Tricksurf Reborn

Last week somebody in the Discord asked to create a trick surfer role. There were roles for combat surf, skill surf, and bhop, but no trick surf. I wasn’t sure if I wanted to create a role for a gamemode that isn’t in Fragsurf, then suddenly had the urge to create a tricksurf gamemode.

I spent the entirety of Thursday planning how I’m going to do it, then took action and began by re-creating skyworld with all the correct triggers. This is how that looks in the map editor:

surf_fst_skyworld

Thankfully Z’s website is still up with all the tricks and trigger screenshots, because I was referencing that throughout the entire process. After two days of work I had the map ready to go and implemented the initial tricksurf gamemode with the trick detection logic, I pushed an update to Steam and awaited feedback from testers. There were definitely some bugs.

Throughout the weekend I continued to absorb feedback and push updates fixing little bugs, and finally today, after about 4 days of nonstop development and testing, we have something imperfect but totally playable. I want to thank everybody who’s been playing, testing, and providing feedback, there’s no way I could have implemented tricksurf on my own.

Support

Word of Tricksurf being re-created in Fragsurf spread quickly, and a lot of people showed (and continue to show) their interest and support. The Patreon received 12 individual supporters since the Tricksurf alpha launched 4 days ago, and we are now sitting at 28 Patrons with a combined total of $252 per month after Patreon takes its fees.

Thanks to supporters, I’ve had a bit of funding to pay for things like a new html UI framework which is going to improve the UI creation workflow like crazy, a PBR material pack for the map editor when it launches, website hosting, a place to consolidate your feedback (Discord just ain’t cuttin’ it anymore), plans to host 24/7 servers for those with access, and some other neat stuff I have my sights set on.

Become a Patron!

Steam Page

Fragsurf’s Steam page was recently launched and we have accumulated over 300 wishlists. The average time played is 2 hours and 47 minutes, 113 people have access to Fragsurf, and in the past 7 days we have averaged 23 daily active users! The Store page has received 19,468 impressions with a click-through rate of 17.76%, resulting in 3,458 visitors to the page.

Conclusion

Fragsurf is improving at a rapid rate, but we have a LOT of work to do still. Send your feedback, invite your friends, and spread the word.

I return to work next month (bills have to get paid!), and development will definitely slow down throughout the spring and summer and that’s just the way it is. Indie game development is a constant battle between developing, working, and paying bills. But Fragsurf is gaining traction, the support is growing, and I’m more confident than ever that things are going to work out!

 

What we’ve been working on

We will be posting updates on this blog from now on to keep the community up to date with development.

It’s been 17 days since I officially announced the development of Fragsurf through my YouTube channel. The amount of stuff that has been accomplished in both community and development since then is substantial, and we have quite a bit to share with you.

The Team

Up first is the expanding Fragsurf Team, people who have contributed and provided results towards the quality and eventual release of Fragsurf.

Zavvy, our community manager, has done a great job bringing people together as well as providing a friendly bridge between the community and the development of the game. Programmers aren’t always the best socializers, so it’s important to have a strong community manager behind every project. Thanks to Zavvy, our Discord community has grown considerably in the past few weeks and the Chad Chat channel is always interesting.

Eva, a more recent addition to the team, is a talented level designer who has contributed faithful re-creations of classic maps as well as a unique map of her own. Eva’s maps feature a gray color scheme with red highlights providing a very aesthetic look and feel, and we’ve been enjoying her maps quite a bit in closed beta testing sessions.

Tannoy, the most recent addition to the Fragsurf team, is a 3d modeler, animator, and texture artist. He is currently working on improving our weapon firing and reloading animations as well as creating skins for the weapons, and he has already delivered with a batch of nice looking shotgun skins.

The Game

The stability and playability of Fragsurf has improved tremendously since we started closed beta testing. People quickly discovered bugs and UX related issues and offered suggestions on how things can be better, and thanks to them, Fragsurf is improving rapidly. We have a huge list of feedback provided by the community that we’re still chipping away at, and a big thanks goes to everybody who’s been a part of it so far.

One of the biggest features we implemented was P2P player-hosted lobbies. Instead of forcing players to connect through dedicated servers, they can simply create their own game and friends can join. This feature came about when testers found it difficult to play with each-other because I wasn’t able to keep a dedicated server running 24/7, and it’s been amazing ever since.

Crowdfunding

We started the Fragsurf Patreon campaign on January 19th, and we’re now at 14 patreons and $117 per month. Almost everybody pledged the $10 tier to receive a beta-access key, and it’s awesome to me that people are supporting the project with their own money. This is something I have worked on individually for over 2 years, and seeing things finally come together has been slightly emotional. The goal is to receive enough funding to develop Fragsurf full-time all year round, and ideally additional funding to hire other full-time developers and/or freelancers. We’re off to a great start. If you would like to support Fragsurf, start playing today, and receive some cool rewards:

Become a Patron!

Conclusion

We’re all very excited about Fragsurf, and I can’t wait to see what comes of it. We have big plans to implement skill-based matchmaking for combat surf, global leaderboards for speedrunning, bring back trick-surf, and basically bring things to a whole new level. Join us on Discord, invite your friends as well, and help us grow!

In future development blogs we will dive deeper into gameplay systems and features like the matchmaking and nospread/spread, so keep an eye out for that.