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rewards

Halls of Glory Portraits

portraits

Did you back the Guts and Glory Kickstarter at the Halls of Glory level or higher?

Then don't forget to submit your portrait image by December 15th! 

Send images to hakjakgames@gmail.com and please use/include your Kickstarter email.  You can also send images directly via Kickstarter messages.

Thanks!

v0.5.0: Achievements, Rewards, and Larry's Hardcore Challenges

LAZERRRRZZZZ!!

LAZERRRRZZZZ!!

Version 0.5 has been released upon the world!  

Now you can earn Steam Achievements, view some basic Stats, unlock sweet Hats for your main characters, and brave the crazy aerial challenges of Larry and his rocket lawn chair!

Gotta catch 'em all!

Gotta catch 'em all!

ACHIEVEMENTS AND STATS

Steam Achievements, Stats, and in-game Rewards have arrived, and even more will be added in the future!

- Added 15 Steam Achievements (11 standard + 4 hidden)
- Added a handful of Steam Stats (local & aggragate global)
- Made Achievement unlocks retroactive where possible (ie-you don't have to re-complete tracks to unlock Rewards; forced level skips do not count)

NOTE: Steam Cloud Saves not yet supported; all track times are saved locally. 

Larry, lookin' like a stud in his Viking helmet

Larry, lookin' like a stud in his Viking helmet


UNLOCK REWARDS

Each Achievement is linked to an in-game Reward (Hats), so you can show-off your accomplishments with some sweet new headgear, and maybe other in-game items in the future.

Kickstarter backers at applicable levels will also receive their exclusive Wacky Hats Pack soon too!  (I just gotta figure out how Steam's in-game item system works first....)

Prepping the new SmartBomb launcher

Prepping the new SmartBomb launcher


LARRY'S HARDCORE COURSES

Larry is ready to compete at last.  Prepare yourself for some hardcore rocket-powered challenges!

- Added 7 Official Tracks
- Built in a brand new map: Lucid City

Larry and his rocket lawn chair are finally out of the prototype stage, but it's still unruly vehicle (it is just 4 rockets strapped to a chair, after all).  It will definitely take some practice and skill to master this unique character and his deadly courses.  If you have any troubles don't fret, more Class F characters will be added later, with easier controls and handling.

SUPER IMPORTANT TIP:  use the "Roll" buttons to turn Larry in the air!

Larry Improvements:
- Improved automatic camera rotation issues when vehicle is at extreme angles; general camera and control improvements
- Increased rocket power, for more responsive control
- Increased character's strength; can survive impacts and landings more easily
- New voice audio; Larry finally has a real voice!
- Removed "prototype" status

zzzZZZZZ-BLAT!!

zzzZZZZZ-BLAT!!


MOAR GIBS PLZ. OKAY!

Blood and gore FX for major body parts has been improved even more.  Added dynamic blood spray when major parts are dismembered, as well as little meat chunks and bone fragments for even more satisfying and bloody damage.

Too much?  No worries... a setting will be added later for adjusting blood amounts.

NEW HAZARDS

Eeeezy peeezy

Eeeezy peeezy

Death Lasers

You requested lasers, you got lasers!  These deadly red beams will instantly heat any flesh they touch to an exploding point!

These don't target the player directly, but instead point in a fixed direction or rotate in a predictible manner.

Larry's own invention may be his downfall

Larry's own invention may be his downfall

Reflector Rays

These experimental death beams were originally invented by Larry himself, but when he went off the deep end, his brother and arch-nemsis, Harry, stole the credit and the glory.  Now Larry's own invention is being used against him!

Watch out when you see one of these.  They can be reflected up to 100 times off of specific surfaces and shoot 3 times farther than red beams.

But they look so happy :)

But they look so happy :)

Smart Bombs

Another product of Larry's genius, these rocket-powered explosives will seek out their target and then lock-on when within range, exploding after a designated time.  When you start to see them flash red you better get out the way!

Well that one's gonna hurt...

Well that one's gonna hurt...


GENERAL IMPROVEMENTS / BUG FIXES

Improved Control Mapping system:
- Control elements can now be assigned to multiple inputs (click "Add" instead of "Replace" when re-assigned inputs)
- UI navigation elements can now be re-assigned as well.

Community Track Menu Improvements:
- Community Tracks Menu now pops up immediately in-game; removes unnecessary load time.
- Fixed bug that caused Community Tracks filter to stop working after using "Change Track" or return arrow buttons from Pause Menu in Community Tracks.
- Improved controller/keyboard navigation for the new Community Tracks menu (still needs more work)

Other Bug Fixes / Improvements:
- Fixed language settings menu bugs
- Fixed bug that caused music to restart during respawn, instead of playing continuously.
- Removed "Main Menu" button from Pause Menu during Level Editor "Quick Play" mode.
- Fixed Chapel Hill terrain bug that caused blood splatter to not show and crashes/missing terrain on some machines.
- Replaced custom road shaders with more performant standard shaders.
- Minor improvements to "smart cam" predictive movements for all vehicle classes
- Added 30+ Hats, which will be linked to new Achievemnts over time.

Localization:
- Finished adding remaining Level Editor Objects to localization system (ATTN TRANSLATORS: only terms ending in "_ObjectMap" are important; others are optional, since they also have image icons).
- Assorted language edits

NOTE: Localization updates will be minimal during Early Access, since everything continually changes.  Localization will be given a final, major review and update when the game nears completion.

Lucid City sunset

KICKSTARTER REWARDS

Now that we've reached v0.5, work on the remaining Kickstarter Rewards is about to kick off soon!

I'm learning how Steam's in-game content unlock system works so I can set this up properly (rather than just sending out generic codes that anyone could use).  As soon as I get that figured out, I'll setup the Wacky Hat Packs, Golden Crowns, and the Golden Bicycle Rewards.  Once those are out, I'll be reaching out to each of the high-end backers to start production on the final, Custom Rewards and Halls of Glory content.

Hat Collector

-- Next Steam update: mid-May --

Over 30 hats to unlock!  COMING SOON

Over 30 hats to unlock!  COMING SOON

I was hoping to release a small update today, but at this point it makes more sense to roll it into the next one.  So you can expect a big content update in the middle of May!

In-Game Rewards

Did you finally beat that last, super hard track?  Or upload your first Workshop level?  Or kill little Jimmy for the 100th time?  Then you, my friend, deserve a reward.

What better way to show off your accomplishments than with some sweet new headgear!  Classy black top hats, shiny red beer caps, and even a big pile o' poop are only some of the amazing hat rewards you can unlock.  Now you're rollin' in style!

beer hat

I've gotten 36 hat rewards built into the game so far.  These will be linked to various Steam Achievements as development continues, and a counter on the far right will show you how many you have collected versus how many are currently available, which will increase with each update.  Gotta collect 'em all!

poop emoji hat

Stats & Achievements

Steam Achievements are finally coming to Guts and Glory!  I'm working on some basic in-game stat tracking and linking all of this to Steam's Achievements system.  If all goes well, Steam Achievements will be available in the next update.

Any special requests for Achievements?  Let me know on Twitter!

-- Next Steam update: mid-May --

Kickstarter Post-Mortem: Guts and Glory

As most of you reading this probably already know, the Kickstarter for Guts and Glory successfully ended on October 16th!  1,125 amazing people pledged a grand total of $34,053 to make this game more epic, bringing the total funding to 112% of the target goal.  After pledges that didn't clear, and the Kickstarter and processor fees, that should put it right around the the target goal of $30k.  Now I can afford to work on the project full-time until Early Access release (crazy?  maybe... but sometimes you gotta take big risks if you want big rewards right?), and will soon have some more resources to make the game bigger, better and faster!  

A screenshot from the demo track shown at TwitchCon, prior to the Kickstarter

So, for those of you interested, here is a brief Guts and Glory Kickstarter Post-Mortem:

  1. Momentum and hype are critical.  In retrospect, I wish I would have done this Kickstarter smack dab in the middle of the Steam Greenlight campaign, when new internet traffic was at it's peak and people were trying the open pre-alpha builds for the first time.  Running the Kickstarter when the hype was at its peak would have been much more efficient and effective, as the 2 campaigns would feed off each other.
  2. Kickstarter is less appealing for indie games than it used to be.  Thanks to so many projects that have burnt their backers, or made pie-in-the-sky promises, people are less trusting of backing projects than a few years ago.  There are also many more active projects competing for those dollars at any given time.  Despite the fact that G&G had incredible Greenlight stats, #1 rank on IndieDB for several weeks, a well-known indie publisher, and very strong YouTube support, it didn't just "take off" as quickly or easily as I was hoping it would.  Many people wrote me simply stating that they loved the project and were stoked to buy it, but simply didn't want to hassle with the Kickstarter process.
  3. Digital-only Rewards are a great option, as long as you give them enough value.  Most campaigns seem to have a lot of physical goods involved.  This quickly eats up a ton of the funds raised for production, shipping, VAT, etc.  I wanted to ensure that as much of the funds raised as possible went directly towards making a better game, rather than making T-shirts, so I opted for digital-only rewards.  (Thanks, TinyBuild, for steering me in the right direction on this one!)  Much to my surprise, the top tier ($1k level) rewards actually sold out!  So in the end, it paid off, and now I can focus purely on the game immediately, rather than producing and shipping a bunch of physical stuff.
  4. Different communities, different cultures.  The Kickstarter community and culture seems much different that what you generally find on Steam.  I believe more mainstream/family-friendly titles, in general, would do better on Kickstarter than "edgier" games like G&G.  The vast majority of pledges came from first-time backers.
  5. Make the $25 reward a "no-brainer" in value.  Pack as much as you can in there to make it very appealing.  This is the average Kickstarter pledge amount, so this should be your primary target reward.
  6. Cross-promotions can help a ton!  Over halfway through the campaign, I was able to offer a sweet cross-promo deal with the folks at Dynamic Pixels, thanks to my publisher, TinyBuild.  Those that backed at the $25 level or higher would receive early access to the alpha build for Hello Neighbor, another highly anticipated indie game.  It worked wonders and gave that extra push needed to cross the finish line and help ensure success.
  7. Success breeds succcess.  As soon as the Kickstarter funding goal was hit, there was a huge spike in traffic and pledges after that.  People want to be part of something that is a guaranteed success, so the lower you can set your goal and the faster you can hit, the more funds you're likely to generate.

There's a lot of work involved in running a Kickstarter campaign.  It takes up more time than I expected, but it was a huge learning experience and ending up paying off.  Hopefully these key takeaways will help others looking to start their own Kickstarter in the future.

Since the Kickstarter has ended, I've already fulfilled the first couple rewards.  The first was the package of "Glorious Goodies": exclusive wallpapers, a printable poster, and a fun papercraft.  HumbleBundle has an awesome rewards fulfilment system, so that made the entire process a breeze.

The second one was much more fun: the Yang Family Demo!  This is basically a big physics sandbox map for players to try out the Yang Family and their car for the first time, explore the map, and wreck in creative ways.  This car has been one of the most anticipated characters, so using them as a backer incentive has worked out well, and has also been a good source of feedback.  It also taught me that I will need to make optimization a priority going forward if I want to add the gobs of physics-based content I'm planning for the full game.

Prototype AI cars in the Yang Family Demo

Now that I have the immediate rewards fulfilled, I can wrap up some misc. work this week and then go into next week focusing fully on developing the game further and preparing for the Beta Access release.  That's where things should start getting really interesting....

Bringing a whole new meaning to the term "blended families" in the Yang Family Demo