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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.

v0.4.5: Workshop Content Update

Over 30 new items!

New Workshop Content

This update is all about adding new content to the Level Editor so you can build even better challenges for people around the world the enjoy!  There are a bunch of new outdoor props, including interactive objects like tables, chairs and the classic green recycling bin.  There's a fancy new water fountain with animated water, a garden planter, and more construction props which come in really handy.  I've also added a couple more vehicle props, including a flatbed truck (with changeable colors) and, by request from several players, a big yellow school bus.

The new over-sized Hazards from the Gumsy and Gomar Theme Park levels have also been added.  These hazards will automatically change direction when they hit something, so they are more versatile.  Unfortunately scaling does not work for these, so they are a one-size-fits-all hazard.

And, by request, Flip Pads have been added as well.  They come in 3 different strength variations and I'm sure they'll be abused to hell in the Community Tracks xD

Below is a list of new items:

New Special Items:
- FlipPads; 3 strength variations

New Hazards:
- Giant Hammer
- Giant Baseball Bat
- Giant Blender

New Props:
- Vehicles: Prop Truck (dynamic; w/ simple color change)
- Vehicles: Prop School Bus (dynamic)
- Pathways: assortment of modular sidewalk parts (cement)
- Industrial: Construction Barrel (dynamic)
- Industrial: Construction Barricade (dynamic)
- Industrial: Concrete Barricade (static)
- Industrial: Metal Support Bars (simple)
- Industrial: Control Panel (non-functional; static)
- Industrial: Air Conditioning Unit (static)
- Industrial: Wooden Crate Large (non-breakable; dynamic)
- Industrial: Warehouse Shelf Sets 1-3 (static)
- Industrial: Wooden Pallet (non-breakable; dynamic)
- Outdoor: Patio Chair (dynamic)
- Outdoor: Patio Table (dynamic)
- Outdoor: Patio Umbrella (dynamic)
- Outdoor: Park Bench (static)
- Outdoor: Garbage Bin (static)
- Outdoor: Ashtray (static)
- Outdoor: Water Fountain Fancy (animated)
- Outdoor: Drinking Fountain (static)
- Outdoor: Marble Planter (static)
- Outdoor: LampPostProp (dynamic)
- Outdoor: Recycle Bin (dynamic)
- Buildings: Special: Pavillions 1-3
- Buildings: Special: Pillar Dome

 

Yay! Sidewalks!  Now the pedestrians can be safe, right?

*Sidewalk Warning*

By request I also added sidewalks to the editor at the last minute.  Unfortunately, I didn't realize that the scaling was off until just now.  So if you use these in a level, please be advised that the scale will be reduced in the next update, so it might affect any level that uses them and need adjusted.  I'll do my best to avoid that, but please be aware.

Crowd Pleaser

You wanted more peds, you got more peds!

I did some minor optimizations and doubled the limit on pedestrians, so you can now place 2 of each character in a level!  Even more characters will be allowed in the future, after I do some of the bigger optimization updates.

However, it's not recommended to group all of them together as you see here, since low-end machines may experience a brief FPS drop if they all get mooshed at once.

Double the peds, double the fun!

Steam Private Beta

What will YOU create in the new Workshop Level Editor?

After more than 400 hours of game development since the Yang Demo was released, I’m happy to announce that the Guts and Glory private beta is finally ready on Steam! It will begin this Friday, January 6th, at 7:00am MST.

A Steam Key will be posted to your HumbleBundle Download page on this date.  If you lost that link, you can request it again here using the same email address you use for Kickstarter.

This version is open to all Kickstarter Backers of the Golden Prestige Pack and higher levels, and limited Press.  There will also be a few keys given away to HakJak Newsletter subscribers the following week, so sign-up now if you haven’t already!

Currently running on Windows and Mac.  I’ll be working on the Linux build very soon.

Create infinite new challenges!

Level Editor + Steam Workshop

I wanted to get this into your hands as soon as possible, so please understand this is a “bare bones beta.”  It’s as raw as they come.  The primary feature of this version is the brand new Level Editor and Steam Workshop integration.  It’s only the beginning stages of the editor, but is already powerful enough to build some very cool stuff.

Level creation is very easy.  Just hit the “Create” button on the Main Menu to get started.  Hover the mouse cursor over any button to see a Tool Tip explaining how things work.  As you build, you can press the “Quick Play” button at any time to instantly play test.  Once you’re finished, you can upload your level to the Steam Workshop with a single button.

I will be adding more to this very quickly, and I can’t wait to see what you guys create!

Track Groups: each tells a story... well kinda...

Official & Community Tracks

Tracks are now divided into 2 sections: Official Tracks and Community Tracks.

Official Tracks are now placed into Track Groups.  Each group loosely follows the story of a specific character(s) and theme.  Each track the groups is also locked until you complete the one prior.  Don’t worry though—I toned back the difficulty levels on many of them, and revised or replaced others!  Any levels you completed already in the alpha (v0.3.3) should already be unlocked for you, if you’re playing on the same computer.  Not a lot of new content in this section yet, as my focus has been on the Level Editor and community tracks.

Your Personal Best Time is now shown directly on each level button.  Leaderboards will be added later as well.

Community Tracks will show a list of all the levels you have subscribed to on the Steam Workshop, as well as your Personal Best Time for each.  Just hit the “+” or subscribe button on a level in the Workshop.  After you subscribe to new levels, they will be added to this list if you leave it and return, or just hit the Refresh button in the upper left corner.

The new Vehicle Classes legend is shown on the right

Vehicle Classes & Controller Support

Vehicles are now divided into Classes.  This will make it easier to build new content and tracks designed around specific types of vehicles.  You can also set which Vehicle Classes are allowed in tracks you create in the Level Editor.  This is much faster and easier than having a long list of all characters that will be in the game. 

Controller support has also been added to everything except the Level Editor.  So you can finally kick back and play without messing with the mouse!

Play God.  Create and destroy!

Steam Store and Community Pages

I’m in the process of building the Steam Store and Community pages right now.  I should have them done today, and will submit to Valve for approval.  Once approved, you will be able to share screenshots of the game on Steam Communities, see the public Workshop page, add the game to your Favorites for future notifications, share with friends so they can add to their Wishlist, etc.   This process can take up to 5 business days.

Until then, the Steam Workshop page may be a little harder to find.  If you can’t reach it through Steam Search, then just upload a level and it should take you there; the first time you upload a level, it should take you directly there in your Steam overlay.  Just bookmark this page for now, or wait until it is published publicly by Valve in a few days.

Turn up that glorious new music!

Music

Guts and Glory now has an epic, custom theme song created by Ressa Schwarzwald! I think you guys will love it!

I’ve also added several custom and licensed music tracks throughout the game, with much more in the works! They really add a lot to the game and bring the levels to life. I love the irony created by the new music in the Rooftop Hop track and Industrial Power too.  

Music options will be added to the Level Editor soon as well!

Thank you for all your support!!!

Thank you for all your support!!!

Awards

I am also very honored to say that Guts and Glory has received a couple video game awards! It received IndieDB’s “Editor’s Choice” Award and also placed in “Player’s Choice: Best Upcoming”.  

HUGE THANKS to everyone who voted and has supported this project! When the days get long and I get stuck on some really difficult code, seeing your support is a huge motivation.  

A Final Note

I apologize for the long gap of time between last update and this one.  Adding the Level Editor and Workshop integration was one of the biggest challenges so far, and I've just been absorbed in it for the past month or so.  It's mostly been a lot of technical stuff that doesn't offer much "show and tell" for an update.

However, now that this part is complete, it lays the foundation for the game and sets things up for rapid development going forward.  I should now be able to do much more frequent (and fun) updates, and I look forward to your feedback to help shape things to come!

Larry and his Rocket LawnChair

Kickstarter ends in 3 days, claim your glory before it's too late: https://www.kickstarter.com/projects/hakjak/guts-and-glory

Wow, it's been a busy month!  Running a Kickstarter is hella hard work, but it's looking like it all may pay off soon.  There are just 3 DAYS LEFT and it's 87% FUNDED!  That's cutting it close, so I really hope enough new pledges come in to meet the goal.  Kickstarter is an all-or-nothing platform, so if it comes up even $1 short of hitting the goal then everything is refunded and no rewards sent out.  So crazy!

Luckily you guys have been amazing support.  As the deadline nears, tweets and posts have increased, and many backers have even increased their pledges, pushing us closer to that sweet finish line.  These next 3 days are both exciting and nerve-racking.

It's easy to let all the power of this thing go to your head.

I've been hard at work on the 4th character for the game:  meet Dr. Lawrence Walters, also known as "LawnChair Larry!"  He was once a very successful rocket scientist, but one day discovered the wonders of LSD and lost his mind.  Now he's building his own rocket-powered contraption from spare parts so he can compete in the Guts and Glory games and reclaim his former life--or just feed his addiction.  He's not quite sure yet.

Getting the physics and controls to work well for a vehicle like this was a big challenge.  At first, it just wanted to fly all over the place uncontrollably like a balloon losing its air!  (Thought I was playing Goat Simulator for a minute, haha!)  But eventually I found a way to integrate it into the rest of the vehicle physics system and stabilize the controls.  It's so much fun to just fly around on this thing that I probably spent more time than I needed "playtesting" it.

Added a sweet new shader for the rocket flames as well, which really brings them to life.  I'll upgrade the vehicle boosters to something similar as well.

Up, up, and awaaaayyyyy!!

I've also been working on a new map for prototyping, playtesting, and benchmarking changes.  I call it "Map X" and you can see it in the trailer above.  This will be a part of the Beta on Steam, so everyone can rapidly test adjustments made to vehicles on a wide variety of settings.  There are track areas for each class of vehicles, include a large car course with a large loop and jumps, terrain friction testing areas, and more.  I'll continue to expand on this map as needed during development.

I've also done some bug squashing and a little bit of optimization work.  Discovered that having v-sync on by default is a terrible idea as well, so if you have low FPS, try turning that off.  My friend's computer went from 30FPS to 300FPS just by doing that!  Also, in future versions of the game I plan on adding some legit bug reporting and analytics features so I can fine-tune things much more efficiently.

That's it for now!  I'll be setting up an official Steam Store page/Community Hub soon and adding a control customization system.  Once those are done it will be time to start building a level editor!

Thanks again to everyone who has supported the Kickstarter and fingers crossed that we hit that goal before time is up!

#1 on Steam Greenlight in 5 days! What?!

I just can't even... so much love!

I just can't even... so much love!

This week continues to be so surreal... is this real life?  I can't even believe all the love that Guts and Glory has been getting from the gaming and YouTube communities!  Just 3 months ago I nervously began to show people this project I'd been working on for so long in private, and now it's all over YouTube and thousands of people have sent me emails or left comments saying super nice things or words of encouragement.  Doing this project has been so fulfilling already!

Then yesterday morning you guys pushed Guts and Glory all the way to #1 on Steam Greenlight!  WOW!  Such love <3

Here's the Steam Stats from today, Day 6.  See that green line?  That's YOU guys!

I was blown away!  I wanted to share the news immediately, but was waiting because I thought that meant it would be Greenlit today, so I figured I would do it all in one post... but apparently Steam Greenlight doesn't quite work that way, as you can see in an article over here.

Either way, I am extremely thankful for all of the support that Guts and Glory has gotten so far!  It's a massive force of motivation to continue to make this the best game I can!  I can't wait to see what the future holds for this project and the crazy things that you guys will make and do with it.

You guys are the best!  Thank you :)

 

Earl the Redneck vs Cannon Turrets

Earl done lost his head again

Watching Guts and Glory get a ton of views and feedback on Steam Concepts gave me a ton of motivation to work really hard this week.  I just finished Earl the redneck and his ATV, and also added Cannon Turrets to the game which are really awesome (and a little bit scary).  I threw them together in a short mock desert track and posted a new video to YouTube to showcase more of the potential for this game.

I've been so busy developing that I haven't been able to spend anymore time marketing, so Steam traffic (new, unique visitors) has slowed down to just a steady trickle.  Going forward, it looks like I'll need to dedicate at least 15-25% of my time towards marketing in order to continue building a large enough fanbase.  Learning as I go....

I still haven't posted anything to other major hubs yet, like Indie DB or Reddit, so I'll probably pitch a tent in those camps soon and start making friends :)

Guts and Glory is BLOWIN' UP!

BOOM!  Landmines are now functional.  Not perfect... but functional.

Well, a LOT can change in just a week.  In only its first 7 days, Guts and Glory has climbed to the #77 rank on Steam Greenlight (out of 2,344 other titles on there at the time)!  And it's only in the very early development stages.  Whaaaaaat?!  Lucky 7's baby!

Woo-hoo! 

Woo-hoo! 

I went from being incredibly anxious about the announcement a week ago to incredibly excited!  All of this has been from just word-of-mouth though, so I thank all of you who have helped/will help spread the word!  I hope people continue to tell their friends about it and help get more people to follow the project on Steam and on this blog, or social media.  

NEXT UP: I think I'm going to put together a checklist/development roadmap and post it on Steam.   I keep getting questions about when stuff will be done, when a playable build will be out, etc. so that should help answer some questions and also give everyone a good idea of what's to come, and show progress updates.

Keep checking on this blog and Twitter for the most frequent updates though!  I'll try to reserve the Steam Announcements for relatively big stuff so I don't spam anyone's accounts.

I can't wait to see what the future holds for this game project!

2 new Vehicles/Characters in Development

Earl and his ATV, and the Yang Family in their Mezooki 700 Series convertible

Although I hinted at this with a dimmly-lit image during the announcement, I decided to go ahead and reveal the other 2 characters/vehicles that are currently in development.  I'd like to introduce you to Earl and his ATV (inspired by some fellow Idaho residents) and the Yang Family in their poorly built "premium" car, the Mezooki 700.

This rounds out the starting selection with 3 sizes of vehicles (small, medium, and large) with a variety of speeds and handling so I can try out all kinds of scenarios.  The hardest part is probably going to be adapting the various hazards and special items in the game so that they are just as dangerous to these new characters as they are to the bike.  These are still in very early phases of development, but I will post a video with them in it when the time is right.

On a side note, we've reached a consensus on the Steam Concepts page that the main dad/son character shown in the video is too similar to another game and will be replaced this week.  Visit the page on Steam if you would like to help decide what the replacement should be!

 

Now on Steam Concepts!

Wooooooo!  Exciting moment!

I took the next step in getting Guts and Glory out there by posting it to Steam's Concepts pages.  This is similar to Steam Greenlight, but just for projects that are in early development. It's used for getting potential player feedback, building an audience, etc.

Please take a moment to check it out, vote, and let me know what you think!

http://steamcommunity.com/sharedfiles/filedetails/?id=674500565