About This GameKaz Ball is a fast-paced, 5v5, team space-sport similar to hockey, rugby, or football. The core objective is to grab the ball, and shoot it into your opponent's goal more than they do it to you.You achieve this by flying to the ball and grabbing it with your grappler. You must then avoid enemy blasters long enough to pass the ball to your team mates, or shoot it into the opposing goal. When your ship is hit by blaster fire it doesn't explode, but you'll drop the ball, and you sure will spin a lot. You'll need to correct your ship's orientation in order to get back into the action! Everyone in the game is flying around freely in the huge, open space arena so be sure to use that freedom to pull off some awesome maneuvers, and epic plays! The game is currently in the middle-stages of development. We currently have a single, never-ending, persistent playtest server running in the cloud. This allows us to continuously integrate new changes into an environment where we can gain valuable feedback on the core mechanics and gameplay. b4d347fde0
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Full milestone information.[gitlab.com] Discord[discord.gg]. Updates to Early Access Release: It's been a while since I've posted an update on the Steam page, so I'd like to take a little time and reveal some new plans for the Early Access release. I've decided to release Kaz Ball for FREE during the Early Access period. There are several reasons for this, which I'll outline below. 1. This will (hopefully) allow me to grow the player community rapidly. Part of the release delay has been due to my terrible marketing skills, and my inability to find a great PR firm within the confines of my budget. Since this is a multiplayer game, it's a good idea to grow a community around it early on, before trying to capitalize on it. 2. I also feel that paid Early Access has become way too common in recent times. Asking players to pay for an unfinished project has the potential to bring on even more negative reviews by players who feel cheated out of their hard-earned money. I feel like players will be a lot more understanding, and forgiving of an unfinished title that was received for free. 3. Honestly, I'm just tired of sitting on this game. I enjoy working on it, but all of this work is for nothing if people can't play it, even if I don't make any money off of it while still in development. This means, however, that I need to rethink a lot of the back-end services that allow Kaz Ball to function. In the current state of those services, I'm not sure that they would be able to support a massive influx of new players. I want to make the release as smooth as possible, and that means leveraging some different techniques that will take a little time to set up. This does not represent any sort of shift in my promises to deliver a game without micro-transactions, or anything of the sort. During the E.A. period, and beyond, there will still be absolutely no extra paid ships/skins/content/etc. I'll add another update once I have migrated some of these back-end services, and will update everyone with an E.A. release date very soon. Thanks to those who have continued to express their interest in this project, along with all of the emails, Steam discussions, and Discord[discord.gg] chat.. v0.1.1.2 Released: Hello! This release bring us a little closer to Early Early access with a full persistent statistics tracking system. There's still a little bit more that needs to be done before we can should go live with Early Access, and we're hard at work to complete them! You can visit our public issue tracker[gitlab.com] to see what's in the works. You can also visit our Discord channel[discord.gg] and request a key to enter the private testing circle :). Whoa, we made it to Steam!: Kaz Ball has come a long way in the five years since it was conceived. We still have a lot more to get done. The game has been through several iterations over the years, and I feel like we definitely have something worth sharing. While we are still in "Coming Soon" status, we are surely handing out playtest keys. So please, bring your friends and visit us in our Discord[discord.gg] to snag yourself a copy.. v0.1.1.8 Released: This release includes the initial version of a brand new cruiser model integrated with the hangar. There's still some work to be done, but it's pretty cool to look at for sure! There are also more placeholder sound effects that give you some feedback for when players get hit, their shields drop, and for when you score a hit against another player. The leading target indicator has also been improved by taking into account your network lag. It should help you be more accurate when chasing down, or intercepting other players. Discord[discord.gg] @KazBallGame. Experimental Controller Support: Controller support for gameplay has been pushed to the public branch. There is still some work to do for making the UI controller friendly, but the "Controls" section in the options menu now sports new mapping options for controllers. I've got some more work to do for adding the ability to set your default button icons in the menues, but I think I'm off to a good start! I'm still offering pre-Early Access keys -- you can claim yours at http://keys.kazball.net. Don't forget to visit us in Discord[discord.gg]!. Claim your free key!: In order to seed the game with players before going into a public Early Access, I'm offering 1,000 keys on a first-come-first-serve basis. You can claim your key by simply going to http://keys.kazball.net, and signing in with Steam. That's it! See you in the game :) Don't forget to visit us in Discord[discord.gg]!. Battle ships!: The initial implementation of the battle ships has been deployed to the playtest server! Please tell me what you think. Keep in mind that this is the initial release, and there're a lot of numbers to change around, and refinement necessary. There are some pretty big changes coming in the next couple of releases to include different ship statuses with unique weapons for each, damage to players ship causing the player to eject, and fly back to the carrier to get a new vessel. Also a new mechanic will soon be introduced where the goal of the game isn't to simply score 10 points, but each goal scored will actually cause damage to the opponent's battle ship. Player ships will also be able to damage the battleship, and depending on which type of ship you're flying, you may have some tricks up your sleeve. More information will be forthcoming in the next few days and things get fleshed out. Join us on Discord![discord.gg]
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