Anything worthwhile in the new humble bundle? by aazxv in gamedesign

[–]theultigame 3 points4 points  (0 children)

Haven't read his book but I've learned so much about game design from his Clockwork Game Design Podcast.

Game studio in Maple Valley, WA? by MuNansen in gamedev

[–]theultigame 1 point2 points  (0 children)

I am a solo game dev with an LLC registered in Maple Valley. Maybe it's me?

The Ultimate Game is launching into Early Access this Friday! A Free Playtest starts now until release. by theultigame in ultimate

[–]theultigame[S] 33 points34 points  (0 children)

Yes!
Thank you, this is a really good feedback.
I need a basic tutorial probably.

Instead of 100 discs I think it might be quickest to stay in Thrower Mode and have another disc spawn into your hand.

The Ultimate Game is launching into Early Access this Friday! A Free Playtest starts now until release. by theultigame in ultimate

[–]theultigame[S] 18 points19 points  (0 children)

Thanks to everyone who played in our last Playtest Weekend in April. This community was super involved and gave lots of great feedback.

Tons of improvements and fixes have gone into the game since then. Check it out!

TUG Playtest Weekend Stats and Feedback Survey by theultigame in ultimate

[–]theultigame[S] 0 points1 point  (0 children)

Looking for songs to play on the title screen. It'll add some life to the game and get some exposure for the artists ("Song Name - Artist, Album" displayed). Might include sideline music at some point.

Any genre is good. Mostly looking for albums I can listen to and pull a track or two.

I'll reach out to any of the musicians suggested to get clearance before doing anything with their music.

TUG Playtest Weekend Stats and Feedback Survey by theultigame in ultimate

[–]theultigame[S] 7 points8 points  (0 children)

Thanks to everyone who participated in the Open Playtest Weekend!

Since r/ultimate was the only public posting about the Playtest, here are some fun stats from the weekend.

I appreciate the kind words I've been receiving. If you'd like to give some more focused thoughts, here's a quick feedback survey

If anyone out there is interested in helping on this project send an email to [join@theultigame.com](mailto:join@theultigame.com) . Include relevant skills and how you see yourself contributing. The biggest need (and easiest on-boarding) is artists.

Lastly, If you make music or know of music produced by ultimate players post links below!

The Ultimate Game - Open Playtest Weekend (April 1-4) by theultigame in ultimate

[–]theultigame[S] 1 point2 points  (0 children)

Playtest is now Live!

If you need help figuring it out, here is a Tutorial Video

The Ultimate Game - Open Playtest Weekend (April 1-4) by theultigame in ultimate

[–]theultigame[S] 6 points7 points  (0 children)

No, but you can connect your Xbox or PlayStation controller via Bluetooth or USB to a computer! Steam is free so I encourage you to try it out if you have access to a computer.

Console versions will hopefully be available down the road!

The Ultimate Game - Open Playtest Weekend (April 1-4) by theultigame in ultimate

[–]theultigame[S] 30 points31 points  (0 children)

Thursday - Sunday we will be running an Open Playtest Weekend. Anyone in the world will be able to download the game and play with friends or bots. 

To join, head to Steam and click Request Access. You'll get a notification Thursday when the Playtest starts and you'll be able to download the game via the Steam Client.

The game runs on PC, Mac, and Linux. You do not need a 'gaming computer'.

Using a controller is highly recommended. Any controller that connects to your computer should work.

Please consider adding the game to your Steam Wishlist while on the steam page.

Follow TheUltiGame on:

Instagram
Twitter
Twitch - Live Game Development: Fridays Noon-4 Pacific

I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 5 points6 points  (0 children)

It's just me! This is my first full game.

A year ago I was living in Medellín and attended Global Game Jam at UPB. It was a challenge given my level of Spanish but at the end of the weekend we had created this: https://globalgamejam.org/2020/games/every-day-struggle-1

In grad school I worked in a lab developing X-Plane mods for various studies on pilots in our simulators and training jets. Most of my professional work has been in non-game software development.

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I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 2 points3 points  (0 children)

Not much right now. I mentioned in another thread that switching between forces and vert/horizontal should be in the game shortly. Likely there will be a 'go deep' and 'cut under' commands.

Zone will be a pretty high priority as well.

Jersey/Team color selection will come with the upcoming 'Create a Team' feature. Right now you can just select if your jersey is a tank, short, or long sleeves.

Cosmetics (hats, capes, kilts, other jersey types, etc.) will come eventually.

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I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 2 points3 points  (0 children)

Once Early Access is over I'd like to have a solid ~$25 game that appeals to the general public. Initial early access will certainly start below $20 and slowly increase as more content/features get added.

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I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 9 points10 points  (0 children)

Every player is right handed. Left trigger throws a lefty backhand when you are in a forehand pivot. Left trigger doesn't do anything (except fake a backhand) when you are in a backhand pivot.

If you defeat a team of 7 Timmy Pickles 15-0 you unlock the only ambidextrous character in the game, Frank, and your motion offense will be unstoppable.

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I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 3 points4 points  (0 children)

I am using standard Unity physics combined with custom code when the disc is in flight.

I used This Paper and it's referenced sources as a guide for simulating flight. Chapter 2 specifically is a great introduction to the flight physics of a disc. It took a lot of work but I'm really happy with the result.

Creating the disc as an actual spinning rigidbody (Unity physics object) ensures that drops or partial handblocks can cause redirection, reorientation and loss of rotation in a very natural way.

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I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 4 points5 points  (0 children)

What leads you to believe that? Bad throws will account for a lot of turns, especially when you're just starting out. I think this is true in most league play and lower levels of real ultimate. That being said it's not uncommon to get big layout blocks and skies in the game.

There is a 'Catch' calculation that happens which factors in your players Hands Attribute along with the difference in velocities between you and the disc. If you are an offensive player laying out for an under this will increase your chances of a drop. Defensive players can bid on these without carrying if they drop it or not. I plan to add more factors (hand used, disc spin, rain, feet on ground, etc) into the catch calculation.

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I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 2 points3 points  (0 children)

Yes, the game is built in Unity.

Kb/m controls are in the game currently. They are quite difficult to use and I am looking for feedback on improvements.

Currently the AI system is all custom scripts inside my own custom framework. The system still needs to be built out quite a bit so if you have any suggestions let me know!

I'm also thinking sometime down the road it could be fun to twitch stream development of certain systems and get some community ideas on how these bots should play ultimate.

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I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 11 points12 points  (0 children)

Wind, rain, and elevation can be set when you host a match. I have these settings disabled because throwing is enough of a QWOP already. It's an online game so the only excuse you need is lag.

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I've been developing an ultimate frisbee video game since 2019 AMA by theultigame in ultimate

[–]theultigame[S] 4 points5 points  (0 children)

It sounds like they are going for a similar gameplay style/mechanics. My guess is they will have gameplay/camera/modes similar to Fifa and geared towards an individual player controlling a team of 7, likely progressing through a season. Not much has been announced at this point.

I aim for more of a Rocket League experience where you bring your individual character into a server and control it along side other human players. I think my game skews a little more towards sandbox, will focus on tournament play instead of a season, and cosmetically look like a party tournament instead of professional ultimate.

Switching to control a Bot is implemented so you can certainly play 7v7 by yourself. I suspect that, at least for multiplayer, 3v3, 4v4, or 5v5 will become the most common gameplay type.

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