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Rivalry is a hotseat game where two players take turns moving their rag-doll character’s limbs and weapons using the mouse until one is victorious. While the beginning stages of each game captures the strategic essence of swordplay, as damage and limbs are taken, the endgame turns rather Pythonesque.

Imagine a game that's a turn based strategy game, mixed with a side scrolling fighter and then add some rag-dolls and you've got Rivalry.

As the result of a successful Kickstarter for the marketing on his game at PAX , 14 year old Kew McParlane is presenting 'Rivalry', playable wireframe of his turn based two player sword fighting game of deep strategy and hilarious fun.
Rivalry
Kew McParlaneDeveloper
My64KPublisher
2016-01-22Release
🎹🖱️ Keyboard + Mouse
Very Positive (321 reviews)
VR Support
Public Linux Depots:
  • Rivalry Depot - Linux [127.28 M]
Rivalry Status Update #26 - Improvements and 0.27 Released!

This week I have made a few more small changes to various parts of the game that needed fixing and have released a new version that includes all the new features I have added over the past few weeks.

This week I have added a "rendering percentage" when rendering. This is surprisingly a great improvement because now you can better judge how long the video will take to render. I feel a lot more paitent waiting for a render knowing that it's not going to take forever. :)
Game Description Image

I have also made blood shoot out from a limbs surface at a perpendicular angle. Before blood would shoot out towards the center of the colliding weapon, which would result in blood gushes having some unrealistic trajectories. However now it shoots towards the limb surface's "normal", resulting in it shooting out from the limb at a realistic angle.

https://www.youtube.com/watch?v=pHgjbdAh1A4
Game Description Image

Started on getting network play working again. I did some research into the memory consumption during recording of games. This has an impact on network play as I am using the same format across the network that I use to save the game for replay, so if I get it optimised for replay, it should also be optimised for network play. At the moment I believe I am saving too much information about the game state for each frame. Eg. saving information for limbs that are not moving. If I can reduce this, it will allow for less memory consumption, longer games and lower ping times when being used in network play.

[ 2016-12-04 04:19:29 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 12.04. SteamOS
  • Processor: 2.4 GHz Intel Pentium 4Memory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: 720p display. Any graphics card since 2004 should work.
  • Storage: 300 MB available space
  • Memory: 4 GB RAM
  • Recommended Setup

    • OS: Ubuntu 12.04+. SteamOS+
    • Processor: 3.4 GHz Intel i7Memory: 4 GB RAM
    • Graphics: 720p+ Display. Intel HD Graphics 4000 and higher. ATI Radeon HD-Series 4650 and higher. Nvidia GeForce 2xx-Series and up
    • Storage: 1 GB available space
    GAMEBILLET

    [ 6520 ]

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    4.00$ (80%)
    49.77$ (17%)
    4.95$ (17%)
    2.19$ (85%)
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    33.17$ (17%)
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    0.63$ (87%)
    30.0$ (50%)
    0.89$ (87%)
    2.25$ (85%)
    5.25$ (65%)
    6.3$ (82%)
    0.75$ (92%)
    1.7$ (91%)
    0.56$ (81%)
    1.7$ (79%)
    1.31$ (81%)
    1.7$ (91%)
    6.38$ (57%)
    10.2$ (66%)
    10.2$ (74%)
    1.84$ (74%)
    0.6$ (91%)
    1.02$ (87%)
    2.55$ (87%)
    0.85$ (91%)
    1.02$ (74%)
    2.76$ (86%)
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    5.1$ (74%)
    1.58$ (77%)
    0.58$ (92%)
    1.91$ (87%)
    1.24$ (89%)
    3.19$ (79%)
    MacGamestore

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    21.99$ (27%)
    6.99$ (86%)
    0.99$ (75%)
    38.99$ (13%)
    31.99$ (20%)
    4.89$ (84%)
    1.49$ (85%)
    1.19$ (88%)
    1.19$ (94%)
    17.49$ (20%)
    1.28$ (87%)
    4.89$ (88%)
    1.19$ (76%)
    4.99$ (83%)
    2.99$ (85%)
    1.49$ (85%)
    13.99$ (7%)
    1.99$ (80%)
    1.19$ (76%)
    1.99$ (89%)
    51.49$ (26%)
    0.79$ (89%)
    3.99$ (80%)
    17.49$ (13%)
    2.24$ (85%)
    1.10$ (93%)
    0.99$ (93%)
    1.09$ (82%)
    1.09$ (84%)
    4.99$ (83%)

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