0.9.3
walls you can pull, a sky with things crossing it, and distance that fades to the horizon.
0.9.2 rebuilt the room around a respawn. 0.9.3 is about everything in an arena that is neither a wall nor a player. There are levers on the walls now, and pulling one is a thing you do with a key of its own -- bots pull them too. The sky above an open arena has birds, airships, satellites and meteors crossing it, and the birds roosting on a parapet scatter when someone fires nearby, so a flock going up is information. Underneath both, distance stopped fading to black: an outdoor wall now fades toward the colour of the sky behind it, over a reach scaled to how far the arena can actually be seen across, which is the single change that most alters what an open arena looks like.
Switches
- Walls you can use. A map may hang a switch on a wall face -- a lever, a button or a keypad -- and pressing the use key works it. Each kind has its own reach, its own facing cone, its own label, its own sound, and its own idea of whether it is held down or toggled, so a keypad you tap and a lever you pull are not the same gesture.
- The game tells you it is there. Standing in reach and facing it draws a
[C] PULL LEVERprompt on the HUD, with a progress bar for a switch that wants holding; on a touch screen a USE button appears in the same moment and stays hidden the rest of the time. - A switch raises an event and the map's rules do the rest. It is the same vocabulary a pressure plate or a zone already speaks, so anything a rule can already do -- open a door, lock one, start something -- a switch can now be wired to.
- Bots work them too. A bot, a survival wave enemy or an escort sentry that walks past a switch in reach will work it, with a wide facing cone so it does not need to line itself up first. A switch is part of the arena for everyone in it, not a control panel only the player can reach.
- HIVE gets a lever. It hangs inside the ops room on the west wall, over the service passage, and it is only reachable from inside -- so it cannot get you in the first time, which is still the plate's job. What it changes is what happens after: pull it once and that door stays open for the rest of the match, so a squad that has fought its way in can leave itself a permanent back way instead of re-fighting the plate every time.
- A switch survives a bad connection. Its state travels as a mask rather than as the moment it flipped, and the referee re-sends it twice a second, so a peer that misses the press converges within one interval instead of holding the wrong world forever -- and serving that wrong world to the next joiner.
Doors
- A door only a rule opens. A door whose trigger is zero ignores anybody walking up to it: nothing but a rule moves it, which is what a switch on the far side of the room is for.
- A shutter can hang in an open span. A map may name a door's axis, so a door no longer has to be framed by jambs on exactly one side to be placed -- a roller can come down across a wide opening or a four-way crossing.
- A door says what it does to a body in its cell. A closing door pushes, or crushes, or refuses to close at all, and the door type declares which. Blast doors refuse, which is what they have always done in practice; the field just says so now rather than the behaviour being hard-coded for every door alike.
- A crush no longer freezes the door it kills you in.
- Every door type is now in an arena. Mallglass was the one of six that no map had ever bound -- it shipped a texture and two clips no player had met. It goes at HIGH STREET's north-east alley mouth, answering the shopshutter across the lane: the shutter is opaque and hides whoever is behind it, the glass does not, and a spawn you cannot see into belongs to whoever is camping it.
The sky
- The sky has things in it. Seven kinds of them: flocks of birds, raptors circling on a thermal, high contrails that linger behind the aircraft that drew them, airships, satellites tracking over, meteors streaking on the weather's own schedule, and plumes of smoke shearing off in the arena's wind. Every shipped sky is dressed, and dressed low enough to be seen from the default pitch rather than only if you look up.
- Birds roost on the arena and a shot puts them up. A roosting parapet scatters into an airborne flock when someone fires nearby, visible across the whole arena -- so a flock going up tells you somebody is shooting over there even if you never heard it. Deathmatch and last man standing are loud enough to trigger it; gun game and survival turn it off, since in those a shot is constant and would say nothing. The site quietly repopulates half a minute later.
- Clouds drift. A sky may carry a second, transparent deck that slides across the one behind it -- about ninety seconds for a cloud to cross the frame, so it reads as weather rather than as a texture being moved. The noon sky gets one.
- A map dresses its own sky. An arena may replace the whole list its sky suggests, or write
dressing: noneand have an empty one.
Distance and fog
- Distance stops fading to black. Fading toward black is right indoors and backwards outdoors: under an overcast dome, a wall past the arena's fog reach sat at the brightness floor while the sky directly above it was near white, so the roofline read as a black band rather than as distance. An outdoor wall now fades toward the colour of the sky behind it. Indoor arenas are untouched -- with no sky to fade toward, the maths is the same maths as before.
- An open arena is fogged as an open arena. Fog reach defaulted to ten cells, which is a corridor's number, and every sky-open arena but the two whose authors had picked a reach by hand was rendering an outdoor space as though it were a hallway. A sky-open arena now takes its own grid diagonal -- the longest sight line it offers -- so full fog lands about at the far corner rather than a third of the way across.
- The falloff has a shape. The ramp was linear, which spends its darkening where the player is actually looking. A curve above one holds the near and middle field bright and puts the fall at the far end. One is the shipped ramp, so nothing re-shades by default.
- A mapper tunes an arena's fog. A map's
fog:may now be a block setting the reach, the curve, the strength, the brightness floor and the colour, over defaults that moved out of the renderer and intogame.ymlwhere they can be read and changed. The olderfog: 55scalar still means the reach and nothing else. An authored colour beats the sky the game would have sampled, so an arena can be lit for a mood its dome does not have. - The map editor authors it. An arena built in the editor carries its fog, and can set it and look at the result without leaving the browser.
Arena boards
- The walls read out the match. A screen on an arena's wall used to show one thing, the arena's own name. A mapper can now point any of them at the match instead: the score, the clock, who is winning and by how much, the round, the last frag, how many are left alive, which wave is coming, or your own rank and health. Twenty-six of them, and a wall says its piece to whoever walks past -- so the room tells you where the match stands without taking your eyes off it for a scoreboard.
- A board reads from every side. It is one panel on the whole cell, so it says the same thing from all four faces and at every floor of a tall one, rather than being a sign you have to find the front of.
- A board that has nothing to say says so. A team score in a deathmatch shows a dash, not a nought -- no team game rather than a tied one.
- Mappers put a sign on a wall.
board=<source>on anarenaboardcell picks what it reads out, right-click in the map editor to choose one, andboard=customshows free text the map writes in its ownboards:block -- thirty characters over three rows, so an arena can name its own rooms.
Litter, acid and fumes
- Litter is paper, not white squares. Wind-borne scraps were a bare rectangle filled toward a fixed pale tone, which at six pixels reads as a white square -- and out where the fog had taken the floor to almost nothing, a scrap sat seventeen times brighter than the ground it was blowing over, glowing in the dark distance. A scrap is now torn paper or a dry leaf off an authored sheet, shaded by the same fog and the same lightmap as the floor under it.
- Acid does not draw fire. Standing in slime lit the same full-screen burn a flamethrower does, so wading a channel put a wall of orange across the view of a player who was, in fact, in acid. Two green passes take those frames instead: a dithered haze for the gas and thrown gobs of splatter for the liquid.
- Slime sounds like slime. Standing in a caustic floor was silent, while costing ten health a second. It now holds a bed of its own, declared on the material rather than in a table somewhere, so the next caustic floor anybody authors sounds like whatever it is instead of like this one.
- A vent's gas is drawn rather than generated. The procedural puff was five lobed blobs and read as foliage; the authored strip reads as gas.
Props and the map editor
- A fountain for the village square. Sixteen frames of it: the jet climbs out of the spout, peaks into a plume, falls back in arcs that splash into the basin, and the water settles to still before it starts again.
- A prop stands on a cell instead of being one. Props used to occupy a cell in the grid, which meant a prop and the floor it stands on could not both be said. They now live in a sparse layer beside the grid, with a rail of their own in the editor: place, rotate through the quarter turns with O, and Shift-drag to erase.
- Painting over something works the way painting works. A drag on the Floor, Sky or Height layer used to be refused if it overlapped an entry already there -- so correcting a floor meant erasing the rectangle and then dragging the same rectangle again. A drag now paints over what is under it, within its own rectangle and no further, and one undo takes the whole thing back.
- A floor or a sky rectangle may cover a wall. It used to be refused outright, so one wall clipped by a rectangle refused every open cell in it too. It is allowed now -- and it matters most under a see-through cell, where a ray marches through a chainlink fence or a glazed facade and reaches the floor beneath, which until now could not be chosen. A fence takes a floor and a sky at once.
- Eight portal pairs instead of four. A multi-floor arena ran out, since every lift wants a pair of its own; lime, cyan, violet and magenta join the original four.
- The editor stops eating things it never loaded. A map's weapon crates and its decals both survived a round trip through the editor only by accident before, because the editor never loaded the registries that name them.
Options
- One row for how the game fills the screen.
OPTIONS > GRAPHICSused to spend two rows on it -- aDISPLAYtoggle for the in-page look and a separateOS FULLSCREENaction -- and the two could disagree. They are now a singleDISPLAYrow steppingWINDOWED,SCALEDandFULLSCREEN: the small centred picture, the same picture grown to fill the browser window, and the browser's own fullscreen with the chrome gone. - The row says what is actually on screen.
FULLSCREENis the browser's state rather than a saved setting, so leaving it with Esc or F11 puts the row back on whichever of the other two was saved, instead of claiming a fullscreen that ended without asking. Stepping off it returns to that saved mode. - Where a browser has no fullscreen to give -- Safari on an iPhone offers it to video and nothing else -- the row stops at
SCALEDrather than offering a step that would do nothing. Installing to the home screen is still the way to lose the address bar there.
Roster
- The roster says which match it is. Holding Tab now names the arena and the mode across the top of the panel, above the players -- so a joiner who came in through an invite link, and never saw a map picker, can find out where they are and what the rules are without leaving the fight.
Weapons and the view
- A run drops the gun. The weapon already swung wider when you ran; it now lowers as well, riding the same swing, so the rest pose every authored weapon is measured against does not move and only the run changes. An aimed run damps it with the sights, so a running player is not left sitting under their own reticle.
- A spent throwable leaves your hands when its throw stops drawing, rather than lingering as a held object with nothing left in it.
Elsewhere
- Flags belong to capture. Every arena that marks flag bases also offers deathmatch, and a deathmatch on one of them spawned both flags, drew them at full size, put them on the minimap and sent half the bot roster off to run them -- for a score no mode but capture keeps. That was a third of the map rail. The flags now come with the mode that wants them.
- The match clock counts up through live play.
- Travelator surfaces. Six cycling floor materials in three looks, each with the return twin a two-way walkway needs -- meant to be stood on rather than looked at.
- A console line that overruns the panel folds instead of running off the edge and losing the rest of itself, which is why every command that had something long to say used to say it in short pre-broken pieces.
- On the front page, a press of Watch lands the first time. The live widget redraws on every wire event, and a redraw inside the tenth of a second a finger is down retargeted the press to a row where nothing listens: a quarter of all presses went that way, with no error anywhere. Aiming the feed's camera by clicking a name failed just as often.
