Voice chat in Intruder isn't an after thought. It was designed from the ground up to be an essential tool for team tactics. Missions are completed or failed many times based on how well each team is able to communicate their own positions and the positions of the enemy.
Highlights of the Voice Chat
The voice chat is 3D. Being able to hear a teammate talking to you is dependant on how far away you are. The voice is panned to the right and left based on their realtive position to you.
The voice chat is volume based. If you and I are sneaking through a building, I can whisper to you and if we are quiet enough other players nearby will have difficulty hearing us. On the flip side, if I yell down a hallway at you, you will be able to hear me as opposed if I spoke to you in a normal volume from the other end of the hall.
Everyone can potentially hear you, friend and foe alike.
The radio is a tool for communicating over long distances to your teammates, it is essential for planning assaults, distracting the enemy, communicating about traps that have been set up to stop you.
Hey, just wanted to give a short update. We've been working a lot on the level lately. Here's some new screens. Make sure to check out the last video we posted about some of the level design stuff as well if you haven't seen it already.
Here's the video from last time that talks about the level design:
In this update we are going to be showing you a new tool that we have created to use along with a couple of other things we have been working on.
When you enter an area in Intruder you will come across doors that are locked. To unlock the door you can use the lock pick tool. The lock pick tool works by going up to a locked door and using it on the door. You are then presented with GUI of a tumbler with pins. Each pin is at a different depth from the top of the tumbler. To line them up you can use the mouse or the mouse wheel to move each pin into postition. Once all the pins are in position, the lock will open. This is a quiet and sneaky way of moving around in the enviroment of Intruder but it can also become intense. You can get into situtations when you know someone is closing in on your position and you're trying to keep calm and open a locked door in order to evade them.
Apart from the lock pick we have added a couple of other things:
New character models for the Intruder and for the Guards.
We have added light probes for accurate high quality lighting in the world.
The level has been populate with more "low" cover type objects, such as couches, chairs, desks
Use the comments section below to post a comment or question. Also dont forget to check out our IRC Chat, the link is at the top of the page
Happy Holidays everyone. One of our games, Project Stormos is now on sale over at http://ProjectStormos.com for only 2$ (that's 60% off). New features were just added to the game including multiplayer which can be played during the whole campaign as well as in the level editor, so you can make your own levels together.
Also a new Intruder video is on the way these holidays so keep your eye on the youtube channel. We'd also like to invite anyone to our new IRC channel if you'd like to talk with us or other Superboss Games fans, players and devs.
Once again, Happy Holidays and see you in the new year!
In this video, we're going to be looking at security techniques and equipment such as the Laser Sensor and security camera room.
Throughout our playtests, opponent detection has been one of the most important skills for victory. The Laser Sensors are a great tool for this job.
To use the Laser Sensor
equip them and left click to place on surface in front of you
when someone crosses it's path, it will create a beeping alarm
only the player who placed the sensor can hear the alarm
warn teammates, investigate area, and/or set off traps by sensor
There are many paths and rooms through a given building and guarding the importants parts simultaneously can take some coordination. On a mission, you may have to guard multiple objectives at the same time. A few strategicly placed sensors will let you be aware of opponents when they enter these imporant areas without you having to directly see them first.
It's good to hide the sensors when you place them. Any player can actually disable a sensor by walking up to it and pressing the "use" key. Before entering a room or area too quickly, it's a good idea to look out for any opponents sensors and see if you can disable them before tripping their alarm.
It's also a nice idea to use the sensors with the Remote Charges. When you hear the alarm of one of your sensors, you can detonate a nearby remote charge in order to knock down or kill the intruding player before you can reach the area your rigged up. Just be aware of where your teammates are so that you don't blow a charge when they cross the lasers path.
For more visual surveillance. The current level we are working on actually has a live security camera room. At the moment there are 3 different security cameras placed throughout the level which stream video to the security screens. Using the security cameras allows you to inform your teammates of the exact location of enemies.
There have been tons of other updates to the game since the last video. The level is now full of new objects for hiding and taking cover behind. There are new sound effects for bullet impact, silenced weapons and rounds that fly by your head. A new GUI system is in the works. We're also happy announce that user accounts for signing into the game are now working along with an auto-patcher so signing in and updating to the newest build will be easy for all players. There are features we have yet to talk about and others we just haven't revealed at all so let us know what you'd like to see.
In the comments write what security techniques you would use and what you want to see next!
It's been awhile since our last update I know. We've been working on getting some bugs out of the network coding and making the game much more stable. We are beginning to shift gears away from creating gadets and weapons to getting an alpha build (very alpha) that people will be able to play.
What we've been working on:
Lobby system for joining/creating missions.
Intruder lobby for intruding on said missions.
Optimizing the network code.
Be looking for a video coming soon involving more fun with remote charges.
In this video, we're going to be looking at Remote Charges, a handy tool for laying traps in Intruder.
Remote Charges are one of the most useful tools in Intruder, especially for leveling the playing field. They are best used a trap to be sprung on enemies before they have time to react.
To use the Remote Charges
equip them and left click to place on surface in front of you
get to a safe distance or behind cover
right click to detonate the charges
Remote Charges function as a great trap when you have an idea where your enemies might be coming from. It's a great feeling during our playtests to be able have your opponents fall into your ambush. It dramatically increases the tension during play because you never know when an enemy has rigged up a room or area you are entering. Because of this, you have to be very cautious and aware of your surroundings.
They are not fool proof or unstoppable though. Pressing the "use" key will pick up and disable Remote Charges, even if it's been laid down by an enemy player. It can get pretty intense picking up enemy charges, because you hope they're not watching and ready to detonate.
The best tactic when using the Remote Charges is to use them in conjunction with the Mirror Cam. Usually you have to have the charges equipped in order to detonate them. However this can also be done with mirror cam. Set your charges and then hide out of view. Watch around the corner with your mirror cam for the perfect trap set up.
In the comments let us know what traps you would set up with the Remote Charges and what you want to see next!
In this video, we go into two of our favorite features in Intruder: Doors and the Mirror Cam.
Doors you can open by yourself are a rare occurence in modern games. They are most strikingly, rare in the FPS genre. For Intruder however, doors play a critical role in the stealth tactical gameplay.
To open a door in Intruder, use the scroll wheel as a push and pull function.
scrolling up will push
scrolling down will pull
rate of scrolling determines how much/fast the door will open
The doors can be opened at different intervals with these methods which allows for peaking into rooms or entry way without fully exposing yourself. This is very useful for stealth gameplay. It is also useful as a clue for players who remember the door's previous position for tracing changes. If might be easier to know where your opponents are if something like a door's position has changed in the environment.
The Mirror Cam is definitely a favorite tool among us. It is a camera attached to the end of a thin pole that can be used to look around corners or over barriers. This is essential for the players that truly want to be stealthy as it allows you do see your enemies before entering a room.
The mirror cam can also be used in conjuction with doors by poking it through the cracks in the doors to check out a room before entering. This is great for teamplay situations when you can have one player "mirroring" the door while the other one enters or throws in concussion grenades.
To use the mirror cam just hold the left mouse button (normally fire weapon button) and move the mouse to swivel the camera.
The mirror cam has definitely been a favorite among play testers and also has some more functions that we will reveal in the next video...
In the comments let us know what tactics you think will be useful with these tools and what you want to see next!
In this video we go into the details of the Concussion Grenade, one of the interesting tools in Intruder. Check it out below:
The concussion grenade is different from a normal grenade because it's main function it to destroy the balance of it's targets instead of killing them. It's an excellent tool to use for room clearing as well as retreating. The explosion has a fairly large radius and can send enemies (or yourself if you're not careful) flying... often times through windows or into hard objects.
Making the concussion grenade work technically involves a few steps:
after the grenade explodes go, use the 2-check system to determine if it should hit targets
first, find what is inside the explosion radius of the grenade
second, raycast from the origin of the explosion to the hitboxes of the target objects to make sure nothing is blocking the way
if nothing blocking, take away 100% balance and add an explosion force (VERY useful Unity3d physics function)
Once again the primary function of the concussion grenade is to knock other players over. Opponents can stand up after getting hit, but it gives you enough time to put them down before that happens. The concussion grenade can still kill however if it's targets ragdolls end up hitting walls or the ground at fast enough velocity.
It's also possible to vary the detonation time on the concussion grenade between 4 seconds and 1.5 seconds. 4 seconds being better for long distance throws and 1.5 being much better for room clearing. Throughout the play tests, room clearning has been the best use of the concussion grenade, especially if you have someone to open the door for you.
In the comments let us know how you would use the concussion grenade and what you would like the next video to be on!
This is the first video in a series of videos we have started to create. Our goal with these is to create a visual blog of the game making process. This first video shows the first steps we took in creating Intruder. We started with getting basic network syncing working then moved on to firing projectiles, the balance system and stances. Enjoy.
Our goal with Intruder is to make a game which encapsulates some of the following qualities:
high detail world interaction in a multiplayer setting
stealth and cunning over twitch gameplay
emergent gameplay by giving players many options, gadgets, and tools by which to craft their tactics
In this video series we're going to show you how we are accomplishing all this and how a wide variety of game design elements can come together in one place.
When making a multiplayer game, you have to do double the work as a single player game because you must make sure the players are synced up on both computers. It's also important to make sure to squash bugs in a multiplayer game as soon as possible, since they are much harder to find than in a single player game.
Here's the basic order that we went through features within the first week.
connecting to Photon servers and syncing player positions with cubes
bullet fire syncing
damage/player hit checking
adding gravity and wind to bullets
gun features like scope and fire modes (e.g. 3 shot burst, single shot, full auto)
player models with animation/stance syncing
balance and hp check/damage
weapon recoil based on balance
That is basically what can be seen in the first section of the video. As we make more videos we'll go into the newer gagdets and game objects like security camers, remote charges, doors etc. In the comments below, be sure to let us know which feature you would like to know about in greater detail.