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workshop

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!

v0.3.10: Bloody Good Times

This week I gave the blood system a complete, epic overhaul, added broken bone stumps, improved the ATV physics, added very helpful new Level Editor tools and more LE content.

Paint the Town Red

Gone are the blood effects that looks like they were from an GTA Vice City; the entire blood system has been completely replaced!  I’m very excited to present to you the brand new blood effects for Guts and Glory!

Blood can now cover just about anything, annnd it can stay on-screen longer!  The goal here was to create an effect similar to Nintendo’s Splatoon game, where the spatter covers anything, no matter how complex the geometry beneath.  The splatters are also animated to actually look like they splatter outward, instead of just instantly appearing.

The blood particles have also been replaced.  They are now animated, more 3-dimensional-looking, and randomized.  They also spurt out periodically, like a burst artery, and eventually drizzle down to nothing.

The blood is stylized, rather than trying to make it look dark and too realistic, but I’ll add settings for those who wish to change things like that.

What a mess...

The bloody little details

Bones and Settings

I’ve also added some experimental broken bones that appear where limbs are torn/broken off.

Gibs and guts will be added later, with options to turn them on/off.

Later I will  also add an option to the Settings menu, so you can you can tweak these settings to your liking, such as: changing blood size, amount and color, how long it stays on-screen, bones on/off, gore on/off, etc.

Wheeeeeeeeeee!

ATV Physics Overhaul

I reset all of the ATV physics settings and built it back up again from scratch, with lots of testing along the way.  It was time-consuming, but worth it.  The ATV now controls better and handling is easier.  Oh, and Earl can finally do the loops!

Let me know what you think of the new ATV physics and if further tweaks should be made.

Move objects around super easy with the new Smart Move tool!

Move objects around super easy with the new Smart Move tool!

New Level Editor Tools

New Tools, Modes and improvements have been made to the Level Editor to make building levels even easier and more fun.  My favorite is the new Smart Move tool.

Smart Move Tool

I’m really happy with this one!  The Select Tool is now a “Smart Move Tool.”  Using this will move objects around the scene intuitively.  It automagically rotates items to match the surfaces of other objects you drag it across, making it a lot faster and easier to build complex stuff.

The Move Tool is now finished with planar and absolute movement settings

The Move Tool is now finished with planar and absolute movement settings

Planar Movement

The Move Tool now has planar movement.  This just means you can click and drag objects on multiple axis at the same time.  To move an object on a plan, just click and drag the small squares near the middle of the movement arrows. 

Just another improvement to make building levels easier!

Global/Local Mode

There is now a Global/Local Mode switch.  This allows objects to be moved in universal up/down, left/right, and forward/backward directions, rather than just according to the object’s rotation.  Very handy when building levels!

Snap-to-Grid

Grid snapping now works for rotations too.  All rotations snap to 22.5 degree rotations, allowing for both quick alignment and fine control.

New Level Editor Content

Trees and buildings are now 25-45% cheaper to place (ie- they don’t fill the Complexity Meter as much).

As usual, new content has been added to the Editor.  This week I focused on adding more to the Nature and Building categories.  I added the following:

·       Nature: Trees: 4 new trees, including large broadleaf types.

·       NEW Category: Nature: Rocks: 25 types, including large cliffsides and small detail rocks.

·       NEW Category: Buildings: Industrial.  Includes a huge warehouse with variations.  Useful for creating small, enclosed tracks or quickly separating an area of your course off from the rest.

·       3 new Terrain Textures that blend well with the new Nature content

Bug Fixes

As usual, I stomped out several bugs along the way.  You can view them all here.

There are two issues not fixed in this update.  The Level Description field does not work well for long text, small windows, or aspect ratios narrower than 16:9, and the Workshop URL link sometimes points to the incorrect page.  These issues will be resolved by next update.

SPLAT!!

Early Access Release Date

Steam Early Access for Guts and Glory begins February 16th! 

Help me to keep working on this game full-time by telling your friends about the release date and adding it to your Wishlist.  Thank you all for your support!

-----VERSION 0.3.10-----
Blood and bones update, new Level Editor Tools and content, and ATV physics overhaul.

v0.3.10.2
LE: Buildings: Industrial: added huge warehouse with multiple variation settings
LE: Buildings: Industrial: added opened and closed generic warehouses
Added new Level Editor Object Category: Buildings: Industrial
Added 3 new Terrain Textures that blend well with new most of the new Rock objects: Stone 6, Gravel 1, and Sand 1
LE: Nature: Rocks: added 25 new rock models ranging from cliffs to detail rocks.
Added new Level Editor Object Category: Nature: Rocks
LE: Buildings: Garages: reduced base complexity cost from 15 to 10; total cost reduced by 25%.
LE: Buildings: Houses: reduced base complexity cost from 30 to 10; total cost reduced by 30-40%.
LE: Nature: Trees: added 4 new trees (more complex than the older trees though).
LE: Nature: Trees: reduced base complexity cost from 30 to 10; total cost reduced by 25-45% each.
Updated blood particles for hanging hooks to new blood system.
Added object pooling to blood splatter for better optimization.  Set to 300 splatter limit for now.  (User settings will be added later to adjust this limit so blood stays longer.)
Replaced old, flat blood splatter decal system with new, dynamic decals system; allows blood to splatter on any surface and stay longer.
Updated in-game Bug Reporter.
Fixed GUI layout that caused level name input field to not be visible if screen size too small.
Fixed bug that caused all Vehicle Classes to be shown if certain GUI menu combinations were done.

v0.3.10.1*
Added visual bones system.  Severed limbs and stumps can now show bones and can be broken/twisted out of place.
Blood spray now spurts in intervals, like an artery burst.
Replaced blood particle system with better looking, highly optimized version.
Updated dismounts for each character based on limbs needed to actually control the vehicle.  (Only Larry had this feature before.)
Added a new music track to Redneck Robin Hood level, by Frank Liu.  (More tracks from Frank will be in the Yang track group update)
Increased grip strength for all Characters by 1. (So they don't die as easily from impacts or high falls.)
Improved ATV physics, suspension, tire frictions, steering and handling in general.  Earl can finally handle loops, and steeper hills.
Increased Track Descriptions on buttons from 128 to 222 characters.
Improved camera handling and consistency on loops.

v0.3.10.0
Added "Smart Move" Tool.  Move objects around the scene intuitively; auto-orients object rotations to surface normals.
Added planar movement to Move Tool; user can move objects on 2 axis simultaneously.
Added Global/Local Mode switch button; allows objects to be moved and rotated in absolute space.
Snap-to-Grid mode now works for rotation of objects.
Fixed bug causing local save/load menu to sometimes not appear after returning from QuickPlay mode.

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!