Discord Citations: Difference between revisions

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Compiled by [[User:Promethibot|Promethibot]]. For any corrections, additions, etc., leave a comment, or contact me at promethibot [at] gmail.com or on Discord as promethibot
Compiled by [[User:Promethibot|Promethibot]]. For any corrections, additions, etc., please contact me on promethibot [at] gmail.com or on Discord as promethibot.


'''This page serves as a citation source for other articles. Please do not modify without just cause. Any grammatical errors are exactly as they were from the source.'''
{{Notice|text=This page serves as a citation source for other articles. Please do not modify without just cause. Any grammatical errors are exactly as they were from the source.}}


== Changelogs (Cobalt and Cobalt WASD) ==
== Changelogs (Cobalt and Cobalt WASD) ==
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Now reposting old changelogs:
Now reposting old changelogs:


<nowiki>**</nowiki>v269** Rough changes:
'''v269''' Rough changes:


<nowiki>*</nowiki> All ability suits removed
<nowiki>*</nowiki> All ability suits removed
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''Janeator on 8 January 2021''
''Janeator on 8 January 2021''


<nowiki>**</nowiki>v270**
'''v270'''


<nowiki>*</nowiki>Shield added as equipment instead of suit. Permanently activated, 100 health, 12s cooldown (when disabled). No Aura!
<nowiki>*</nowiki>Shield added as equipment instead of suit. Permanently activated, 100 health, 12s cooldown (when disabled). No Aura!
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''Janeator on 8 January 2021''
''Janeator on 8 January 2021''


<nowiki>**</nowiki>v271**
'''v271'''


<nowiki>*</nowiki> Increase swarm launcher muzzle velocity, 8->20
<nowiki>*</nowiki> Increase swarm launcher muzzle velocity, 8->20
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This iteration is based on a bunch of different feedback, a bunch of it from above here in this channel, but also based on my own experience playing the last iteration. My general feeling was that the combat takes place a bit too much in the edges of the screen, requiring you to have your camera quite off center most of the time. So i started thinking about ways to try and center the combat more. My initial thinking is that i need to slow down the bullets more and bring in the range to allow people to have a chance to dodge. But i also don't want to just have endless dodging as gameplay, even close up, so as a second part of this effort, i wanted jumping to feel riskier in combat, by making your movement while in the air be easier to predict, (and harder to predict while on the ground)
This iteration is based on a bunch of different feedback, a bunch of it from above here in this channel, but also based on my own experience playing the last iteration. My general feeling was that the combat takes place a bit too much in the edges of the screen, requiring you to have your camera quite off center most of the time. So i started thinking about ways to try and center the combat more. My initial thinking is that i need to slow down the bullets more and bring in the range to allow people to have a chance to dodge. But i also don't want to just have endless dodging as gameplay, even close up, so as a second part of this effort, i wanted jumping to feel riskier in combat, by making your movement while in the air be easier to predict, (and harder to predict while on the ground)


<nowiki>**</nowiki>v272 exprimental**
'''v272 exprimental'''


<nowiki>*</nowiki> Removed use input hint for abilities
<nowiki>*</nowiki> Removed use input hint for abilities
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Ok, this ai tweak is never going to be perfect anyway, so better to just cut it off at this point and keep the experiment going!
Ok, this ai tweak is never going to be perfect anyway, so better to just cut it off at this point and keep the experiment going!


<nowiki>**</nowiki>v273 Experimental is NOW live on the experimental beta on steam**
'''v273 Experimental is NOW live on the experimental beta on steam'''


<nowiki>*</nowiki>password as always is "wowthatissomestuff"*
<nowiki>*</nowiki>password as always is "wowthatissomestuff"*
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''thewreck on 1 February 2021''
''thewreck on 1 February 2021''


<nowiki>**</nowiki>v274 experimental now live**
'''v274 experimental now live'''


This one is mainly based around 2 play test sessions where the healing felt a bit too prominent. Instead of just doing a straight nerf, i've tried to shift healing from revive more towards active healing, as well as making self healing and revive more risky. Revive with pump now requires you to really get in there and take a risk. Proper combat medic style. Healing friends is also more effective than healing yourself with pump.
This one is mainly based around 2 play test sessions where the healing felt a bit too prominent. Instead of just doing a straight nerf, i've tried to shift healing from revive more towards active healing, as well as making self healing and revive more risky. Revive with pump now requires you to really get in there and take a risk. Proper combat medic style. Healing friends is also more effective than healing yourself with pump.
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Just a small update bug with a big change:
Just a small update bug with a big change:


<nowiki>**</nowiki>v275 experimental**
'''v275 experimental'''


<nowiki>*</nowiki> Fixed "switch slot and use instantly" input very often not workking due to server not having the correct item selected due the a dependency bug between actor actions and inventory sync. This makes quick-use-melee as reliable as regular melee.
<nowiki>*</nowiki> Fixed "switch slot and use instantly" input very often not workking due to server not having the correct item selected due the a dependency bug between actor actions and inventory sync. This makes quick-use-melee as reliable as regular melee.
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After some more playtesting today, here are a mixed bag of balance tweaks:
After some more playtesting today, here are a mixed bag of balance tweaks:


<nowiki>**</nowiki>v276 EXPERIMENTAL**
'''v276 EXPERIMENTAL'''


<nowiki>*</nowiki> Increased color contrast between reloading / boost notches.
<nowiki>*</nowiki> Increased color contrast between reloading / boost notches.
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<nowiki>https://discord.com/channels/1178047254083403848/1178823605140848661/1181228603694915724</nowiki> )
<nowiki>https://discord.com/channels/1178047254083403848/1178823605140848661/1181228603694915724</nowiki> )
----''jeb on Project Oxeye Wiki Discord 14 December 2023''
----
 
=== Oxeye History ===
''jeb on Project Oxeye Wiki Discord 14 December 2023''


In spring 2007, Oxeye moved into it's first "office" at a business incubator called VentureLab in Lund. Oxeye's room was the left-most window on the first picture. We got the place on the pitch to make a minigame arcade platform, but first we developed and released The Strategist, followed by Harvest: Massive Encounter.
In spring 2007, Oxeye moved into it's first "office" at a business incubator called VentureLab in Lund. Oxeye's room was the left-most window on the first picture. We got the place on the pitch to make a minigame arcade platform, but first we developed and released The Strategist, followed by Harvest: Massive Encounter.
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Pictures from the development of Cobalt. First from Daniel's parents apartment, the second from Pontus home at that time.
Pictures from the development of Cobalt. First from Daniel's parents apartment, the second from Pontus home at that time.


<@115908418010611720> knows this better, but Daniel had made a platform game in MMF called "Blueface" and they had the idea of making a full-fledged game based on that concept
kinten knows this better, but Daniel had made a platform game in MMF called "Blueface" and they had the idea of making a full-fledged game based on that concept


Daniel Brynolf at the Mojang office, on the day of Cobalt's official release in February 2016
Daniel Brynolf at the Mojang office, on the day of Cobalt's official release in February 2016