Topic: Things move forward
I've optimized the size of the demo recordings to a level that I'm happy with now. My little 30 second test on dm1 with one player is about 8.3k big. I could get this even smaller but I stopped because it would obfuscate the code even more and not bring that much.
It was more tricky then I thought because when I did, loads of smaller bugs popped up here and there in the code. Mainly concerning timers that could cause projectiles to be render at the wrong position. I've also found out why the map download can stop mid-stream and I've made it a bit faster as well.
Also, I've talked to some players of the Teeworlds community about the game balance and watched the ESL reopening cup finals. There is a few common things that all bring up that should be tweaked so I will tweak them for the 0.5.0 release. Here is a quick summary of the tweaks I will make.
Hook. This will receive the biggest tweaks. The time you can be hooked to a player is 2 seconds. This will be lowered to the range of 1-1.5 seconds, probably 1 second. The force that you inflict on your opponent will perhaps be lowered a little bit as well.
Hammer. It will get a reload time because it's way to powerful and exploitable as it is now. The exact reload time is not yet experimented with.
Shotgun. Will get a small increase in bullet speed (but not range) to make it better to chase with.
Grenades. Very very small increase in blast radius. Think less then 5% increase.
As for a release date for 0.5.0. I was hoping for this weekend but I'm very skeptical. There are loads of minor bugs that needs to be fixed and some of them is kinda tricky. We also needs to do some play-testing and gather some network statistics to do the final tweaks on the network layer.
Cheerio