That's right, I'm working on 0.3 right now. The biggest feature for this update will be a level editor! The current plan is different surface types with different amounts of grip (road, dirt, ice), hazards (pits, grass [if KarBOOM teaches you anything it's that cars are allergic to grass]), and obstacles (barriers, rocks, ramps and bridges). This is a lot of work, so it'll be longer than usual before this update is released, but I'll keep you guys posted on how it's all going. I'm aware that the online features still need some improvement, so along with the level editor I also plan to add more server info and options, more statistics and information in-game, and other improvements I wrote on my to-do list (which I left at home, so I can't remember them all just now). Jibb
It looks great! Are all those cars in the last screen online? since a few months ago there was some major lag when testing. It would be nice if 0.3 would come soon. Roel
Hi Roel! Sorry about the late response! In the last screen they're all bots. The lag in online play is less because of bandwidth and more because of latency and KarBOOM's lack of effort to cover it. As such, many more cars can be played online without adding to the lag. As Superku suggested in the GS showcase thread, I'm working on covering up the latency with some client-side movement. Jibb
Hey guys! I've noticed a lot of accounts created lately. I think that may have to do with KarBOOM being in c't magazine! Awesome! You guys have joined at a good time -- it has been a long time since a public update, but this has been due to lots of changes, and a lot of time taken to fix some show-stopping bugs as I made those changes. And, of course, I would get more done faster if I wasn't a student as well. However, KarBOOM 0.3.1 is being thoroughly tested, and I'm working on 0.3.2, remembering this isn't the final version of the game, so it's not the end of the world if it isn't super polished. As long as there are no glaring problems (such as those found in 0.3.1 necessitating 0.3.2 so quickly), you guys will be playing a new version quite soon. Once this is out, expect much more regular updates (like some users might remember a year or so ago) as the focus shifts from deep-set issues to smaller, quicker improvements like new options, game modes, mutators, and what have you. I'm also considering moving to a third-party forum solution soon, as I want to focus on developing KarBOOM and not the forum. In the meantime, here are some new screenshots: Drag-&-drop player setup: I can never resist a gameplay shot. It's refreshing to not see the same combination of cars, I think: Results screen with awards: Watch this space. Watch @JibbSmart on Twitter to make sure you don't miss anything. Jibb
A huge spike in numbers can entirely be attributed to KarBOOM being featured on Rock Paper Shotgun. This pretty much made my month. I'm stoked. If you're new to the forums and the website, this thread (no link, I actually mean this thread you're reading now) probably has the most up-to-date information on this website. KarBOOM's IndieDB page is actually more up-to-date, usually, since they make it easy for me to release new news posts every now and then. Things are changing all the time. Keep an eye out for KarBOOM's public update coming out next Wednesday (November 30th). This will be the first public update since February, and a lot has changed! Follow me @JibbSmart so you don't miss anything. Jibb
KarBOOM update is really coming out this Wednesday. Lots is new! Jibb
It's worth mentioning that the level editor is non-existent. I made KarBOOM's levels in a hex-editor. Level editor is definitely planned, but it's just not happening in this update. The current level format is very restrictive, limiting the types of levels that can be created. I'm planning ways to have a more free-form, painterly means of creating levels and matching that with a very small file format that will keep level loading and level-transfer fast.
A premium account is a KarBOOM account that can be used in the game to play with others online.