InMomentum Patch Improves Multiplayer, Tweaks Lots

By John Walker on May 30th, 2012 at 11:00 pm.

Bouncy bouncy bouncy bouncy bouncy.

Abstract free running game In Momentum continues to keep up its promise of releasing new free content, this time adding “universal plug and play multiplayer”, as requested by many players. Also in the patch is a slew of new bug fixes and tweaks, again in response to player feedback. That includes improving weapons, targeting and scoring. There’s a walkthrough video below that will explain it all.

First off, here’s the teaser for the new content:

And here’s a ten minute walkthrough of how it all works:

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16 Comments »

  1. ribobura osserotto says:

    Unlike that other Zineth crap posted the other day, this one does look quite good. Although the main character could use better animations.

    Also, indie devs should lose the habbit of using needlessly heavy closed-source engines to make simple games such as this. There’s really no point in using UDK when one could likely get the same results by modding something like Sauerbraten, which runs on lower specs and is compatible with both mac and gnu/linux.

    • icecoldinfamy says:

      Oh really, and I assume you are an expert on all things game-engine-y?

      • Dr I am a Doctor says:

        shut up shut up shut up answers like this is why the gaming development stagnates and gamers are ignorant twits who never want any improvement because of their fear of entitlement

    • CaspianRoach says:

      Aaaand it would look like shit.

      • kikito says:

        Well, it will look very similar to how it looks right now. Whether that qualifies as “shit” or not is a personal opinion.

        What ribobura says is that the Unreal Engine tech isn’t needed for rendering those blocks and 1 character animation. You don’t need to be an expert game programmer to know that.

        • komradejack says:

          Just because 100% of the engine’s capabilities aren’t being used doesn’t disqualify a game of the right to use 25% of the engine’s capabilities very well.

      • ribobura osserotto says:

        Pretty much what kikito just said. You don’t need a top-of-the-line engine to make a video game look good. In fact I trust that, as far as this game goes visually, you could achieve the same results with something even less powerful, like a Quake 1 Engine modification such as Darkplaces. As for the Sauerbraten Engine, it’s not only very lightweight and highly compatible, it has a set of very nice, easy-to-use dev tools and does not require licensing fees like UDK does. If still you wanted to use a fairly more powerful engine, you could settle for idtech4 which has been recently released under the GNU license, which, again, could provide equally enjoyable graphics and the same gameplay, with more platform compatibility and lesser system requirements. Figuratively speaking, using UDK for making a game like this, is like driving a tank down the block just to go the grocery store, when your dad’s old car would serve perfectly.

        • Muzman says:

          I don’t disagree with the idea that there might be other engines that could do the job. But for one thing I think you still have to license IdTech for commercial development (which this is). Two: I think they wanted to UT’s nice radiosity lighting. Others probably have that now, but does the one you’re talking about? (They could have used Source I suppose). There may have also been plans for user maps and things of that nature. So I can see why they might go for a seemingly over-comprehensive solution.

          • ribobura osserotto says:

            Given that idtech4 is licensed under GNU GPL I don’t think there are any licensing fees involved anymore. And Sauerbraten not only features the radiosity effect, you’re talking about it also features built-in map editor capabilities that allow player to edit their own maps cooperatively a la Minecraft. Even if all of these engines required associated licensing costs, I’m sure they would be a lot more affordable than purchasing a UDK license.

            This leads me to believe indie or student development groups only pick UDK for seemingly simple projects for two reasons: 1 – the comfort and ease of use provided by the UDK toolset and 2 – using UDKs brand as a marketing strategy. It’s really a shame, because there plenty of great and very well supported FOSS engines around that no one simply gives a damn. Sauerbraten is one of these gems. Very lightweight, featuring plenty of great effects, and live map editing capabilities. It would be perfect for a game of this kind.

          • Muzman says:

            Yeah, there’s surely some truth to that. It is the most famous these days. Don’t you get a lot of support for a full license? I don’t know what these guys have, but that could also be appealing.

  2. BargainOnly_HalfMySoul says:

    Why don’t we have a freerunning game with genuine freerunning moves. It’s all bastardized!

  3. Harlander says:

    I don’t know if putting “universal plug and play” into quotes means you think it’s a buzzword, but it’s basically a thing where, among other things, software can tell your router to open ports temporarily. Quite handy for games.

  4. Terragot says:

    Aha, so ‘plug and play’ is the correct term here? It evoked thoughts of wired controllers and tv’s.

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