
Long time no see, hope you are doing well. Let's give you an update about what's going on with FTB and show you some progress regarding improving the stickman fighting game.
In short we were working on chats, friend lists and improving the duels and teams game modes.
In a huge competitive battle arena, especially with teams, it's good to have a method of communication other than just emotes. This way, people can more easily coordinate, make friends and so on. It, of course, introduces additional challenges like filtering toxicity and bad language. FTB is suitable for many ages because of its cartoony stickman style, and we want to keep it that way.
The previously existing emote button now became the comms button which expands into two options: Emotes or Chat. Express yourself as you wish.
Imagine being able to see your friends in one place - who is offline, online, in a game, etc and send them a direct message to offer to play. You don't have to imagine anymore! We added a friend list that is accessible from anywhere in the lobby by double clicking an empty space. You can easily add and remove friends, accept requests, or start direct conversations.
But as we are not, you know, a social network, this should be sufficient to allow you to easily form teams of people and talk with online members. Tell us what you think! What features would you like us to include? Help us make your communication better!
As promised in the FTB 2.7 devlog, we are working on improving the game modes. Recently, we dove into Teams. Before, it was just a jump and fight game mode like normal deathmatch, but without the ability to attack certain stickmen. That's all. Now we've enhanced it so it will actually offer a unique fighting experience.
On game creation, you will enter a waiting room, like in other game modes such as Competitive and Duels and will start the game when you wish. But in Teams, the game is open after the start, so players can keep joining despite the game being ongoing, unlike in Competitive or Titanic, where the game is closed.
Now, victory can be achieved in this game mode! It's not infinite like the normal game mode. There is a score bar for each team, and each elimination grants the team one point. The first team to reach the required points amount (currently 30) wins!
Now regarding new zones. Previously, we had 7. We added 4 more, now totaling 11 unique duel zones, and each time a new random one is chosen to proceed with. With the new zones, we focused on what we just explained - giving specific areas you want to be in (a heal area, for example) and those you don't want to be in. Now duels have more variety.
Clicking the button will teleport you to the top of the highest current zone. To prevent abusing this too much for fighting, we added a relatively long cooldown (30 seconds). It will help noobs by providing a way to get back into the battle, and more skilled players who are confident they won't fall another way to outplay their opponents.
We started improving the Competitive and Titanic game modes. We won't share details yet because as our most competitive game modes, we need to plan everything well and changes may occur. Next we plan, likely, to improve the graphics of the arena! While we won't make Elden Ring quality assets, as the point of FTB is being minimalistic and cartoony (and also, skill issue), you can read that For The Battle started as a project during boring Android lessons - meaning on many assets I spent 5 minutes in the best case in Photoshop.
We will rethink improving some assets, adding effects, shadows, backgrounds that feel alive etc. It's time to think about how to make the game feel truly alive while preserving the cartoony, original and minimalistic graphics that make it special.
Tell us what you think! We expect the reboot to be a huge event considering all these changes, and we are glad that after so much time FTB eventually gets the attention it deserves to transform from a demo in production to a ready, high quality game.