This channel is for all Teeworlds/DDNet and related chat. Gameplay questions can be asked here as well rather than in #questions. Ingame screenshots and any other Teeworlds related media goes to #showroom.
2001: Matricks and Teetow form initial development team of "shootout". Matricks is responsible for coding, Teetow for making the music and sound effects.[1]
2003-04-11: Game is named Teewars[2]
2003-05-05: Hook is added to Teewars[2]
2007-05-17 - 2007-05-20: Teewars developers meet at Birdie[3][4] - Uppsala's biggest LAN party
I'm impressed. There has been a bunch of incarnations of teewars. The version that got released I think I started in 2006... I need to check moby games for some time line of what was going on then
@Ryozuki Seems to depend where you work. The industry has grown up a lot over the years. The people I work for and the people I manage, we keep a keen eye on how much people work to make sure that no one burns out etc, health is important in the long run
@heinrich5991 For games I've developed lately.. well.. all the latest Wolfenstein games, helped out on other games, a bit on Doom (yes, I did some stuff for it), then skyrim and a bunch of other titles. Working on Indiana Jones now
@heinrich5991 For games I've developed lately.. well.. all the latest Wolfenstein games, helped out on other games, a bit on Doom (yes, I did some stuff for it), then skyrim and a bunch of other titles. Working on Indiana Jones now
Had to rejoin for that moment. Thank you @matricks and @teetow for creating the foundation of this game. Spent alot of time in it and met alot of great people!
Had to rejoin for that moment. Thank you @matricks and @teetow for creating the foundation of this game. Spent alot of time in it and met alot of great people!
Had to rejoin for that moment. Thank you @matricks and @teetow for creating the foundation of this game. Spent alot of time in it and met alot of great people!
I've been playing the game for almost 12 years now, and I just want to tell you that it has made such an impact on my life. It has allowed me to make so many friends in the rl.
so ty @matricks@teetow
ill pinch in my message too then, @matricks teeworlds (and thus) ddnet is what made me learn programming, and i enjoyed it so much, to this day i am professionally doing it, and still enjoy it, it gave me a path to my life as a person.
Let's see, history for ya @teetow@matricks :
we have DDNet, which is the biggest mod on Teeworlds, because the community have supported it for so long
KoG (King of Gores) is like a more difficult section of Teeworlds, concentrating on the hook mechanic further
Block, which is you know... blocking people, but can be played competitively
Infection, which is a human vs zombie like gamemode (fun gamemode, recommend checking it out)
InfCity, eh same as always. Outdated mod
Many... Many tournaments were made by DDNet, KoG, Block and other community members! The highest prize I've ever seen on a tournament is around 200 Euroes of Total prize for the Top3!
We have thousands of DDRace maps by now and we still only have a couple people who themselves have finished the maps at the time!
We have Ninslash, a Teeworlds replica - https://ninslash.com/ (Awesome new features which should be added to Teeworlds itself... well.. about that.)
We are kinda separated from the Vanilla Teeworlds now, but that's a story I don't want to tell. Many discussions with many misleading info on my end.
@NeXus and @Nagi01 {LAN} have made Teeworlds Data, an Asset database, where we try to store all the Assets that the community submits to us!
https://skins.tw/
We had a moment, where we planned on DDNet 2.0, but after many discussions on sooooooooo many things, the staff members decided to lock it up for now and leave it on a better time.
Welcome to Teeskins — the largest collection of community created Teeworlds Skins. Download, Upload and Share Skins, Mapres, Gameskins, Emoticons, Cursors, Particles, Entities, Fonts, Grids and useful tools.
oh yea, for a decade or more the devs/admins are fighting vs people that are attacking the ddnet servers, maybe you guys have an idea. @matricks@teetow
Tried to get a friend into the game, and I was surprised to discover that he already had 42 points after I went to take a 15 minute break, turns out he was just using a name that had already been used
oh yea, for a decade or more the devs/admins are fighting vs people that are attacking the ddnet servers, maybe you guys have an idea. @matricks@teetow
but like you cant avoid this if you dont have cash to pay a provider to do the filtering, should be really out of anyones control tbh unless u got money to throw
matricks
@Meekrioz I have no solutions for that I'm sorry. One of the reasons why I stepped away
yeah.. I do remember the night of it happening as well... I just kinda had enough of spending all the dev time fighting people destroying stuff instead of contributing... Shutdown everything and thanked for me, then a couple of people stepped up and took over
Aiae
Tried to get a friend into the game, and I was surprised to discover that he already had 42 points after I went to take a 15 minute break, turns out he was just using a name that had already been used
yeah.. I do remember the night of it happening as well... I just kinda had enough of spending all the dev time fighting people destroying stuff instead of contributing... Shutdown everything and thanked for me, then a couple of people stepped up and took over
yeah.. I do remember the night of it happening as well... I just kinda had enough of spending all the dev time fighting people destroying stuff instead of contributing... Shutdown everything and thanked for me, then a couple of people stepped up and took over
yeah I mean, things were getting pretty abrasive iirc
matricks
yeah.. I do remember the night of it happening as well... I just kinda had enough of spending all the dev time fighting people destroying stuff instead of contributing... Shutdown everything and thanked for me, then a couple of people stepped up and took over
@Ryozuki I've spent so many nights thinking about the different issues and how to solve them. Aimbots, ddos attacks etc... I got feed up with it.. I still think about those issues and how to solve em but I still draw a blank on em
bigger picture tho, the game was in a good place for what we set out to do
00:38
and it's clearly lived on
matricks
@Ryozuki I've spent so many nights thinking about the different issues and how to solve them. Aimbots, ddos attacks etc... I got feed up with it.. I still think about those issues and how to solve em but I still draw a blank on em
@Ryozuki I've spent so many nights thinking about the different issues and how to solve them. Aimbots, ddos attacks etc... I got feed up with it.. I still think about those issues and how to solve em but I still draw a blank on em
@Ryozuki I've spent so many nights thinking about the different issues and how to solve them. Aimbots, ddos attacks etc... I got feed up with it.. I still think about those issues and how to solve em but I still draw a blank on em
@Ryozuki I've spent so many nights thinking about the different issues and how to solve them. Aimbots, ddos attacks etc... I got feed up with it.. I still think about those issues and how to solve em but I still draw a blank on em
@Ryozuki I've spent so many nights thinking about the different issues and how to solve them. Aimbots, ddos attacks etc... I got feed up with it.. I still think about those issues and how to solve em but I still draw a blank on em
@teetow Does regular teeworlds like the pvp still have a lot of players, or is it pretty much only racing now
matricks
@Ryozuki I've spent so many nights thinking about the different issues and how to solve them. Aimbots, ddos attacks etc... I got feed up with it.. I still think about those issues and how to solve em but I still draw a blank on em
@matricks i think our current tries are using QUIC or some kind of proxy i dont remember
matricks
@Ryozuki I've spent so many nights thinking about the different issues and how to solve them. Aimbots, ddos attacks etc... I got feed up with it.. I still think about those issues and how to solve em but I still draw a blank on em
@Sphynx That's my problem, I didn't wanna keep any code private... that complicates a lot of stuff. The only secret you could have is the data gathered by a server
@Sphynx That's my problem, I didn't wanna keep any code private... that complicates a lot of stuff. The only secret you could have is the data gathered by a server
@matricks i will head to sleep, i've played teeworlds for more than half my life now, and im definitely not the only one here able to say this, just a big thank you, and i also applaud how dedicated you talk here right now
netcode that is more resilient to ddos attack, maybe using tcp for connection sequence and masters/info registration. (also maybe some builtin cheat detection)
Honestly, this is such a unique formula, I'm not sure if there could ever be a Teeworlds 2. Maybe a complete rewrite to embrace the moddability that made this game so long-lasting, something based around extensions
Cellegen | RiH
Was there anybody else who tried to make 3d teeworlds on Godot?
Honestly, this is such a unique formula, I'm not sure if there could ever be a Teeworlds 2. Maybe a complete rewrite to embrace the moddability that made this game so long-lasting, something based around extensions
@Ryozuki I like rust because it tries to solve some of the memory issues without resorting to GC. The compiler tracks what you need to track manually in c++. more or less
Teeworlds 2 : A unique gameplay an rewrite of "Teeworlds" the original game style. There will be the same physics and tee but in 3d, it would be a mmo rpg like survival, tees will be in a world full of path (maps) filled with enigms,fights between player or against AI or even difficult parkours.
@Ryozuki I like rust because it tries to solve some of the memory issues without resorting to GC. The compiler tracks what you need to track manually in c++. more or less
Teeworlds 2 : A unique gameplay an rewrite of "Teeworlds" the original game style. There will be the same physics and tee but in 3d, it would be a mmo rpg like survival, tees will be in a world full of path (maps) filled with enigms,fights between player or against AI or even difficult parkours.
It is expected, we stuck around here for almost a decade playing the same gamemode, same maps, everyone still here really enjoys this very specific niche
@matricks For me, Teeworlds 2 should rely on having better support for mods as a basic concept,
having features from Ninslash being borrowed to Teeworlds, involving the teleports to another map,
getting all teeworlds related info presented on the Wiki (wip right now)
and of course making a better server protection
Also you are asking a community of people that disagrees with even the simplest UI/UX changes. You won't find innovation here, we are just maintenance workers
Tbh i personlly dont need a tw2. I played tw for 5-6years (with breaks) and will continue playing it
Learath2
Also you are asking a community of people that disagrees with even the simplest UI/UX changes. You won't find innovation here, we are just maintenance workers
@Cellegen | RiH A non-turing complete scripting language to control client side rendering
Learath2
Also you are asking a community of people that disagrees with even the simplest UI/UX changes. You won't find innovation here, we are just maintenance workers
There were talks of reviving that branch when we made the http map downloader, but ultimately decided against it going for just putting maps on a webserver instead
it seems the issue with teeworlds (or atleast ddnet) is that there is a lot of bugs/other issues that are buried in years of code, and the issues that could be fixed code-wise are utilized in ddnet maps and the community is typically very mixed with any sort of change proposed, so a rewrite could provide a clean slate for better mod potential, more QoL changes, new gameplay ideas/mechanics, moderation tools, and (maybe?) increase dev activity if people are motivated by those changes
@Broso56 I've developed several version of teeworlds. I always ended up developing a very modable engine, that would support a lot of modding, downloading of code from the game server (q1/q2/q3 style). My problem ended up that I was developing an engine and not a game. The version of teeworlds you see now is when I decided to develop a game instead of an engine. That's why it's more restrictive and locked down in the design.(edited)
@Broso56 I've developed several version of teeworlds. I always ended up developing a very modable engine, that would support a lot of modding, downloading of code from the game server (q1/q2/q3 style). My problem ended up that I was developing an engine and not a game. The version of teeworlds you see now is when I decided to develop a game instead of an engine. That's why it's more restrictive and locked down in the design. (edited)
@Cellegen | RiH If you seen earlier this evening, you've seen Fuel which was one of em
matricks
@Broso56 I've developed several version of teeworlds. I always ended up developing a very modable engine, that would support a lot of modding, downloading of code from the game server (q1/q2/q3 style). My problem ended up that I was developing an engine and not a game. The version of teeworlds you see now is when I decided to develop a game instead of an engine. That's why it's more restrictive and locked down in the design. (edited)
it has interesting implications to ddnet maps. If you get enough velocity, you stop moving. It is very noticeable (and weird) with speedups, but can also be reached with grenade.
speaking of the future of teeworlds, on the base game itself there's a big commit pending that adds water as well as other stuff, we (the art team) have also been working on a ton of new environments and assets for 0.8, but sadly the development is too stagnant currently for it to ever become a real thing
Cellegen | RiH
i think teeworlds holds competition on game time spent on Steam
If we somehow count the game time out of Steam (edited)
@Ravie It's a personal thing. All fast paced games that feels good kinda gets destroyed by adding water... Slows everything down and if you are playing, you kinda wanna get out of the water as fast as possible because it's such a punishment, and it doesn't feel good
Zwelf
velramp visualized. tw2 should probably have a curve not going down. but that would break (all?) maps.
Why not make a total velocity system and have the walk's velocity, gravity's velocity and other elements' velocity separated, then calculated that way?
@Ravie It's a personal thing. All fast paced games that feels good kinda gets destroyed by adding water... Slows everything down and if you are playing, you kinda wanna get out of the water as fast as possible because it's such a punishment, and it doesn't feel good
velramp is basically
if this speed is less, than what we need to trigger:
clamp the velocity as if you are on air
else:
clamp the velocity as if you are on floor
velramp is basically
if this speed is less, than what we need to trigger:
clamp the velocity as if you are on air
else:
clamp the velocity as if you are on floor
@matricks this is why I thought that the condition should be only when you are on air, since this makes it so that the air resistance only activates, if you go below a certain threshold(edited)
Gn8 @matricks
thanks so much for taking your time and sharing your stories ^^ playing was super fun together
especially your thoughts on game design were so interesting and valuable, like constricting yourself to be creative or only adding features to solve specific problems.
cheers :)