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World Boss Insights: Game Design



Partnering with LazarBeam and Fresh to create World Boss, a lot of thought has gone into the type of game we wanted World Boss to become. We wanted to create something new, something… fresh.

To give you some insight into the game design for World Boss, we spoke with our Senior Game Designer, Sam Jensen:

[h3]OK, how would you describe World Boss?[/h3]

World Boss is a multiplayer FPS with a singular focus on jumping in and having fun. We want you to join us on the ride!

[h3]LazarBeam and Fresh are two creators who a lot of people will know and love from their Battle Royale content – how does World Boss fit into what they already play?[/h3]

We never intended World Boss to compete directly with established Battle Royales, mostly because they already do such a good job in their genre.

World Boss is trying to be something new and different – an accessible FPS that takes the best part of the genre and cuts out the boring bits. Our goal was to draw upon a whole bunch of inspirations, including some of the big games out there, to create a game experience that sits outside those.

We partnered with LazarBeam and Fresh not simply because they’re huge content creators – though that obviously doesn’t hurt – but also because they help us bring current and relevant concepts from shooters. They have an excellent concept for what makes a game “fun” and “feel good”. They’ve been instrumental in shaping it into something that is its own thing entirely, not merely a replacement for something that’s already out there.

Not to mention, we of course want to present something to LazarBeam and Fresh’s audiences with something that they are at least on the surface familiar with, and discover and enjoy the differences World Boss offers when they jump in a server and start blasting away.



[h3]So World Boss is a style of game that’s not your ‘usual’ FPS. What made the team want to buck the trend of Battle Royale-esque or typical FPS games?[/h3]

In our quest to make something both new and familiar, we started with a few points of reference. We wanted to make a multiplayer FPS with high quality gunplay that empowered the player to experiment with new and crazy builds, all while making it simple to jump in and frag out.

From that point, we looked at inspirations from a range of genres.

As a smallish team as part of PlaySide, we were empowered to prototype a range of experiences that brought something new to the table. We ended up looking to never-ending, browser-based .io games for our base “Quickplay” experience as a way of fostering that emergent, always-on experience World Boss is known for.

Being an Early Access game, the design is still ongoing, and the game is ever-evolving, so we’d encourage you to jump over to our Discord to let us know what changes and improvements you’d like to see.



[h3]There’s no moment of actually ‘winning’ that most FPS games have. What makes World Boss a satisfying game to play?[/h3]

World Boss’ base Quickplay mode is unending, which is core to our drop-in/drop-out philosophy.

One of the most important design pillars, in particular for LazarBeam, was to allow the player to feel like they grow in power as they defeat other players. The perk system we designed provides players with the ability to have a new experience every time they play, due to the sheer number of choices available to them, and a chance-based system. This means it’s not just a matter of taking the same perks every single time to get the same old build every single time: players have to decide on the fly from options that are thrown at them in the thick of battle to try and create a build that best suits their playstyle, and the action going on around them. As they do, they’ll become more and more powerful until they can become the World Boss and dominate the server… for a little while!

Next time they play, they'll have a fresh new set of options laid out for them to create and experiment with whole new builds and combos.

But part of what makes World Boss satisfying is its very low barrier to entry, and the ease with which someone can just join in, start blasting away and having fun right from the outset.

You can join for as long as you want without interruption or having to create or wait for new lobbies/games/sessions - World Boss will always be going whenever you want it!



[h3]Tell us about the process of designing World Boss to be what it is today.[/h3]

The process of designing World Boss has been one of intense collaboration from everyone involved. This started with the wonderful input of our partners LazarBeam and Fresh, continuing through everyone on the dev team, and even including a bunch of input and design from the freakin’ CEO! We’re trying to build an entirely new kind of game here, and to do something like that you need as many viewpoints as you can possibly get to genuinely create something new, rather than just a rehash of something that’s already out there.

Internally, we include everyone who wants to throw in their thoughts on any aspect of the design. We take a huge amount of time going through all of the feedback we get from the players as we plan our future mechanics, features, narrative, art, and everything else that goes into this game.

With the team being FPS players themselves, we love playing World Boss. Play testing is a key aspect to our development process. The intense play sessions we get into not just with us devs, but also with LazarBeam and Fresh are where many of our best ideas come from – just ask LazarBeam which dev he hates playing against most!

Beyond that, like most games it’s simply a process of iteration: we design, implement, test and repeat as we determine what works for World Boss and what doesn’t. The great thing about releasing into Early Access is that we get to include players from even this very early stage of development of our game, and use their feedback, feelings, and just general knowledge of games and their mechanics to help inform and validate our decisions as we go along.

Right now is just the beginning!



If you enjoyed reading about the development of World Boss, let us know what you’d love to hear about next!

Have a bug you want to report? Head on over to our Discord server. For Player Support issues, please contact us via Zendesk.

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World Boss - Game Update v0.1.1

Gladiators,

The time has come for our first game update, bringing with it Region Select, gameplay balancing, and a range of bug fixes, stability improvements and more.

We heard your feedback and we’ve added a Region Select functionality on the main menu that will allow you to change which dedicated servers you are connecting to. This will also allow you to ensure you are placed on the region that provides you the best latency!

We have also continued to invest in our backend performance, and along with this players should find sessions are overall much more stable. If you have any persistent issues with server stability, please let us know in Discord.

We appreciate all your feedback over the past couple of weeks on the initial launch and regarding our hotfixes, and look forward to hearing more of your thoughts!

Check out the full patch notes below:


[h2]Release Notes[/h2]

[h3]Improvements[/h3]
  • Added "Region Select" option when Joining from the main menu
  • Improved session stability
  • Adjustments to Challenges, making them easier to complete
  • Adjustments to Battle Pass XP requirements
    Dev note: Battle Pass progression has been tweaked, so these changes should help speed up your progress! We’ll be keeping a close eye on this and are likely to make further adjustments if necessary.

[h3]Gameplay Changes[/h3]
  • Increased the size and reduced the complexity of player hitboxes resulting in more accurate hit registration and headshots
  • Scoped weapons now use magnification zoom
  • Variety of visual improvements to scopes
  • Added crosshair to Rocket Launcher when aiming down scope
  • Red dot added to Burst Assault Rifle when aiming down scope
  • Visual update on crosshairs for all weapons
  • Visual updates to Hit Markers to improve readability
  • Ground Slam now takes players out of Active Camo

[h3]Gameplay Balancing[/h3]
  • Pistol: Fire rate decrease, slight damage reduction on Uncommon to Legendary pistols
  • Revolver: Increase fire-rate
  • Firebomb: Slight damage increase, change to damage over time
  • Fire Rate Increase: Changed from passive buff to activate on elimination
  • Damage Increase: Changed from passive buff to activate on elimination
  • Mini-Nuke: Increase to damage, increase to explosion radius
  • Supercharge: Increase to chance to trigger, increased damage, slight increase to distance
  • Fire Shot: Increase to damage per tick
  • Shield Regen: Slightly slower timing balance
  • Fire Rate debuff reduced on: Ricochet Shots, Thick Skull, Hover, Head Hunter perks
  • Lifesteal Perk: Changed to be percentage of damage applied

[h3]In-Game UI changes[/h3]
  • Added button to confirm Respawn
  • Active Status Effects (buffs and debuffs) will display on the player’s HUD
  • In-game Leaderboard Rank now additionally sorts with the player’s Prestige level
  • Added cooldown to in-game chat
  • Chat window now deactivates and hides all messages on player elimination
  • Anonymous Mode and Hide Player Name settings can no longer be changed in-game

[h3]Visuals, Environment, Audio changes[/h3]
  • Improved visuals for bullet holes
  • Improved visuals for Fire Bomb effects.
  • Visual polish and adjustment for many individual weapon skins
  • Crowns positioned appropriately for each character skin
  • Minor collision updates to environment
  • Mixing and attenuation pass to all Weapon, Perk, Equipment, actor, projectile and ambient audio

[h3]Front End[/h3]
  • Daily and Weekly Challenges will now update correctly if they refresh while players are in-game
  • Added time until refresh, XP earned and Bonus XP indicators to Challenge tracker UI
  • Added "Claim All" button to the Battle Pass
  • Added string to show how many Boss Bucks are awarded with each purchase
  • Improved loading state and navigation in Loadout and Battle Pass
  • In-game Support button will now direct users to our Zendesk support

[h3]Bug Fixes[/h3]
  • Fixed an issue with semi automatic weapons which could cause single burst input becoming 2 burst
  • Fixed an issue where Lifesteal showed green text when not healing the user
  • Fixed an issue where Fire effects remained on users in third person
  • Fixed an issue to ensure tracers always show when using Rocket Shot with the RPG
  • Fixed an issue where Equipment was not destroying correctly when thrown out of level bounds
  • Fixed an issue where grenade indicators and Teleporter trail would not clear correctly
  • Updated trajectory when players or deployables interact with Jump Pad
  • Fixed a skin that could sometimes cause a player to get stuck in game
  • Fixed an issue where some UI could persist between games
  • Fixed an issue with the scoreboard not working when a player leaves and joins again
  • Fixed an issue where Prestige menu could soft lock if player had Perk Select open
  • Fixed a bug where movement input would not cancel when opening the Leaderboard or other screens
  • Fixed an issue where Elimination Feed elements could be offset
  • Fixed an issue where Jetpack audio was not being played by all clients
  • Fix an issue where Ground Slam audio remained on
  • Fix an issue where World Boss audio remained on
  • Fixed an issue with saloon ambient audio
  • Fixed an issue with the loop on menu music
  • Fixed an issue where Windowed Mode Settings were not saving correctly

[h3]Known Issues[/h3]
  • Any current “in progress” Challenge progress will be reset once the update is live - this will not affect any complete Challenges
  • Avatar of player who deleted you currently not appearing on the Respawn Screen
  • Player may occasionally receive a black screen when loading into game
  • Switching regions back and forth may cause an Out of Date error - Closing the game and reopening should resolve this issue
  • Music may cut out in menus
  • Selecting a weapon from the upgrade wheel while in respawn may cause you to lose your selection for that level
  • Occasionally you may experience some network related funkiness that can look like bullets not doing damage, melee not doing damage, players holding the wrong weapon, or equipment cooldowns and windup times being inconsistent. These should be few and far between, but it’s something we’re keeping a close eye on!
  • Occasionally quality settings may disappear for resolutions above 1K - Changing back to 920 or below will restore them
  • Sometimes players can become invulnerable (not hacking)

Where possible please ensure all drivers are updated to ensure the best and smoothest performance.

Have a bug you want to report? Head on over to our Discord server. For Player Support issues, please contact us via Zendesk.

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World Boss Early Access Developer Update – Setting the scene for Patch 0.1.1

Gladiators,

Since World Boss launched into Early Access two weeks ago, our team has been hard at work analysing your feedback and reports to ensure World Boss is delivering for all our players. We will be monitoring all channels closely throughout our Early Access journey, so please keep it coming!

Here’s how we’ve addressed two major areas of feedback: matchmaking issues and inconsistent FPS – and how this lays the foundation for our first patch, 0.1.1.

[h2]Update on Matchmaking Issues[/h2]

On launch day, we saw a number of players unable to join Quickplay due to a server issue. While we’d used our Closed and Open Betas to iron out some kinks, launch day was always going to be a different beast.

With it being our number one priority to ensure everyone can jump in and play World Boss, the team worked to release hotfixes to resolve the issue. By the end of the day, we saw no further reports of the error message, but please do let us know if you experience any issues connecting to games in the future.

[h2]Update on Inconsistent FPS [/h2]

The single most common piece of feedback we’ve seen from players across Discord and Steam (both reviews and the forums) has been around performance issues and optimisation. We heard you loud and clear – the FPS wasn’t meeting expectations.

We’ve released several hotfixes in the past two weeks that should see the game run substantially more smoothly on most machines. It won’t be perfect, but it will be a much better experience for most players.

We’re not done with our tweaks though. We have several longer-term fixes in the works that should have a much more dramatic impact on performance, but they need to be carefully implemented and tested before we can release them!

[h2]What’s next?[/h2]

We will be looking to deliver additional Quality of Life improvements and continue to squash bugs in the weeks to come, along with exciting work on future World Boss content.

Keep an eye out for more news next week!

[h2]We hear you![/h2]

We appreciate everyone that takes the time to give feedback, whether it be on performance, game design or something completely different! We’re reading everything and keeping our ear to the ground, and will be continuing to use data and your insights feedback to help inform our decisions as we move through Early Access.

Thank you,

- The World Boss Team

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World Boss - Hotfix v0.1.0.136

General performance improvements, including:

  • Made tweaks to outline shader for environment/characters and grass
  • Graphics settings tweaks
  • Turned off health kit timer
  • Weapon optimisation
  • HUD changes

World Boss Early Access Developer Update – Post-Launch Fixes and More

Gladiators,

Since our Early Access launch less than a week ago, we’ve been delighted to see massive numbers of players jumping into World Boss to delete their foes, rise to the top and claim their crown.

We’ve seen that players are really enjoying the fast and frenetic gameplay, but are aware of the need to align those high standards to our overall player experience.

Our goal for World Boss has always been to bring players closer to the development process and use that input to shape the game for all players. Throughout the Beta process, our players have been instrumental in identifying things we’re doing right alongside areas to improve. Early Access sees us step up that commitment to evolving our offering alongside the playerbase.

As we move into Early Access, our community has already helped us identify and fix a range of technical issues across a number of hotfixes, with plenty more to come – thank you to all those who reported bugs.

Fixes rolled out recently include:
  • Fixed an issue that was blocking players from joining when using the Quickplay button when a lobby was full.
  • Performance Improvements:
    • Optimisation on BattlePass Menu and Item Preview
    • Optimisation on in-game HUD
    • Optimised physics sync on player characters
    • Optimised real time shadows
    • Optimised Drone update
Our immediate priority is to continue to roll out performance and server stability improvements to ensure World Boss delivers a seamless experience for all players.

We have a commitment to making World Boss the best it can be, and we greatly appreciate your patience and understanding throughout this time.

We appreciate any and all feedback and look forward to providing more information about upcoming changes in the future.

Thank you,

- The World Boss Team


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