Strobe 2, we dropped the beta

For those who didn’t even know a prequel existed… STROBE!!!, the action packed, team based, boundary pushing, third person shooter that didn’t live up to it’s expectations now has a younger, much bigger brother, Strobe II.

Theatrics aside, Myself and GeekEthan been hard at work the past month or so re-writing strobe from the bottom up, re-skinning and reformatting all the UI, and restyling old maps and building new ones. One thing we did make sure to do right this time was make it way easier than it should be to add new content. Yes that’s right, Team Rudimentality is actually going to update a game past releasing it, I’m shocked too.

Being in a beta stage we want to keep it from gaining tooooo high of a player count, so in order to gain access you need to be a member of the Team Rudimentality group. It’s free to join, we have bake sales every other Friday. Once you’ve joined you have unlimited access to the strobe 2 beta!!1!1!!!1! If the group space is a problem and you really want to get in, shoot me a PM and I’ll add you to a list of fly people who can gain entry without being in the group.

What we would really like to gain from this beta is some serious feedback on essentially anything in the game. While we’re pretty proud of what we’ve accomplished, we’re also well aware that a few things in the game could use work, and we’d like to hear what you guys can come up with to better the game. Seriously we want to hear it, even if it’s just “this sucks, here’s why…”. Who better ask than a community centered around games and game development, right? We’re looking for bugs too, so bring your fly swatter and your screen capture software.

Quick FAQ before the game link:
[ul]
[li]We will be adding MANY more maps in the coming days/weeks[/li]
[li]We will be adding MANY more games modes, with focus on more intensive objectives[/li]
[li]We’re aware the crosshair really sucks, like seriously sucks. We’re working on a solution[/li]
[li]Bug finders will be rewarded with a puppy and a years worth of cotton candy*[/li]
[/ul]

And without further ado, click the image below to travel off to the game page. You don’t have to, but I’d recommend bringing a friend or two. It can be quite boring playing a multiplayer game alone.
[center]

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*[size=2]puppy and cotton candy are at the cost of the bug finder, not Team Rudimentality. Team Rudimentality is not responsible for your health or the health of your newly acquired puppy.[/size]

Well first, might I say AMAZING use of the Neon!

The only bug I found was I do something really weird when press Q. No one was on, so I couldn’t do much testing.

Defender is pretty OP. It’s looking nice so far. Only complaint I’d have is footstep sounds while you’re crouching. That(and pointlights) give your position away to enemies and harm any tactical/stealthy gameplay.

Woooooooooohooooo it’s finally out.

Apologies for everyone who’s like “why’s there only one ctf map” too, dropbox is a big dummy.

OH MY GOD FINALLY A GAME WITH PERFECT LOADING SCREEN TRANSITIONS

THANK YOU

The mouse cursor jumps between walls in a weird way… That confuses the hell out of me in close combat.

It seems that the fact that “Tab” pops up an important game menu should be articulated clearly in on-screen UI.

edit: As well as the fact that right mouse button helps you aim.

Also, if you have the tab menu open when a level ends and the screen fades to black, the currently highlighted button has a higher ZIndex than the black screen:

[quote] Well first, might I say AMAZING use of the Neon!

The only bug I found was I do something really weird when press Q. No one was on, so I couldn’t do much testing. [/quote]

Could you elaborate on the strange behavior of the Q key? Your character should bea leaning left.

Newest update has the step sound muted when you’re crouched. We’re also working on a way to make the defender a little less OP.

[quote] The mouse cursor jumps between walls in a weird way… That confuses the hell out of me in close combat.

It seems that the fact that “Tab” pops up an important game menu should be articulated clearly in on-screen UI.

edit: As well as the fact that right mouse button helps you aim. [/quote]

Yea… the Cursor is pretty high on our list of things to fix. It’s proving pretty difficult to figure out a good solution. We had a similar problem in Strobe 1 but it wasn’t as bad as it is now.

I actually spent a long time making sure that loading screen was silky smooth, glad somebody noticed!

[quote] Also, if you have the tab menu open when a level ends and the screen fades to black, the currently highlighted button has a higher ZIndex than the black screen:

[/quote]

I fixed this in the last update, shouldn’t be happening anymore.

I’d prefer for Q/E to be hold-to-lean instead of press-to-toggle-lean.

It’s on my list of things to add. The plan is to make all the keys that are currently set to be push to use/toggle have an option in the customize menu to be either or.

I wasn’t a fan of the DPAD up and DPAD down opened the pause menu on a controller

Also, no controller control hints? :frowning:

[quote] I wasn’t a fan of the DPAD up and DPAD down opened the pause menu on a controller

Also, no controller control hints? :frowning:
[/quote]

We’ll be adding some hints in game once we figure out an elegant way of doing it. What would you recommend for menu buttons? We’re sort of limited with what we can bind the menu button to.

I noticed when someone joined, they showed up on both teams on the player list. There was no errors in the developer console that I could see.

Image:

Other than that, I really like the game.

[quote] I noticed when someone joined, they showed up on both teams on the player list. There was no errors in the developer console that I could see.

Image:

Other than that, I really like the game. [/quote]

I’ve been working on trying to figure out what that’s still happening. It’s a pretty bizarre behavior tbh.

[quote] OH MY GOD FINALLY A GAME WITH PERFECT LOADING SCREEN TRANSITIONS

THANK YOU [/quote]

[quote] I wasn’t a fan of the DPAD up and DPAD down opened the pause menu on a controller

Also, no controller control hints? :frowning:
[/quote]

We’ll be adding some hints in game once we figure out an elegant way of doing it. What would you recommend for menu buttons? We’re sort of limited with what we can bind the menu button to.[/quote]
The ButtonSelect or ButtonStart would make more sense and controller hints are going to be helpful, other than that GG.
[size=1]p.s do i remember you from ironnoob[/size]

[quote] [quote=“anon80475429” post=193652]I wasn’t a fan of the DPAD up and DPAD down opened the pause menu on a controller

Also, no controller control hints? :frowning:
[/quote]

We’ll be adding some hints in game once we figure out an elegant way of doing it. What would you recommend for menu buttons? We’re sort of limited with what we can bind the menu button to.[/quote]
The ButtonSelect or ButtonStart would make more sense and controller hints are going to be helpful, other than that GG.
[size=1]p.s do i remember you from ironnoob[/size][/quote]

ButtonSelect seems to be reserved for Roblox’s GUI Navigation, and ButtonStart will be overridden by Roblox’s Gamepad menu in the future.

[quote] [quote=“WhoBloxedWho” post=193755][quote=“anon80475429” post=193652]I wasn’t a fan of the DPAD up and DPAD down opened the pause menu on a controller

Also, no controller control hints? :frowning:
[/quote]

We’ll be adding some hints in game once we figure out an elegant way of doing it. What would you recommend for menu buttons? We’re sort of limited with what we can bind the menu button to.[/quote]
The ButtonSelect or ButtonStart would make more sense and controller hints are going to be helpful, other than that GG.
[size=1]p.s do i remember you from ironnoob[/size][/quote]

ButtonSelect seems to be reserved for Roblox’s GUI Navigation, and ButtonStart will be overridden by Roblox’s Gamepad menu in the future.[/quote]
If that is the case, it needs to be documented on the wiki to avoid using ButtonSelect and ButtonStart I have been using both no trouble thus far. If that does happen I’ll have to change them of course.

@WhoBloxedWho if this does become a thing then you should use DPAD right and make it double tap to open the menu it still won’t feel natural but if they’re taking away the ButtonSelect and ButtonStart from us, that’ll be your only option :frowning:

Aesthetics aside, what is different from the original Strobe?

Mostly just back end stuff right now that will allow us to continually update the game without worrying about out-dated code bases. The goal for initial release was to match strobe 1 in terms of content and functionality, which aside from play testing and finding bugs has more or less been accomplished. Right now the biggest difference would be the customization menu, and the gamepad support.

Our plan is to release out of beta (V1) with a few new major features (almost at this stage now), then over the course of a few months do smaller updates (maps, game modes, rudimentary character customization), then release a V2 that’s totally overhauled. The only reasons we’re not going straight to V2 are deadlines and we desperately need feedback to make sure our base for V2 is solid.