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  Team Tactics - 2D Multiplayer MOBA [with source]  (Read 13293 times)
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Offline SteveSmith
« Posted 2016-01-13 21:07:58 »




Team Tactics is a new 2D multiplayer team-based arcade game, written in Java natch, and probably best categorized as a MOBA.  For those that play it, it could be said to be influenced by Team Fortress 2.  Each player controls a unit which can be one of 6 different types, each with their own strength and weakness.  For example, the sniper can shoot from a long way away but is weak, whilst the gunner can deal a lot of damage but is very slow.  

Players can choose to be on one of 2 sides.  There's currently 2 different missions: the main one is where one side has to destroy the computers on a moonbase.  There is also an Assassinate mission, but this only comes into play if there are enough players.

This game is currently in alpha, but certainly playable, and the client can easily update by selecting the "update" script.  Please let me know what you think!

Offline VaTTeRGeR
« Reply #1 - Posted 2016-01-13 22:59:17 »

The download from your website is going at ~3.6KiB/s  Cry and then it fails after a few MB
Worked now, but still very slow (30 to 45 KiB/s)
Offline SteveSmith
« Reply #2 - Posted 2016-01-14 10:45:47 »

Thanks for letting me know.  I'm currently hosting the download on my own PC for convenience (although the game server uses a proper data centre).  I'll look to host it somewhere better.  Thankfully it's only about 5Mb.  Did you get to give it a try?

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Offline VaTTeRGeR
« Reply #3 - Posted 2016-01-14 13:59:30 »

Yes, i tried it a few times, but there were no players Tongue
The team selection freaked me out until i got it Grin
using the number keys to choose the team was quite inconvenient, you should switch to the standard scheme that cod/cs:go/bf/etc use (wasd/space/tab/e/f/r).
The game ran smoothly, i couldn't observe any graphics or network related lag, but it might benefit of vsync to reduce tearing.

What interests me most is how (and especially how good) you solved the network part, but no players = no impressions.
The corridors are a bit thin and i cannot say much else since there is no way to test the gameplay yet.
Offline SteveSmith
« Reply #4 - Posted 2016-01-15 09:58:28 »

Thanks again for the feedback.  I fear that lack of players is going to be my biggest problem.  It probably needs at least 4 people online at the same time to make it worthwhile, and it's a catch-22 situation that even professional games sometimes have trouble solving.  I don't really know what I can do apart from promote the game as much as possible and hope everyone tries to play at the same time.

Offline Gornova
« Reply #5 - Posted 2016-01-15 12:42:04 »

For promotion: why not add a simple bot? So anyone can try it. There is no need of something clever at first, just to be playable, what do you think ?

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Offline SteveSmith
« Reply #6 - Posted 2016-01-16 16:48:49 »

That sounds like a great idea; just some bots that wander around randomly and shoot the enemy on-sight.  Leave it with me. Smiley

Offline xilus

Senior Newbie

Projects: 1

« Reply #7 - Posted 2016-02-12 07:28:08 »

What version of java is this written for? Will it run on Java 8?
Offline SteveSmith
« Reply #8 - Posted 2016-02-12 10:14:42 »

It should do.  I've run it in v7, and it doesn't do anything too clever, so I can't see why it wouldn't work.

Offline SteveSmith
« Reply #9 - Posted 2016-11-02 13:11:04 »

I open sourced this game a few weeks back.  Everything is at

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