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Yesterday we talked to you about our plans for the game going forward and in detail about the coming improvements in level design. Today’s topic is the introduction of the Class system.
What you had up until now was a jack-of-all-trades-Störmer. That will be a thing of the past. The future brings you a selection of hardened warriors, each with their own strengths and weaknesses and new powers to boot.
The classes in DieselStörmers are defined by their combination of shot pattern (aka The Weapon) and armor power (aka The Ultimate). The weapon class will be defined by its shot pattern and associated properties like recoil, for example. The armor class will be defined by the new armor power. It will work much like the overdrive you are familiar with, but it’ll come with a variety of effects.
For the next update we will have a couple of predetermined classes for you to toy with and get a feel for their individual play styles. They are far from finished, mind you. But you’ll get a sense of the things to come.
For the future we have custom classes (pick your own preferred weapon and armor power combination!) and/or random classes (XP bonus for added unpredictability) in mind. How awesome is that?
Let us know what you think. And tomorrow we’ll see you in an update about the Perk system.
Yesterdays update here
As we made progress with the development of DieselStörmers during the last couple of months, it became clear that the game was taking a direction we didn’t envision. Your feedback helped us estimate how the game could and should progress in the future.
And isn’t that exciting? After all, early access gives us the opportunity to play with the game, to change things, to completely break features up and recombine them to create something new. In essence, we can keep the stuff that works and rework the stuff that doesn’t. You’re right in the dev trenches with us, giving us precious, precious feedback and playtesting the newest builds with us!
After taking all your feedback into consideration, we came up with some awesome modifications and you’ll get to see and play the first steps of these changes on Friday. We restructured the game in a manner that will benefit it in the long run and make it more interesting to play over a longer lifespan!
Our Q1 goals for Dieselstörmers are:
- Release of the new gameplay – a more roguelike approach to how you achieve success in the game. The first step will be released on January 30.
- Iterate on the level dressing and art –we need to rework some of the existing level dressing to fit the new nonlinear format and reworked jump heights. This iteration is scheduled for the end of February.
- Combine the legacy game and the roguelike game into one stable branch. This will mark the end of the “old” Dieselstörmers and the beginning of the new!
Going forward, we will add more to the schedule. But for now we want to share some more in-depth information on the new gameplay, starting with the new level design.
Fighting and splattering your way from the left to right was a simple way to start things off, but it got repetitive over time. Now you’ll be able to explore the town of Ravensdale in a completely new way. In addition to street level combat, you’ll be able to explore deep below the city, with loops and branches that offer optional challenges, rewards and meaningful choices. The current prototype layout is static with randomized content, but future missions will also randomize the level layout.
Exploration is definitely encouraged in the new game; you can potentially find upgrades that allow you to access areas and rewards that were previously difficult or impossible to reach. Navigating the levels can now be a challenge in itself, even with no enemies present.
Given the stronger shift towards the roguelike parts of the game, expect to die a lot. You’ll be able to discover new content with each playthrough though, and the power of your character will grow the more you play, discover and unlock.
Tell us what you think. We’ll see you tomorrow with an update on the new class system!
"DieselStormers" © 2014 Black Forest Games GmbH. All rights reserved. Uses Scaleform GFx © 2014 Autodesk Inc. All rights reserved. Microsoft, Xbox 360 Controller and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. All trademarks are the property of their respective owners. All rights reserved.
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