Devlog #1 - Beginning of the Bean


Welcome to Devlog #1 for Combat Beans: Total Mayhem! Over the next few months I`m going to be doing weekly devlogs to show you all what the current state of the game is, and also any interesting bits and pieces that are being worked on at the moment. This week, You`ll see the list of features of in the game as of its current latest build, and also some of the concept art.

Current state of the game

First up, the following features have been fully implemented and after internal testing, everything is working as intended*

•   Bean colour customisation – You can freely change the body part colours of your bean.

•    Level progression and experience system – You will get EXP for participating in game rounds, killing other players, winning rounds and so on. As you get more exp and level up you`ll unlock cool new cosmetics like dog tags and helmet attachments (this part will be finished soon)

•   Gameplay mechanics – movement, gunplay, game round loops are all working fine. This is something that will always be looked at according to feedback, and new gameplay mechanics will be added during the early access period.
•    Free for All and King of the Hill game modes – 2 working game modes, both are FFA but there will be team variants of these too.

•    Dynamically scaling servers – This is mostly back end related, but the servers are all spun up dynamically based on the server load. This is handy as it means there wont be a ton of servers running with few players online.
•    Regional servers – EU and East US for now, with West US and at least 1 Asia server coming soon (according to demand)

•   2 maps – these will be showcased in more detail in a later devlog, but currently we have 2 maps completed and 1 more in the concept stage.
•   Steam achievements– currently there are 19, I plan to have 25 for launch.


Concept art vs final in-game assets

Here is some of the concept art for terrain and level props, and also how they look in the game. I wanted something simple and clean, with lots of modular capability. All the model materials are using vertex colour channels, which lets me easily change the colours of the parts to whatever I want without needing new albedo textures.

Next Devlog
Guns…..Lot`s of guns….

*Praise the God of bugged out Beans.

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