Gang Beasts 0.5.1 Custom Costume Creator - Young Bones Play Gang Beasts 0.5.1 Beta Gameplay
Gang Beasts has finally had a new update to bring the main game up to Gang Beasts 0.5.0 and we're now playing the Gang Beasts 0.5.1 Unstable Beta build which finally involves a CUSTOM GANG BEASTS COSTUME CREATOR.
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Local multiplayer support in Gang Beasts has seen a number of improvements and fixes including, an provisional support for in game camera modification (single player only), support for playing online with multiple local players, provisional support for debug spawning (we plan to expand debug spawning support to form the template for sandbox modes in later builds), and a basic version of the revised waves game mode (currently limited to the grind stage).
The list of modifications and fixes made to the local game in the 0.5.0 beta build are:
added modified scenes and geometry for blimp, billboard, buoy, subway, vents**, and containers
added provisional support for single player camera adjustments (with D-pad or cursor keys)
added support for playing with multiple local players online
exposed the debug spawning system in local (currently does not have support player-controlled characters and some nav meshes are missing) ***
fixed an issue in local game modes (with more than 4 players) giving false server disconnection errors
fixed an issue that could make playing a local game with more than 4 players fail
setup the waves game mode for local games (currently only the grind stage with default grey AI is available for the waves game mode)
** the name of the fans stage has been modified to vents (the original name for the fans stage)
Stages
We are still working to finish modified geometry for stages but are close to having final geometry on most stages (excluding colour grading and post effects), the list of stages modified for the 0.5.0 build are:
blimp level
billboard level
buoy level
chutes level
containers level
elevators level
incinerator level
subway level
vents level
Character movement, force parameters, concussion system, and targeting hierarchies have been modified to improve game play and the character customisation system has been exposed for testing, the full list of modifications to the character and character costume systems are:
added a grab delay to the jump implementation to stop characters from targeting posterior objects and enemies when jumping
added the costume customisation system ****
fixed a field of view issue that stopped elbows from triggering
fixed a targeting issue to make characters prioritise anterior grab targets (over posterior grab targets)
fixed an issue in the character hierarchy that triggered inconsistent leg behaviour
fixed an issue that made characters slide vertically on walls when grip fails
fixed an issue that made kicking forces and movement inconsistent
fixed an issue where melee attacks would apply forces incorrectly (should be less prone to physics explosions)
fixed an issue that limited grip parameters when climbing from a jump state
modified and optimised character movement forces and timings
modified colliders on character feet for stability
modified concussion parameters (to reduce length for long concussions)
modified damage parameters for body parts to make them take more damage to the chest, waist, hips, arms, and legs on collisions (head, stomach, crotch, hands and feet parameters have not been modified)
modified drag forces on characters (to make lifting and throwing characters less difficult)
modified force parameters for climbing to make climbing less difficult (some surfaces will still be difficult to climb until grab targets are fully populated to all stages)
modified force scaling in damage calculations (to inflict more violence than other collisions)
modified force parameters for punches, head-butts, and kicks to standardise character movement
modified front and rear sliding to make characters elevate their legs immediately before sliding
modified kick parameters to limit spamming
modified targeting hierarchies to contextually prioritise anterior targets when jumping or falling
modified the character breathing simulation to improve character stability
modified the character’s vertical field of view (to reduce the frequency that characters target objects below their feet)
modified the climbing implementation to contextually offset targeting per arm
optimised the object targeting system for stability and performance
restored contextual elbowing (for contexts where enemies are immediately behind the character)
**** saved costume customisations could be lost or corrupted on subsequent updates while the system is in development
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