Here are a few new shots of the new UI, improved flamethrower, and a load of dead enemies!
Hi everyone, yesterday I took a little visit to EGX to check out a few things including trying out VR for the first time. There was so much going on it was just impossible to get round everything in just a day, especially when there's a queue for all the big name games and what-not. Here are few pics I took from my crap (phone) camera!
...and yes that's a life size tie-fighter! Anyways the highlight of the day just had to be trying out the upcoming HTC Vive - Valves answer to the Occulus Rift. The game they had on it was Elite Dangerous and it was simply amazing! I've never felt so immersed in a game before, I felt like I was actually piloting a space fighter. Just looking around the cockpit, weaving around asteroids, trying to figure out which of the many buttons activates the missiles, it was all mind blowing! HOWEVER, and yeah it's a big however... the resolution needed to be much higher for me to be completely sold on it. And HTC Vive is supposed to be the best for resolution. VR is the future but it may be a few years off from being a worthwhile consumer product. Still worth checking out at these events though!
So what's going on with Overdosed?
My list of things to do with this game is getting smaller and smaller! But it's still very hard to predict when it will be ready for Steam Early Access, but we're looking at mere weeks away. I find myself just refining almost everything to make it the best it can be. It may not be the most efficient way of developing but if I see room for improvement I feel responsible for making it happen. Even when we release on Early Access the game will be constantly updated with both fixes and new/improved content. There's just so much we want to put in this game but we know we can't just keep it to ourselves forever :D
Here are a few new shots of the new UI, improved flamethrower, and a load of dead enemies!
More on Adventure mode
You’d be forgiven for thinking this project was dead with the complete lack of social media activity. So don’t worry, it isn’t dead! :D I’d love to be more active on twitter and whatnot but posting on social media does not get the game done, and that’s my priority right now. On the plus side it does mean I have lots of new things to show you which include the primary and bonus objectives of adventure mode (incorporating heavy enemy numbers and various pickups will come later).
Structure of adventure mode
Objectives for each stage
Every stage will have its own objective(s) to be completed to open a locked door (behind will be the exit). As each level is randomly generated it won’t be straight forward to find them. The objectives will be clearly identifiable with the colour of the lights e.g. a blue room will have some sort of objective in there; a green room is a completed room. Each theme will have the same structure which is as follows:
Within each of these stages however will be a choice of 3 bonus objectives
As you can imagine, bonus objectives are only optional and can be left alone if desired. However you miss the opportunity to reap the rewards if you complete them without dying/timer running out. All 3 of them are a challenge and will test your skills and dexterity. You will have to make the decision prior to activating them based on how much health/ammo you have to see if it’s worth the risk. If you succeed you are rewarded with a ‘loot chamber’ with health restoration/ammo and other pickups! These objectives are as follows:
Pit of Doom – You have to kick X amount of enemies into the 4 pits, enemies will not stop coming until you succeed, or die.
Death Run – Fight your way down a corridor of death and plug the enemy spawners, the further you get down the corridor enemies spawn less frequently.
Guard the Stash – Protect a massive mound of cocaine from enemies shoving their face in it for 2 minutes.
Next on the agenda
Pickups in random level generation
Ah it's been a while! I have more stuff to show off so let's get to it! I have the generation system down to what I'm happy with. Recently I've been adding gameplay elements to it which will vary depending on the level. In the screenshots below you can see all the visuals are there for the industrial theme. Don't forget there will also be a haunted theme and hospital theme too!
Above left you can see there is some sort of gate blocking the way to a ladder (which goes down to the next stage). This can only be opened by finding a door switch (above right) and activating it, so the player will have to do some hunting around. Take note that this is ALL randomly generated.
Here you can see a little wooden box on the floor. These will be scattered around the level and are VERY scarce. So what are they? They contain weapon parts. Find enough of them and you will get a new weapon to play with.
Above you can see the size of the levels. I could make them bigger but I don't want the player to feel too lost.
Don't forget it's still in development so everything is subject to change.
Massive thanks to everyone who has voted for us and helped us get the attention of Valve. It simply wouldn't have happened without your support. We can't wait to get it done, get it on the steam store page and share our amazing creation with you guys :)
Decorating corridors – Random generation
Recently I have been working on figuring out how to decorate the corridor sections of the random generation levels. In the images below you can see I'm still using the industrial theme assets. Once I have it done and looking nice for industrial then I can move onto the other themes. The way I'm doing it involves the tile pieces looking to the pieces around them and seeing if it can connect with them in some way.
You can see I have pipes which link up across multiple tiles, and there is of-course added randomness to break it up a bit. There is also a bit of randomness in whether things like lights spawn of other things so you can get corridors of complete darkness!
The ‘room' pieces are the big empty areas you see here. These will probably be variants of these but each variant will be a collection of industrial assets to make them look like some industrial generator room or storage room. Open spaces should be kept to a minimum to make it more interesting visually.
Our top-down shooter has made its way onto kickstarter to help get funding for various additional assets.
Overdosed is a fast paced, adrenaline fuelled trip to remember! In this top down shooter the player is on an intense experimental form of LSD and as a result they must fight hordes of nightmarish creatures in randomly generated and arena style levels.
Think Hotline Miami meets Rogue Legacy. Our adventure mode will challenge you to fight through 5 randomly generated stages with a variety of objectives without dying. However you will keep your unlocks so you can get further and further with each playthrough! Our Arena mode will have you fighting endless waves of enemies in increasing numbers and tests your skills to see how long you can last in the pit of madness!
The Kickstarter itself doesn't just allow you to purchase the game, our rewards offer you EXCLUSIVE things like beta access, T-Shirts, leaderboard nameplates and even our lowest tier of £1 gives you a chance to draw your own doodle and put it in the game permanently on the floor of fame :D
Also don't forget STEAM users, vote yes on our greenlight page!
Levels that make themselves!
Hello all! I wish I could get around to doing these updates more often but as you might imagine, creating a random level generation algorithm (that actually works properly) takes a lot of time and focus. I've managed to do some pretty sweet things though! I have some paths loop round to each other while maintaining the integrity of my game design ideas (basically sections behind a locked door are still only reachable though the locked door).
I have the main tile generation stuff done, the next step will be replacing all the white tile rooms to actual rooms. You can see above I have already have basic corridor tiles which have replaced the white ones. I plan for each tile to spawn in different objects so it doesn't look repetitive. Collectable items such as weapons/health/ammo will be hidden (hopefully quite well) and will blend into the scenery. It will be very different to Arena; pickups won't be glowing and obvious. in Adventure you've really got to scour the level for these things.
Below are a few images showing how the generation system does what it does.
It all branches out from the start room, one tile after another. Each tile has about a 90% chance of being a corridor, else it's a random room. Corridors are more likely to be a straight piece rather than a corner or 3-way piece giggity. Once there are X amount of rooms in the level, it then caps everything off with the small red rooms.
So after all that, each tile piece looks around them to see if they run adjacent to any other sections, if so there is a chance they will connect to them (creating potential for looping - there would be more than 1 path to get from A to B). The blacked out areas show a section that will be blocked off at the end by a locked door. This section can keep itself nice and separate.
The next step is to replace all these tiles with actual rooms and corridors, and of-course to make it look sexy as fuck. It's all WIP (work in progress) so changes will be made to this generation system and I will be able to show off more visual stuff soon.
Ramble on random level generation
Hey everyone, rather than do a big write up on how things are going with the game (we are lazy after all) I've done a video showing off a few things and talking about how I've done said things. Apologies in advance if none of it makes a lick of sense :P
Adventure mode is underway!
Hey everyone, I’ve started work on adventure mode which will be randomly generated levels where each time you play it will be a completely different level. I would have showed it off earlier but up until now it was just a bunch of messy algorithms. As you can see in the GIF below I have random corridor generation which branches and sprawls out in every direction, but don’t worry the end product probably won’t look as confusing/daunting to navigate through.... probably. The next step will be to add big rooms and have them join up nicely. Once it all works properly on 2D tiles like it is now then I will convert them into proper 3D rooms.
The gameplay will be a bit more complex than simply running through a maze though. There will be certain pathways which are blocked by locked doors or are maybe just pitch black. You will need to find keys and light sources to progress. You may also stumble across objective rooms where you must defend a generator from attacking mobs otherwise the whole level will descend into darkness!
More info and progress will follow as it happens.
Our greenlight campaign is underway to get Overdosed onto Steam!
If you've got a steam account (who feckin hasn't) then hit the link below and hit the 'Yes' button to vote. That's it. Seriously. The more votes we have, the more likely we will get on Steam. FREAKIN STEAM!
Update on our kickstarter:
Our campaign will be a bit delayed due to the bank taking the piss setting up our account. It will definately be coming in the next few weeks but we'll be sure to post updates when it's good to go.