Delta-G is a physics-based, online multiplayer FPS.
Its specifity is that you can change the gravity direction, so you can walk on walls and roofs. The core idea of the game is the idea of freedom of movement. You also can use a hook, to move faster, and fly in the air.
You can find it on Steam, and join our awesome Discord community.
Up to now, we had 4 stats (speed, stamina, defense, attack), each with a number between 0 and 6 (speed is for the character's movement speed, and stamina is how long you can use the hook for, and how fast the jump reloads). Our way to balance the character was to have an average of 3, which means a total of 12 if you add all the stats. What I didn't realize, was that defense and attack stats were way more important than speed and stamina.
As an example, Lea only has 3 points of Attack + Defense, while Max has 8. This made Max unfairly more powerful than Lea.
So, I tried to increase the difference between low and high values, for speed and stamina. While this reduced the gap between the importance of Speed/Stamina and Defense/Attack, it made the character so slow for lower speeds that it made the game feel different than what I had in mind, so we decided not to keep this.
What we ended up doing is completely separating Speed/Stamina from Defense/Attack: instead of having Speed + Stamina + Defense + Attack = 12, we chose to have Speed + Stamina = 6 and Defense + Attack = 6. This way, Speed/Stamina’s low impact on the game didn’t make the game unbalanced anymore.
The character’s stats used to be decided up to what the character looks like. As an example, “This guy looks strong, so he will deal lots of damages”. Then, we chose the other stats so the sum would be 12, and we also made sure that two different characters wouldn’t have similar stats.
Needless to say, this wasn’t a good approach. Thus, we decided not to screw things up again (this method led to really weird results). So, I created a Google Sheets (Excel) document and made a weapon chart. This way, we could easily see which character used which weapons. Also, we can see the stats of each weapon, by looking, for each line, if each weapon has all the playstyle we want for it.
I wanted each weapon to propose different stats: one with more attack, one with more defense, and one which was balanced. Also, some weapons are more prone to attack (shotgun and rocket launcher), others for defense (laser and teleporter), or neutral (rifle). This is how we ended up devising these stats. The format is [Character's name] [Speed]/[Stamina] [Attack]/[Defense].
So now, you know everything about how we conceived Delta-G’s characters’ stats! Thanks for reading!
To have a multi-gravity character movement, we don't just use vectors, but more advanced mathematical concepts, such as quaternions
We just finished our trailer! It shows all the features of the game up to now.
Alpha session organized next saturday (11th of May) at 18:00 UTC+2. Play the game before anyone, with the devs, during the alpha sessions !
Our Discord server is where the devs talk: you can ask us any questions there. Also, you can chat with other members of the community.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.