FTB Reboot Update #2

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And hello there, another update. For myself or anyone reading these pages for any reason. As usual, let's see what we made this month and what we plan to do next.



Droplets

Stickmen characters always had flowers dropping every some time from them, because we once thought, "why not?" It is cool, and as the flower colors of different stickmen differ, it allows people to track each other. Why won't we expand on this mechanic?
Droplets Select Menu

You may call these things from now on Droplets, and we created a new menu where you can select Droplets that fall from your character. Also, we made them last longer and easier to track people by it.



New Runes & Emotes

All Runes Menu
New emotes, okay - we added them because why not. But runes are interesting. Runes basically modify the class of your stickman: fast, slow and strong, or just balanced. We added two new runes: Survivor and Tracker.


Survivor

The idea of Survivor is farming. As we nerfed XP gain from orbs you collect to encourage fighting, we do want to allow the (AFK) type of players who farm and join the fight once strong. This class will be harder to kill and will gain significantly more XP from orbs but will do less damage.



Tracker

Tracker is improving the concept of following other players. They will be easier to kill but will optimize usage of the minimap and droplets. The default in game minimap updates every five seconds and shows locations of other players as red dots. With the Tracker rune, the minimap will refresh every second, and droplets will last twice longer - so trackers can more easily use the minimap to find where players are, and droplets to see who the players are.



Improved Manual

We considered creating a tutorial, but it's tricky. We had one, but people were not able to bypass it. Basically, the abilities have bugs that are used as features - for example, the teleport over a wall from the 'Engage' ability that make the gameplay dynamic and fun. We can't teach every aspect of every ability, and even all possible uses of 'Engage' or 'Wind,' which were the default ones. And when you add various game modes to it, it becomes hard.

So we just added more pages to the manual. Now you can see the TLDR of each game mode and jump straight into action with the most important points about the modes, and learn the other stuff by yourself.
Game Modes How To Play Guides

We tried to keep things short and precise, so casual players can just view and jump into the game, while the more competitive ones can get the relevant basic information and investigate further as needed.



Competitive & Titanic Game Modes

Drums please. Tadam tadam tadam tadam. We finished. All game modes are in the state we want them to be in. This month we finished with Competitive and Titanic. The idea of each game mode is as follows:

Normal - casual, no-commitment, infinite deathmatch & sandbox


Duel - 1v1 dynamic, skill-based match


Teams - work together with your team to win the deathmatch


Competitive - skill-based, dynamic battle royale. Requires commitment.


Titanic - Chaos. Funny moments and unforgettable experience. Quick and chaotic.



In both game modes, we now show the expected event that will happen on the map, whether it's toxic rain, lava moves, or zone fall. Before, it just happened at the moment, and now you are notified about what's about to happen and can prepare.

Approaching Event Notification
Also, we now disable spawn points when lava reaches them. You can see the total number of active spawn points at any given moment. Once the count reaches zero, you cannot spawn anymore despite having lives - so make every heart count.


Changes: Titanic

Player upgrades are not reset on death. You have many lives (five). Quick events and fast pace, and areas fall and knock players around, creating a unique and changing map every game.

We like the current state. There is no focus on balance too much but more on unforgettable moments and laughter. We like it the way it is, so no significant change except balancing stuff.



Changes: Competitive

Now this is where things get interesting. As we said in previous devlogs, we want to encourage fighting to get a permanent advantage. With the spawn points disable change, many lives is not protecting you from defeat anymore. The idea is that players should use lives to get kills and become stronger and win the game in the end in the final battle. So the change is as follows:


There are regular XP, levels, and upgrades that you gain. They are reset on death.

There are special, very strong upgrades that you gain for killing other players. Like 5% more damage, 15% ability cooldown reduction, Sacrifice, etc. The list of the special upgrades is long, you may view it in the manual later.
Battle Royale Competitive Powerups


Every Competitive game, three special upgrades are chosen, and players select one of them on elimination during the game. They are permanent - meaning they remain after death.


Players want to use their lives, considering they will be useless eventually, to get kills and gain more permanent upgrades, which will snowball into a stronger stickman and into victory.



We are happy with this state, as we achieved the goal of encouraging players to fight and not wait for the end for the chance to win - the stickman with the most special permanent upgrades is more likely to win - so farm up early on, we gave you three lives for no other reason!



What's Next

Physics & Gameplay

Do you know why platformers like Celeste, Hollow Knight, etc., feel so good? There are, of course, many reasons, but an important point is that the character movement feels smooth.

They may add gravity, forces, and bounciness in a special way to make the player more alive, more dynamic. While FTB is a stickman fight, and, you know, simple movement is likely the thing we want to go with - we will look into interesting concepts from games like those that we may consider adding into FTB.

Also, we need to revisit physics, bounciness, and other topics that may make the game feel more alive, as at the time of FTB's creation, we gave no thought to it, and it's an important aspect of every platformer.



Networking

We look into minimizing lags, improving sync, and allowing more than 16 players in the arena. Imagine the chaos we can achieve.



Improving Visuals

We touched on that in the previous devlog, but basically we want to make the game feel better, feel alive. To achieve that we got some work to do while keeping the simple, cartoony minimalistic hand dawn art style.



Quality Of Life Things

Like a "Lose" screen for when you lose. Currently, we have "Victory" but not a "Lose" indication. Yes, we missed it and there are other similiar things.



That's All

Stay with us on the journey of reviving FTB. See you next time!



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