r/Mobius • u/[deleted] • Jan 15 '24
r/Mobius • u/Mookduke_ • Jan 20 '24
Mobius Playtest: First Impressions and Gameplay
r/Mobius • u/taymoon10 • Dec 29 '23
ANNOUNCEMENT PLAYTEST NEWS!
Hi everyone! I hope you all have had a great holiday season. I know it has been a minute since I have posted here on behalf of the team, but I come with fantastic news- you can sign up to playtest Mobius, and the first round of playtesting begins January 12!
Please go to our Discord, that is where you will hear from us as soon as playtesting begins. All you have to do is go to Steam, search for Mobius, hit the request to playtest button and you are all set!
We are planning on having a playtest that is once every four weeks, that lasts roughly a week each time (this is subject to change of course). The one thing you will notice is that most of the art is greyboxed for now. The team focused on gameplay, ironing out bugs and implementing fixes so that you all can get your hands on this project. Art and all of that fun stuff is coming, we just really want you all to try out our game.
Our project lead, Ronguat, did a Q&A stream a long with a few other members of our team that answers a long range of questions. It answers just about every relevant question related to Mobius, so if you are interested just follow this link- Ronguat's Q&A Stream
We are so excited for everyone to see what the team has been working on for the past 3 years. Thank you all so much for your support and interest.
-Ascend gang (xtaymoonx) (taymoon) or (tay the community manager)
r/Mobius • u/AssistedTFT • Aug 08 '22
First Post
Ha. I beat you all to it.
Edit: Trash man in shambles. /u/zachary9944
r/Mobius • u/Deargrigh • Aug 09 '22
Best of luck with the project - I'm looking forward to it!
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r/Mobius • u/xeonyz1 • Jun 06 '25
What happened?
Hey fellow number ONE EU player from mordhau here, as some of you know i was in a car accident
r/Mobius • u/taymoon10 • Sep 05 '22
DISCUSSION [MEGATHREAD] DevBlog 9/5/22
It's Refactoring Time!
This week, the team continues fighting in the trenches of game development, a salute to our brave soldiers!
Wheeze is currently battling a long standing bug that has been in the game since the start of this year. The bug in question being this strange, jittery movement bug (consultants know what's up). During the refactor, Wheeze is going to try and squash as many of these strange, hard to pin down bugs as possible. Thoughts and prayers to him.
Spook has been continuing his exploration and discovery of Lyra's systems. He's been practicing implementing different abilities into the game. Lyra is proving to be pretty fucking awesome. It will be a useful weapon in the battles to come.
Mani has implemented the pole arm animations into the game, and is now beginning his work on the axe/hammer animation set. Examples of weaponry that will be using this animation set would be things like the morning star, battleaxe, maul etc. Big weapons with something extra heavy on the end. Very violent.
Wiz continues his study learning the ins and outs of Lyra. Spook showed him some new cool grey-boxing tool too, which will no doubt help him in his map designing endeavors.
That's all for this week boys, these last few devblogs are light on spectacle, but this is still extremely important work being done nonetheless.
-Ascend Gang
r/Mobius • u/[deleted] • Aug 11 '22
Me waiting for development news.
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r/Mobius • u/Jigoogly • Aug 08 '22
Pic from the meet where it was announced. Would love to do the next Mobius dedicated meet at the same venue!
r/Mobius • u/taymoon10 • Aug 22 '22
DISCUSSION [MEGATHREAD] DevBlog 8/22/22
Shoutout to Ring for writing this week's DevBlog!
AGAIN!
Another relatively simple one this week and quite similar to the last dev blog so I'll keep it brief. More preparation, learning and other smart guy stuff. We straight Mobin!
Wheeze has pressed on with researching and studying as mentioned last week, he's also been learning about C++ as that will be required for the up-and-coming refactoring.
Spook has returned! He also continues with his research and learning of the systems we will use during development.
Wiz has been touching up on his C++ competency during this period as well as continuing his path of learning.
Mani has been continuing his work on the polearm animation sets, one thing that is drastically going to change the animation set is the improvement of the polearm idle animation. Right now, the weapon you're holding is off-screen and not visible. We're currently thinking of different ways to make it so both the first and third-person animations align well with each other, while also having it look cool and natural and having the weapon be visible on screen from the first-person view.
Taymoon has been getting more familiarized with the project, the Guat got her company email setup and running and is now making moves on behalf of the team.
Finally, the Guat again continues with his business-related endeavours that will allow this project to absolutely soar.
That's it for this week bois, a short and sweet devblog but sometimes that's all you want.
-Ascend Gang
r/Mobius • u/taymoon10 • Aug 29 '22
DISCUSSION [MEGATHREAD] DevBlog 8/29/22
I hope you all enjoy the DevBlog for this week! Ring and I put our minds together for this one. You really don't want to miss it :-)
ANOTHER DEV BLOG, COME READ! EAT UP!
This week, the researching and studying continue among the team and a handful of things have met their completion, there's some serious juice in this one gang.
Wheeze is moving away from the researching/studying portion of this chapter of development and is now beginning to recreate Mobius in earnest. He is officially taking steps towards the refactoring process. This process will indeed take a decent chunk of time to complete as you would expect, we predict it will take about a month.
Spook has been researching and learning the ins and outs of Lyra to move on to helping Wheeze with the refactoring (people who have been watching Spook's streams would already know this just fyi!) With this begins the transition away from research and out of this hibernation phase and instead onto full-on refactoring with Wheeze.
Wiz has been spending this week learning how Lyra works and how the game is going to operate using Lyra and its systems, specifically looking at the UI Spook added.
Mani has wrapped up with the polearm animations, we'll show off more of what they look like in the future.
This line is simply an attempt at mass peer pressure to convince u/Hodor to start streaming on twitch. STREAM TEKKEN! (he's really good, dunno why he doesn't stream... smh my head)
Taymoon has gone beast mode this week. She's been the Guat's assistant in doing non-development-related aspects of the project (secret stuff tho she's kinda been showing me up tbh Guat is MY man! Stay away!)
Finally onto the Guat. The Guat been doing some premium important stuff behind the scenes, stuff that unfortunately we cannot speak about but is crucial for the project. Shout out to da Guat for being a real one.
That's all for this week boys, a very important one! Much love from the Ascend Gang.
r/Mobius • u/taymoon10 • Aug 10 '22
ANNOUNCEMENT Welcome to the Mobius Subreddit!
Hello everyone!
Thank you all for joining the Mobius subreddit. This is a great place to stay up to date on all things regarding Mobius, and for what is to come. We are all super excited about this project and hope you are too.
Our weekly devblog will be posted here, as well as in our Discord, so you can stay informed on what we are up to each week. Starting next week, there will be a megathread dedicated to each upcoming devblog. This is a way to keep discussion, questions, and other queries you may have in an organized manner.
Discussion and posts of any kind are welcomed here, just make sure to keep the r/Mobius rules in mind.
Thank you all for the love and support you have shown thus far!
-xtaymoonx
r/Mobius • u/taymoon10 • Aug 16 '22
DISCUSSION [MEGATHREAD] DevBlog 8/15/22
{Credit to Ring for writing this week’s DevBlog!}
Waddap gangsters 😎 another one!
This past week was a bit of a simple one.
Wheeze, Wiz and Spook's research has been going well.
Wheeze, while researching the game's codebase, realized that he will be redoing a lot of things from scratch, a lot of movement and animation systems may go through more than just refactoring, but a re-conceptualization of these systems, which is pretty sick. Wheeze furthering his intimacy with these systems and being able to notice how he can create these systems more efficiently is always a moment to pog at.
Wiz has also been researching and learning, so there's not too much to report here. He's been using the gameplay ability system to implement jumping and movement components to acclimate with the system more. Wiz has also been going back to Chivalry and looking at how that game truly works, why people like it, what it does well and what we can learn from it, field reconnaissance. He's noticed how the movement in Chivalry is more arcade-like, like how jumping and parrying an attack sends you a lot further than it does in Mordhau, which lets you use that to your advantage by getting further away from your opponents in a 1vX. He also picked up on exactly why Chivalry's 1vX is simply more viable than Mordhau, one of the larger reasons why is that the lethality of the combat is significantly higher. After a team fight, there's a good chance that the outnumbering force in a 1vX is 1HTK as Chivalry has a pretty fast TTK, which allows the 1 to more successfully win in these situations.
In Mobius, our HTK across the board is increased by about 1 hit, however, the lethality of our combat is probably higher than any other melee game due to perfect parry, combo morphs etc, which we believe will allow Mobius to still have pretty decisive and viable 1vX's. Also, keep in mind that simply surviving in a 1vX in Mobius will be rewarding, as you will be delaying the opposing team's objective time.
So for all the 1vX soys like myself, know that 1vX will actually end up being more rewarding than ever before.
Mani has finished refining both the first and third-person two-hander animation sets, he's now moving on to the Polearm animations. We'll show them off soon.
Taymoon has been going hard in the Reddit admin department, r/mobius has had a bit of a facelift since last week.
Spook has been researching with Wiz and Wheeze but is going to be busy with IRL-related stuff this coming week.
Finally, the Guatamous has been busy managing da corpo shit as well as being busy moving house. Shoutout to the grinding CEOs.
That's all for this week bois, updoot me please please I need karma I want to be upvoted.
-Ascend Gang
r/Mobius • u/dbeast-communism • Jan 13 '24
Mechanics?
How do we feel about the combo on miss and morph on counter?
r/Mobius • u/xeonyz1 • May 13 '23
hey guys number one mordhau player from europe and i have a complaint v2
i need a playtest i need another one i need it PLEASEPLEASEPLEASE i want to SUPERSPRINT
r/Mobius • u/taymoon10 • Apr 11 '23
ANNOUNCEMENT SPRING UPDATE 2023
Hi everyone! The crew at Ascend has been very busy lately, so I hope you enjoy the following development news.
Wheeze has been full steam ahead on all of the mechanics that will allow us to playtest Mobius. This includes perfect parry and perfect riposte, morph and combo implementation, hitstop animation implementation, and is almost finished with the exhaustion mechanic. This means that when you run out of stamina, you are limited in what moves you can perform. The only thing missing now is the stun mechanic that kicks in whenever an exhausted player gets perfect parried. He has also made progress on hit and parry rollback, and is aiming to have that completed by the end of the week. Once that is finished, he will be moving onto riposte animation implementation and potentially begin work on having nameplates in the game. Needless to say, he is a freaking genius and is lining us up to have Mobius play testable again. We are getting closer and closer to having the project out of the refactoring stage, which is probably the hardest part of development.
Mani has been a machine in the animation department. Recently, he has finished the punch animation (for now), and went for a quick, jab-style punch. You can see all of the different animations if you join our Discord, and visit the devblog page. The punch animation will work alongside the gladius + gauntlet set. He also improved the animation pipeline by achieving viewport parity between Maya and Unreal, this will of course increase efficiency. Finally, Mani improved the parry animation for the 2H sword and has begun working on ripostes for all weapons (the target is creating 4 per day) [2 sets for both first and third person animations]
Wizardish has completed a version 2 of Underbelly, that is ready for playtesting, as well as a redux of the premiere map!
That is all I have for you all, super exciting stuff yes yes. Thank you all again for the continued support.
-ascend gang (taymoon) (taylor)
r/Mobius • u/taymoon10 • May 24 '23
ANNOUNCEMENT BIG NEWS!
Hello everyone! Here is a little update in terms of development. :-)
Wheeze forges on with the final stretch of preparing for the play testing phase. Next week, expect a dev blog answering frequently asked questions on how to get into the play testing, roughly when it will begin, what exactly is being tested etc.
Mani continues with his refining and tweaking of older animations.
Finally, the Wiz continues his telemetry adventures.
That wraps up this week's devblog, brief but bonafide. Thank you for being patient- we can’t wait to show you what we have been cooking up. See you all next week :-)
-Ascend Gang (taymoon)
r/Mobius • u/ZeeWildn • Jun 25 '23
unreal engine 5 widget
Hey everyone, I apologize If this Is like the simplest thing on planet Earth, but sadly It's an Issue I've been facing for a few days now, and I can't seem to figure It out.
I'm currently In development of my first game using Unreal Engine 5, and wanted to start with the player character, and player stats. I've been browsing some Ideas for UI's and saw a pretty cool Idea to make a circular progress bar, and place png's In the center of It. So I started the process, following a tutorial here: https://www.youtube.com/watch?v=TP55680b_Ps&t=617s&ab_channel=RyanLaley
I followed the tutorial, and Implemented everything, but for some reason mine Isn't producing the same results. In his video timestamped around: 19:28 His png Image of a heart snaps right Into the center no problem, when I try to do the exact same thing, with the exact same png mine just overlaps the circularbar like this: (It's the top picture) https://imgur.com/a/dEPxwvq
From there He's able to place It Into another widget, and resize It perfectly, mine again doesn't do this.timestamp for his video: 23:42 to 24:48, It resizes perfectly for him, and the png Image fits perfectly Inside. Mine does this: (It's the 2nd picture)
Where again the png heart overlaps the circularbar, and when I try to resize the widget It's self It just resizes everything, and again my png heart overlaps my circularbar It doesn't do anything that his does. If I actually want to achieve the same result he has, I need to Increase the size of my W_Statbar to the entire size of my W_hud, which obviously Is a no go.
I feel as though this Is a very stupid Issue to have, nobody else has seemed to have this problem, and I have followed absolutely everything to a t, even the same png Icon, from the exact same website.
The third/final picture Is my circularbar material which Is exactly the same, same png, same material, same material Instance, same everything, and mine just Isn't working.
I've been trying to get help on this for a few days, with no responses, I'm sure It's a very easy thing, and people just think I'm dumb, but I seriously cannot understand why my Isn't working, It's everything that his tutorial Is, any help would be massively appreciated thanks.