HAPPY BRITHDAY LEGIONS!

Rougey

Most Honoured Aussie
Happy birthday to Legions! It's been five years since the first 25 Testers came in to play that broken and buggy Alpha that had so goddamn much potential and managed to reach it if not the mass popularity it deserved; seriously *dance* that stupid goddamn in browser gimmick.

I still boot her up sometimes to ski around on Niv... we should bake a cake and shares stories.
 

Rougey

Most Honoured Aussie
Tim Aste <tima@garagegames.com>
3/28/08
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Hello everyone,

Thank you for taking the time to personally help us work the kinks out with this beta release of Legions. This is our very first external beta test, so we are expecting some kinks. If you haven't had a chance to visit the beta forums, please check them out at :

http://forum.beta.instantaction.com/smf/index.php/board,41.0.html

On quick note regarding NDAs, or specifically people who have sent Jessica Morell or myself an emailed version of the NDA only. GarageGames legal requires two signed copies of the NDA to be "snail mailed" to us here at GarageGames. This won't delay beta entry, but we need these for record keep purposes. PDF will work ok for now, but we still absolutely need those hard copies if you haven't sent one. In case anyone needs the address to send them too:

GarageGames.Com, Inc.
ATTN: Jessica Morell
245 W. 5th Avenue
Eugene, OR 97405
USA

There is a slew of information there, as well as good ways to report bugs back to the team. Here is some basic information about today's release:

Our beta release are broken up into stages, hopefully getting better and better with each one. If your reading this, your one of the lucky few who will probably be testing the "ultra mega broken" edition. Our releases are dictated by the release push schedule of InstantAction.com, so we only put new versions out every Thursday morning (Pacific Standard Timezone). If for any reason they slip or miss an update, so do we.

Right now, the beta pushes are tiered and rolling. You might notice that each Thursday more and more people will gain access. This release schedule is obviously VERY NDA'D! This is mostly because, with a tiered schedule, if you slip on a date, all subsequent dates will slip, and this causes problems if you promise something to rabid gamers and then don't deliver. So with that in mind:

The amount of testers we add to each phase may go up or down.

Beta 1 Release: 3/27/08 [Functionality Testing]
~25 External Testers, Full GG / IA staff.
First initial release to the InstantAction.com, expecting broken-ness

Beta 1.1 Release: 4/3/2008 [Continued Functionality Testing]
~25-40 More External Testers
Second Initial release, hopefully many kinks worked out from previous week, specifically with IA web side functionality.
Small lift on embargo.

Beta 1.2 Release: 4/10/2008 [Continued Gameplay Testing]
~25 More External Testers, Possible Contest Winners Added, Maybe.
Third Initial release, many more kinks worked out, begin small changes to adjust gameplay. Dedicated Server hopefully testing ready.

Beta 1.3 Release: 4/17/2008 [Final Private Test Week]
~25 More External Testers, Final Private Testing. Last Private Release before public open beta.
So this Beta group is entirely NDA'd. That's nice.

There is a semi-embargo on this Beta 1. We will most likely lift this going forward in the next round. Embargo basically means, things you can and can't say outside these forums. It's not too crazy, but there are some things we'd like to keep internal for right now. Specifically, we want to avoid talking about gameplay specific features. Our reasoning behind this is mostly because, *chocolate cookie* can change, and fast. I'd hate for people to go out there and talk about the new super secret rocket launcher magma bullet extreme gun, and then some small blog picks it up as news, and then we cut it. This is a fluid phase of beta, so gameplay related stuff, please keep internally here.

Specifically, the list of "our little secrets" are:

  • Gameplay related items
  • Instant Action front end related items
  • Bugs (broken, oversights, or exploits)
  • Lack of dedicated server or full screen support*
  • Screenshots and videos (for now)**

*Mostly because while this is planned, it's not done yet, and we get tired of hearing about it because we can't do anything about it. These first few rounds of beta through April will not have this yet, and don't want to put a public image that it's never coming.

** If you need to take screenshots of bugs to send us, that's fine. Actually, all media is fine, you kicking *bumm*, whatever, as long as you keep the links in these forums.

On the flip side, things that are ok to talk about:

  • That you are testing the beta currently, but can't talk details for now
  • That the game runs
  • (Maybe) That the game is fun

I'll keep this updated for each new beta we put out. I'm following this up with a few more posts of important things like the beta release schedule, how to report bugs, and how to play, etc.
 

Rougey

Most Honoured Aussie
PART 2

Controls
All game controls are customizable once in the game client. To edit these, press ESC and then click Options from the in game menu, then "Keybindings".

Default Keybindings:

W -- Run Forward, Skate Forward, Jet Forward
S -- Run Backward, Skate Backward, Jet Backward
A -- Run Left, Skate Left, Jet Left
D -- Run Right, Skate Right, Jet Right
Space -- Jump, Jet Up
Left Shift -- Jet Down, Activate Overdrive
Previous Weapon -- Mouse Wheel Scroll Down
Next Weapon -- Mouse Wheel Scroll Up
Item Focus -- Q
Fire Weapon, Item -- Mouse 1
Activate Jets -- Mouse 2
Toggle Zoom Level -- E
Toggle 1st/3rd person Mode -- TAB
Pause/Cancel/Resume Game -- ESC
Chat to Team -- Y
Chat to Everyone -- T
Quick Chat Menu -- C
Select Weapon Manually -- 1,2,3,4,5,6
Select Item Manually -- Alt+1, Alt+2, Alt+3, Alt+4, Alt+5, Alt+6
Suicide -- Ctrl + K
Debug: Frame Rate, Version -- ALT + F

Weapons

There are four weapons planned for the initial release: Chaingun, Rocket Launcher, Grenade Launcher, and Laser Rifle.

The Chaingun is primarily used for close-range combat or for chasing down fleeing enemies. If used for an extended period of time it will overheat, forcing the weapon to spin down while it cools off.

The Rocket Launcher can be used for close to long range combat and is the most versatile of the weapons. It's quick projectiles allow players pinpoint accuracy across the field of battle.

The Grenade Launcher is the most challenging of all the weapons to master, due to the ballistic projectile and slower speed, but it also packs the biggest punch of any of the medium to close range weapons. A well timed grenade blast can severely damage an attacker while knocking them well off course.

The Laser Rifle is useful for long-range attacks. Once the rifle is charged, the player can unleash a beam of energy capable of instantly destroying distant enemies.

Weapons are based on Ammo, and there are various "reload" stations around the maps (in bases, on towers, etc). If you need more ammo, you can just walk up to these ammo stations and you will be reloaded.

Movement

There are three movement modes. Players can run and jump, just like in most FPS games, but players can also activate their jets to hover across the ground and use the slope of the terrain to their advantage or launch into the air with ease.

Plays must click and hold down the Jet button (default right mouse button) to enter and maintain jet mode. While holding this down, they will be able to glide across the ground and fly through the air. When this button isn't held down, they will be in "Run" mode. The exception to the "Jet" movement model is while charging the laser rifle. When charging or holding a charge in the laser rifle, the player is unable to activate the jets and forced to run mode.

The third movement mode, called Overdrive, can be activated once a player reaches a certain speed, 88MPH. Overdrive provides an extreme boost in forward speed in exchange for the player's health and ability to maneuver. While in overdrive, the player will see their energy and health drain. If the player stays in overdrive too long, they will eventually blow up.

Game Types & Maps

There are two maps in Beta 1. There is a smaller map suited for 4-12 players called Snow Map1. It's a frigid ice field with rolling hills and a snow-covered complex.

There is a second map called Grass Map1, suited for larger 8-16 player games. This map is a chemical complex at sunset with a long trench down the middle.

There are three gametypes available: Deathmatch, Team Deathmatch, and Capture the Flag. In deathmatch, it's a free for all battle. In team deathmatch, players are placed on two teams and the objective is to frag everyone on the enemy team. In Capture the Flag, the players are placed on two teams and must retrieve the enemy's flag and return it to their own flag. The player's home flag must be in the stand to be able to capture to enemy flag.

Loadouts & Specialist Classes

There are several preset loadouts availble to the player. These can be chosen from the InstantAction front end menu, or from the in-game menu (default press ESC). When selecting a new loadout, this will become available after the player's next respawn. There are "Specialist" classes, all of which are available in Beta 1. These may require some in-game skill to unlock later down the road. Specialist classes have a "special ability', but usually a weaker combination of weapons. Note in Beta 1, Rocket Tracking is disabled.

The loadouts available are as follows:

Loadout: GunnerOnly loadout with three weapons
  • Chaingun
    Fast fire rate, Short range, Medium power
  • Rocket Launcher
    Slow fire rate, Long Range, High Power
  • Grenade Launcher
    Medium Fire Rate, Medium Range, High Power
Loadout: Sniper
  • Laser Rifle
    Very Slow Fire Rate, Long Range, Very High Power
  • Grenade Launcher
    Medium Fire Rate, Medium Range, High Power
Loadout: Rocket Launcher Specialist *DISABLED in this version
Rocket Launcher has tracking ability
  • Rocket Launcher
    Slow fire rate, Long Range, High Power
  • Chaingun
    Fast Fire Rate, Short Range, Medium Power
Loadout: Sniper Specialist
Sniper beam is invisible
  • Laser Rifle
    Very Slow Fire Rate, Long Range, Very High Power
  • Chaingun
    Fast Fire Rate, Short Range, Medium Power
Loadout: Grenade Launcher Specialist
Grenades have Cluster Bomb Ability
  • Grenade Launcher
    Medium Fire Rate, Medium Range, High Power
  • Chaingun
    Fast Fire Rate, Short Range, Medium Power
Loadout: Chaingun Specialist
Chaingun does not overheat
  • Chaingun
    Fast Fire Rate, Short Range, Medium Power
  • Rocket Launcher
    Slow fire rate, Long Range, High Power
How to go full-screen

Once in the game and playing, you can go into full-screen by hitting "ALT+ENTER" or by turning on Fullscreen via the Options Menu (default ESC).

Final Thoughts
If you have problems accessing this build, please send me an email to get this fixed. I just want to emphasize please use our Beta forums, this is the best and easiest way to gather feedback. Thank you!
 

57thEnryu

Member
Loadout: Rocket Launcher Specialist *DISABLED in this version
Rocket Launcher has tracking ability
  • Rocket Launcher
    Slow fire rate, Long Range, High Power
  • Chaingun
    Fast Fire Rate, Short Range, Medium Power
my fav
 

Rougey

Most Honoured Aussie
The CG was useless for the first few months outside of a dozen meters, it tore *chocolate cookies* to pieces up close but it didn't have anything similar to the current mechanics apart from using bullets really.
 
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