on Survey/emails

Update #13 · Mar 11, 2013 · 5 comments

Hey everyone, our apologies on the misunderstanding. We have been getting a lot of emails from people asking about the surveys and emails.

Survey - You will receive a survey if you backed at a custom art level. This means any pledge higher than $75 will receive a survey. If you pledged above $75 and did not receive a survey, please contact us. Kickstarter will notify you of the survey through the email address you provided with your Kickstarter account. Anyone below $75 will not receive a survey.

Email - The message you received was just a confirmation and thank you email sent through Kickstarter. We did not send any emails from the roamTHEgame@gmail.com address, Kickstarter has a very handy way of mass emailing you all. The Kickstarter email is what we meant by "email."

What we meant to communicate: When beta keys become available, you will receive the key through whatever email you used on your Kickstarter account. We did not send any beta keys out because the game has only just started the development process.

Again, sorry for the misunderstanding.

5 Comments

Emails/surveys sent

Update #12 · Mar 11, 2013 · 18 comments

Hello everyone! The emails and surveys have been sent out. If you did not receive it or have any questions please send a message via Kickstarter or email us at roamTHEgame@gmail.com.

Backers that pledged via paypal, you can expect your emails to be sent out later today as we gather up the information. If you do not receive any confirmation email from us, again, send us a message via Kickstarter or email roamTHEgame@gmail.com

We are active on the forums and plan to have a dev log up in the coming weeks. The best way to stay informed/ask question/discuss ROAM is by being active on the forums.

If you have any questions at all regarding anything please feel free to contact us.

**Tiers at the $75 level and up will receive a survey. If you do not, contact us.**

**The surveys are for the custom art tiers. Anyone not receiving custom art, you will not receive a survey. The email was mainly a confirmation email as to where you can expect to find your future key(s) and where they will be sent! Thanks**

18 Comments

Kickstarter pledges

Update #11 · Feb 27, 2013 · 11 comments

Hey guys! We are delaying the tier specific emails a bit because Kickstarter allows two weeks from the end of the campaign for all transactions to process. Just to keep everything organized, we will be sending out the surveys the week of the 10th in March.

Just wanted to give everyone a heads up!

11 Comments
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Jan 25, 2013 - Feb 24, 2013 (30 days)

Roam.medium

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  • Pledge $1 or more

    28 backers

    ROAM wasn't built in a day!

    Estimated delivery: Jan 2014
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    11 backers

    Tuned in - Receive a digital copy of the soundtrack!

    Estimated delivery: Jan 2014
  • Pledge $15 or more

    1588 backers

    Lone Survivor - Kickstarter special! A digital copy of the game and early beta access. The beta turns in to the full game upon release. (BETA ACCESS RULE APPLIES TO EVERY REWARD BELOW)

    Estimated delivery: Jan 2014
  • Pledge $20 or more

    150 backers All gone!

    Kickstarter survival kit (Exactly the same as the $25 pledge) - Start every new session of the game off prepared with this Kickstarter exclusive kit! You get a set of basic tools to boost your chances of survival! (ALL BETA KEYS FROM HERE DOWN INCLUDE THIS REWARD) + one early beta access key + a digital copy of the soundtrack.

    Estimated delivery: Jan 2014
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    41 backers

    Jammin’ - Everything from “Lone Survivor” + a digital copy of the soundtrack.

    Estimated delivery: Jan 2014
  • Pledge $25 or more

    546 backers

    Kickstarter survival kit - Start every new session of the game off prepared with this Kickstarter exclusive kit! You get a set of basic tools to boost your chances of survival! (ALL BETA KEYS FROM HERE DOWN INCLUDE THIS REWARD) + one early beta access key + a digital copy of the soundtrack.

    Estimated delivery: Jan 2014
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    236 backers

    Not So Lone Survivor - TWO beta keys for you and a friend + a digital copy of the soundtrack.

    Estimated delivery: Jan 2014
  • Pledge $40 or more

    401 backers

    Backer backpack - Along with a set of basic survival tools from the "Kickstarter survival kit", you will also receive a backer exclusive in-game backpack at the start of every game session. (ALL BETA KEYS FROM HERE DOWN INCLUDE THIS REWARD) + TWO early access beta keys + a digital copy of the soundtrack.

    Estimated delivery: Jan 2014
  • Pledge $55 or more

    400 backers All gone!

    Search party - LIMITED SPECIAL! Be prepared to play with your friends on beta launch! Don't have any friends? Give someone a beta key and now you have some! FOUR early access beta keys + 4x Kickstarter survival kit + 4x Backer backpack + a digital copy of the soundtrack.

    Estimated delivery: Jan 2014
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    66 backers

    Search party - Be prepared to play with your friends on beta launch! Don't have any friends? Give someone a beta key and now you have some! FOUR early access beta keys + 4x Kickstarter survival kit + 4x Backer backpack + a digital copy of the soundtrack.

    Estimated delivery: Jan 2014
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    24 backers Limited (126 of 150 left)

    Graffiti artist - Work with us to create a decal (within good taste), that will be randomly displayed throughout the city! A decal can be anything from your design on the side of a building as graffiti to flyers of your design scattered in the streets. (You must supply the image, we will email you the details) + TWO early access beta keys + a digital copy of the soundtrack + a special thanks with your name on our website.

    Estimated delivery: Jan 2014
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    12 backers Limited (138 of 150 left)

    Advertising agent - Have the design of your choice, within good taste, to be randomly displayed in the cities on large billboards! (You must supply the image, we will email you the details) + TWO early access beta key + a digital copy of the soundtrack + a special thanks with your name on our website.

    Estimated delivery: Jan 2014
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    8 backers Limited (42 of 50 left)

    Wheels - We will recreate the vehicle of your choice (2-4 wheels) and put it in game. If we reach the $45k stretch goal it is driveable as well! We will also put your name in the credits next to an image of your car! + FOUR early beta keys + a digital copy of the soundtrack + a special thanks with your name on our website.

    Estimated delivery: Jan 2014
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    Scavenge your room - We will recreate your room and put it in our randomly generated houses. We will also put your name in the credits next to an image of your in-game room! (We will email you the details) + FOUR early beta keys + a digital copy of the soundtrack + a special thanks with your name on our website.

    Estimated delivery: Jan 2014
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    4 backers Limited (96 of 100 left)

    Immortalized - We will create your likeness in game! Choose between zombie, non playable survivor(bandit/friendly), or playable survivor. We will also put your name next to your character in the credits! + FOUR early beta access keys + a digital copy of the soundtrack + a special thanks with your name on our website and in our credits.

    Estimated delivery: Jan 2014
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    9 backers Limited (41 of 50 left)

    Generous Survivor - You receive the specialized rewards from "Immortalized", "Scavenge your room", and "Advertising agent". You also receive EIGHT early access beta keys + a digital copy of the soundtrack + a big special thanks in our credits with a 1 line quote of your choice! Link your website, Facebook, or just say something fun!

    Estimated delivery: Jan 2014