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Experimenting with new modes and maps - Multiplayer Dev Log

[p]Hello Humans![/p][p]We’re starting a brand new series of dev logs to give you a look into what we’re making and how game development works![/p][h3]This is our first official announcement that new multiplayer modes will be coming to Clone Drone![/h3][p]Erik the Creative Director answered some questions to get you up to speed on where we are in development.[/p][p][/p][p]All screenshots are work in progress levels. They'll look a lot cooler on release![/p][p]Why are we adding multiplayer modes now?[/p][p]We’re a small team and that means we mostly focus on making one thing at a time, and for a long time that was Clone Drone in the Hyperdome![/p][p]After the launch of Hyperdome and its big Skyscrapper Update, we took a moment to ask ourselves what we should do next. We always want to entertain and take care of our players, so we looked at what most people were playing. That was still Danger Zone.[/p][p]So we want to breathe even more life into this awesome old game, and the most exciting way I can think of to do that is with Team Based PvP![/p][p][/p][p]What is important for us about the multiplayer experience?[/p][p]We know from our stats that people love playing co-op with their friends. A smaller number of people love our current PvP mode, Last Bot Standing, which puts a lot more emphasis on fierce competition and individual skill! One hit and YOU LOSE.[/p][p]Team Based PvP is really interesting because I think it can combine the great vibes of working as a team from co-op, but maintain the sort of tension you only get from facing off against fellow humans.[/p][p]King of the Hill is our first take on this. You’ll find familiar elements from LBS like upgrade drops, but also new dynamics like infinite respawns.[/p][p]Our one hit kill voxel mechanics mean that our game has different dynamics from other PvP games, and it’s going to be a lot of fun to figure out what other modes, rules and levels will make it shine![/p][p][/p][p]What have we seen the community doing with mods? How do we want to make something unique?[/p][p]Modders have already toyed with multiplayer and I think that’s super cool! There are fantastic people in our Community like TVCat who have created their own versions of PvP modes. People keep mentioning the Juggernaut mode especially, which sounds really fun. :)[/p][p]With the team modes we’re exploring, we want to make it possible for the community to create new and unique experiences alongside our own efforts. So supporting workshop content and allowing people to make cool things in the Level Editor is definitely on our list of things we’re looking at. (But we want to put King of the Hill live asap, so this might come in a future update.)[/p][p][/p][p]What about the future of multiplayer after this update? What are we doing now that we will build on in later updates?[/p][p]Right now, we need your feedback on this next update. Thank you to everyone who has helped us playtest the rough and buggy version on my Twitch channel! If you're interested in joining in, find me on [/p][p][dynamiclink][/dynamiclink] where I develop this game right in front of your eyes![/p][p]Developing Hyperdome was lonely without an early access process. We’re returning to our roots by going back to open development. Eventually the multiplayer modes we're making will be available to test on the "experimental" branch of Steam.[/p][p]When our players can play the things we’re making while we’re making it, great things happen![/p][p][/p][hr][/hr][p]Thanks for reading everyone. As Erik said, we can’t wait to see what you get up to in the latest update. There will be more Dev Logs from other members of the team as we get closer to launching the update. Until then, good luck in the Danger Zone![/p][p]Make sure to follow us on all our channels to keep up with Danger Zone news:[/p]