WOC Update Log
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2.18 is now out!
Ever feel as if your teammates are just plain useless, or just loves rushing on top of Enemies only to have both of them die? Well, they can now shoot while they are moving! Yes, they don’t have to stand still to shoot! To make things better, the Interceptors can actually do what their name implies including you, intercept and annoy the other team. With a new speed buff, they can get there and attack the enemy team, or at least, damage them enough, to have better chances of being successful in your first attack, or your teams first assault on the frontlines. BUT…
The enemy also has Interceptors of their own, and before you know it, you could have an enemy interceptor slowly cutting your team down in your spawn, or even have a whole army of them at your doorstep.
The next major change is a new strategy in the logbook to more effectively take back important objectives. In regular battles, points can no longer become contested, and faster capturing times in general. Also added in the logbook is some advice that you can read over before entering a match.
Lastly, some fine adjustments to some of our weapons has gave them better firing sounds, to make it feel as if you are really bringing the enemy down to their knees.
Now, for community feedback:
From some of my buddies, and one certain user here, have said that the firing sound for the Anchor was very loud, so its been reduced in volume.
The next update will focus on a widened game screen, a player count display that shows how many players are using a specific class in realistic Battles, and major UI changes. This next update might be the final update before I focus on other projects.
@sirbots Would you mind if I copy your update log idea for my game?
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@sirbots Would you mind if I copy your update log idea for my game?
@011830-0a42ef84 unless you’re just copying it without actually changing it to be for your game, there’s no need to ask to use the idea’ on pet of an update log
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@sirbots Would you mind if I copy your update log idea for my game?
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Since widening the canvas and the screen is creating a TON of bugs that might take a few weeks to fix, I unfortunately have to cancel the addition of the screen widening until I can fix the bugs on a testing copy of the game.
As compensation, I will add one feature of someones choice. Post what you want added here, and I will pick at random Thursday.
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Since widening the canvas and the screen is creating a TON of bugs that might take a few weeks to fix, I unfortunately have to cancel the addition of the screen widening until I can fix the bugs on a testing copy of the game.
As compensation, I will add one feature of someones choice. Post what you want added here, and I will pick at random Thursday.
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@sirbots why do you need a 1000x360 screen? that’s a very bad aspect ratio, like 25:9, a normal montior is 16:9 and the normal viewport is 4:3
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@sirbots wdym doesn’t fit your screen? it will only fit your screen if you full screen it (like to the edges), the default si 4:3 which only fits on stuff like ipads (typically), almost all monitors universally are 16:9 which is ~ 640:360, 1000:360 is a completely arbitrary veiwport size, do you mean fit like across the entire screen (not vertically) in the project page? 1000:360 should not fit on a screen evenly in any way
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@sirbots wdym doesn’t fit your screen? it will only fit your screen if you full screen it (like to the edges), the default si 4:3 which only fits on stuff like ipads (typically), almost all monitors universally are 16:9 which is ~ 640:360, 1000:360 is a completely arbitrary veiwport size, do you mean fit like across the entire screen (not vertically) in the project page? 1000:360 should not fit on a screen evenly in any way
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@sirbots you said 1000 by 360, whats the issue? just try othe default viewport size 480:360 if the game works with that and remove fencing by just upping the canvas size, like if you just want no fencing at first you can do legit just 1000 by 1000 canvas size, 2000 by 2000 should be more than enough, I don’t recommend actually moving the viewport because at sizes at I think 5000 to 10000+ it stops showing stuff some way from the edge of the canvas
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@sirbots you said 1000 by 360, whats the issue? just try othe default viewport size 480:360 if the game works with that and remove fencing by just upping the canvas size, like if you just want no fencing at first you can do legit just 1000 by 1000 canvas size, 2000 by 2000 should be more than enough, I don’t recommend actually moving the viewport because at sizes at I think 5000 to 10000+ it stops showing stuff some way from the edge of the canvas
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@tyller_ Im getting confused.
The canvas size is set to 2800x2800
Viewport size is at 1000x360.
What would be ideal?
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@sirbots veiwport size as 480 by 360 unless you always had it as 1000 by 360, why did you make the viewport size 1000 by 360
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@sirbots 1000 by 360 will either shrink the vertical height thus making it worse, the full screen when you press the full screen button fits to your browser window which is 4:3, if you want entire screen full screen (this excludes the green flag bar) its 640 by 360 which is 16:9, 1000 by 360 is a 22:9 screen ratio which is not good for really anything, you should shrink your ui elements because if you’re running out of space to do stuff, expanding the viewport doesn’t work because unless you have like a 100 by 100 or 200 by 200 viewport, it won’t give you more space, your device has to crop it down making ui elements even smaller, it’s not user friendly and doesnt fix the issue because the ui elements are the same size relative to everything else, it’s just now everything has to shrink itself weirdly
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@sirbots 1000 by 360 will either shrink the vertical height thus making it worse, the full screen when you press the full screen button fits to your browser window which is 4:3, if you want entire screen full screen (this excludes the green flag bar) its 640 by 360 which is 16:9, 1000 by 360 is a 22:9 screen ratio which is not good for really anything, you should shrink your ui elements because if you’re running out of space to do stuff, expanding the viewport doesn’t work because unless you have like a 100 by 100 or 200 by 200 viewport, it won’t give you more space, your device has to crop it down making ui elements even smaller, it’s not user friendly and doesnt fix the issue because the ui elements are the same size relative to everything else, it’s just now everything has to shrink itself weirdly
@tyller_ You do realize that most maps in shooter games aren’t square? Honestly, it seems better that way because it maps the map more fluent and realistic.
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@jeffreyrb03-gmail
He’s right. It is stressing me out. Please just post these updates on the project itself and not the forums. That would make things easier.@c said in WOC Update Log:
post these updates on the project itself and not the forums
Is it fine if I only post major updates on the forum? Minor updates and bug fixes will be noted in the forum if anyone does ask though.
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@tyller_ You do realize that most maps in shooter games aren’t square? Honestly, it seems better that way because it maps the map more fluent and realistic.
@011830-0a42ef84 he said he made the viewport 1000 by 360 and the canvas 2800 (assuming he means 2800 by 2800) the default viewport isn’t square, and 1000x360 is still a rectangle, just a really long one, this doesn’t help you fit more ui element’s on screen, to put that into perspective a modern phone has about a 20:9 aspect ratio (atleast mine does), I never said the map should be square (but those borders have to be a rectangular shape and the edges can be going into the play area where stuff is allowed)
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Update 2.23 - Mode Change Update
Release Date; Feb 28, 2025
What’s new:
UI
- Rearranged the button layout to make the main menu look more polished
- Moved the title and the Good Morning/Evening message to make the main menu more polished
- The background of the main menu now periodically change
Gamemodes
Realistic Battles
- Made a new, more accurate player count system. In order to win based on kills, the entire opposing team must be eliminated to earn this victory.
- Previously, this victory could be obtained by killing enough players until the team has only ~5% of their starting player count remaining.
Game Mechanics
- In Realistic Battles, Added a menu that shows how many enemies which are currently alive, that is using a specific class. The count adjusts for eliminated players. This menu can be opened by holding the “E” key.
- This system only accounts for players on the enemy team that are currently alive.
- Does not work for regular battles
Bug Fixes
- Fixed a bug where pressing the “E” key when entering, or inside of, a match after intermission would cause the main menu to appear on screen, effectively breaking the game.
- Fixed a bug where the wrong gamemode would be shown when loading into a non-realistic battle match.
- Fixed a bug in regular modes where sometimes the spectating screen would appear instead of respawning as normal.
- Fixed a bug where the Sandbag and the Medbubble sub-weapons would be frozen in place on screen when the Match Results screen would appear, provided that they were deployed when the screen appeared.
The next update will focus on adding one new weapon class and a new map, and some fixes. This next update will be the final content update.
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@c said in WOC Update Log:
post these updates on the project itself and not the forums
Is it fine if I only post major updates on the forum? Minor updates and bug fixes will be noted in the forum if anyone does ask though.
@011830-0a42ef84

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