Hi all
with current version we have uploaded all the first 4 languages. Now you can choose, before launching the game, which one to use – English, Italian, Spanish , Romanian and Chinese. Here:
And some menu shots.
The translations were done by some VERY nice followers so TKS SO MUCH Caleb, Eduard and Gwen!
You are GREAT!
Tomorrow we will upload also the German version and soon also the French file.
Sadly no Klingon.. the free font needs to be in unicode 😛
…and next week will be finally time to jump out of Early access 😉
Last week end we were at the Game Over 2015 (Milan) and it was quite fun.
We had many great gamers at our location, knows nice persons that were interested in the flair and some other devs.
Some pics, take a look:
and here’s our youngest champion that made it to level 2:
He didn’t even read texts, just follow his instinct 😉 AMAZING.
We also gave away some cards:
After the fair we spoke a lot about how the people has played the game and the challenge of the first sector.
So we decided to add a camera move on the first use of the activator to be sure everyone understand what to do, a bit more.
In current version we have other fixes:
click on the options highest border doesn’t close anymore the options
better cut scene on first water colour change, without the problem of pressing the action button and change SynBs at the same time
better shader on taken d-Disks
first enemies in Sector-01 give more ammo when killed, so no more risk to be without ammo on Sector-02
the kebre is easy to kill on Sector- on level easy and normal, with longer scream animation and less energy
You can play right now with all that stuff right now.
With the localization we are on SP, FR and DE, it will take more time but it’s coming out.
That’s all for the news, take care and have fun until next week!
Tomorrow we will upload a new version on STEAM! The game has soooo many changes that it will force new save-games (will do it automatically), old ones are now obsolete.
This version has also a lot of fixes, new hints, new rooms and more cut scenes plus a complete new feature which is a new MAP SYSTEM, related to the collectable-items. You can see on the map where your current SynB and the other SynBs are at any time and see also other informations about the sector.
Take a look:
We have also complete the IT localization and all the arenas are ALL DONE and READY to play – you just need to find out how unlock them 😛
The game modes for the arena mode are still 3 and for each one there are 3 different sectors with a different weapons asset – for a total of 9 different arenas.
Some pics:
The loading time for any arena was also reduced drastically – you will see. 😉
That’s all, hope you are happy for the news and we hope also you will play and enjoy and then spread the word!
For any feedback or problem remember to write on the official game HUB!
Thanks a lot, have a great week end and take care!
Isn’t it a nice day? Hi all!
The end is near! 😛
Wednesday we finally added all the PCs, with the story/gameplay info, to Sector-10 so it is 100% DONE. What does this mean? It means the MAIN GAME MODE is COMPLETE.
HELL YEAH, dammit!
So what are we doing now? Of course drinking champagne and watching the sunset… ah, sooooo coool and relaxing.
…sadly not. 😛
We are on lot of things because we want to release the game asap, so let’s make a list of what’s going on:
We are completing the IT localization, it’s taking a lot of time, more then expected sadly… then we will move on with other languages, at least that’s the plan. Alessio fixed all the bugs of the editor and added some feature for knowing which sentence was changed and a better backup system.
With the arenas, we have right now 3 new and playable but for the week end I think we will have ALL ready. We have added new names (that give an idea of what’s going on..) and changed the weapons list and specs, for making them great experience, let’s hope you will love them. We reduced the map size, so you can see more icons on screen and planing your moves .
On the ALTERED SIGNAL arenas we recalculate the noise effect, it will start sooner but with less.. noise and become stronger with a better progression. In the previous version it started late and strong and we were not completely satisfied with it .
Alessio has changed a bit the hit detection of the Kebre, the first boss… it will change with the difficult level, so if you are a beginner 😛 maybe (MAYBE..) you will make it to Sector-02. MAYBE 😀 You can see the areas in the image, the black zones are the parts that you hit with the firing of your weapons (and are of course invisible):
Throwing bombs now is a bit faster, it takes less time
We have some new in game E-mails from NO-END that introduce the player a bit more to the gameplay, with a bit of infos about the SynBs and the Activator. We decided it could be a good idea after a friend of mine (from UK) played the game and told us his impressions.
Uff that’s all. I think it’s time for a new version, what do you think? 😉
After completing last sector we are still on adding story elements in it but at least the collectables are finally placed in game – take a look:
You just need to find out how to reach them 😉
There are also some news about the arenas, we are now looking which sectors use for them. If you have tried the ones available on current build, you have maybe seen that the arenas are parts of the sectors but with some minor difference, for making the rooms perfect for an arcade gameplay.
So, for the new ones we are making some tests because not any place is right and sometimes parts that looks nice offer, in reality, a tedious gameplay, which is of course a bad thing that we want to avoid at any cost.
We are also thinking how to make them available to the player. We have some ideas but we are not sure, right now.
In any case, here are some WIP screens:
And here is our current text editor for managing the translations – which has some bugs 😛 with some (special) characters type and that Alessio is fixing:
On the right the original texts (in EN), on the left the same that will be edited in the new language – with a click the edit-window will pop up for writing and saving the sentences. After the work is done, a global save creates the new file for the new language – a rapid copy/paste in the game directory and the job is done!
And before leaving, if you are in Italy or maybe stay in Italy, we will be on the GAME OVER 2015 festival in Milan with our game THE BODY CHANGER , but only on Saturday (September the 19th ) – more info here:
Time for a new updates after the usual weekly meeting – this week x2 :P.
Sector-10 is having some minor palette changes on last part and we are thinking where to put the interactive PCs for the story infos. Plus now the rooms have names and it was stress-tested.
On other things: we added in the hints list a new one for switching between the SynBs, with the mouse wheel, and fixed some texts.
We have changed the position of an info PC in Sector-1, because there were too many in a room and we are adding a new info text that will appear during the first fight with the Kebre – here:
We added another 2 achievements, one for the last Sector and one for the Yellow Ray, just like the blue and the green one.
So right now we have added all the achievements from our list (last Sectors, end game…) + some more, everything is ready and uploaded on STEAM. We just need to finish last stuff and upload a new version and complete the end scene.
Alessio is changing the levels for adding some collectable items following a list we wrote months ago.
Of course this has also a specific new achievements. Here 3 of the icons:
The idea of the collectable items is also “related” to a new feature of the game you will see soon.
Alessio is working on an exporter/converter for all the languages texts – when it will be ready we will have the possibility to manage all the texts… just to time for making the translation 😉
The last level is still in progress, rooms are almost done and connected, just some “details” 😛 are missing:
texturing
add a better light(s)
verify the walls collisions
and then it’s time to write the scripts.
Maybe we will “shrink” some parts but we will find out if it’s necessary when the enemies where be on stage and after some strong playtesting 🙂
Some pics:
Even if we liked the previous palette(s) we tried one that I made on Sector-9 (for Sec-10), just for fun, and the result was better then expected.
So, that is Sector-10 final palette:
We are building all the rooms and changing a bit the order – the idea is to have something that “grows” with a rhythm while you move from one to another, something that feels right and is fun to play.
It’s important that things seem to have a logic, feel well connected and that anything has the right time(s).
Of course it’s all about hard work on good ideas BUT also to remove all the extra things that kills the game balance – something like “more is less” (maybe: less is more clear and nicer to play).
We are trying hard, hope it will work. 😉