Jun 8, 2018
Cogs and Cowboys - nixt
Hello everyone!

There were some issues with 0.4 not starting and the main menu not working. Those are fixed in this hotfix. Enjoy!
Jun 6, 2018
Cogs and Cowboys - nixt

Hello everyone!
I apologize it has been so long since the last update.
I added quite a bit of features under the hood and then got caught up with things outside of development and never pushed the update.
That said, I’m now doing it a long with some other things I just added.
Here’s the breakdown of this update:
  • Skill tree - Your watch now has a skill tree that you can use to upgrade various stats, such as how fast you can shoot, your reload speed, your health, shield, etc.
  • New loot system - The new loot system uses a lot of math and probability to make loot drops better so you can’t run out of all your ammo and lose.
  • New shot effects - The .gifs don’t show it well, but they have a cool distortion and particle effect that looks awesome in VR.
    NORMAL/FIRE WEAPONS


    ACID WEAPONS
    (Sorry for the gif artifacts, can't get rid of it)


    SHOCK WEAPONS


    Play the game to see plasma :)

  • New models in survival map - Replaced the old buildings with better ones, redid all the collision, and added some props and trees. Preview at the top.
  • New holster location - Nobody liked the lower back holster, so I moved it up front. You’ll see a little box highlight when you can drop your gun in it
  • Ammo count displayed on belt
  • Short (4 minute) story mode playable teaser - This is a prototype level I made before redoing the story. Since there isn’t any story stuff for this game, I thought I might as well put it out for those that want to try it (it’s nothing special though).
  • Enemy health reduced - Enemy health was reduced and now increases based on the leveling system the previous update added, so enemies will get more difficult as you continue on. You’ll need to find new guns to be able to keep up the fight against them at later levels.
  • Elemental kills Elemental kills (the element burning kills the enemy, not the bullet) now result in the enemy yelling and dissolving in front of you. Your character sometimes laughs in response.

  • Added pointer - You can now activate a pointer by slightly pulling the right trigger. Pull it all the way to select. You can also use this to pick up objects from a distance - just point and click the grip.

  • Touching a gun with your hand or pointer now displays its stats and the stats window resizes based on your distance so you can still read it from a few feet away.
  • Bunch of little bug fixes with various things.
I apologize for how overdue this has been. I always told myself I would never be one of those developers that released an Early Access game and never finished it..I just got a little too carried away with my ambitions and it got to the point I was overwhelmed with what I wanted to make this game as a single person working on it. I've since stepped back a bit. Most of the mechanics are in now, so I can begin on making the single player and making it something actually manageable.
Cogs and Cowboys - [MWGD] Nixtwiz
Hello!
Yet another progress report!

Today I added a burn effect for when enemies are killed by elemental burns.
They essentially scream and disintegrate based on the type of element burning them. In the future I'd like to add actual animations for each element type, but for now this will do.

Today I also implemented a basic skill tree. You get skill points with each level up and can increase things like weapon fire rate, reload speed, pistol damage, rifle damage, weapon accuracy, and in the future even more options.

At some point I created a bug causing the large enemy to not actually shoot towards you, so once I fix that and finish setting up the basic skill tree I will push this update for you all to try.

Thanks,
Nick
Cogs and Cowboys - nixt
Hello!
Yet another progress report!

Today I added a burn effect for when enemies are killed by elemental burns.
They essentially scream and disintegrate based on the type of element burning them. In the future I'd like to add actual animations for each element type, but for now this will do.

Today I also implemented a basic skill tree. You get skill points with each level up and can increase things like weapon fire rate, reload speed, pistol damage, rifle damage, weapon accuracy, and in the future even more options.

At some point I created a bug causing the large enemy to not actually shoot towards you, so once I fix that and finish setting up the basic skill tree I will push this update for you all to try.

Thanks,
Nick
Cogs and Cowboys - [MWGD] Nixtwiz
Just did a progress report earlier today but then I started working on this and thought it'd be good to share.

This is the Steam-Powered Gatling Gun Glove.


Imagine having a gatling gun as your hand, and that's what this will be like when you grab it and put your hand (controller) inside.

The canisters on the bottom are water tanks that are used to create steam and make the gun start firing.

The things on the sides are train whistles.
When you start shooting, it'll spin up to speed and the whistles will blow as it unleashes it's firepower. It sounds like being plowed by a train because that's what it feels like.
Cogs and Cowboys - nixt
Just did a progress report earlier today but then I started working on this and thought it'd be good to share.

This is the Steam-Powered Gatling Gun Glove.


Imagine having a gatling gun as your hand, and that's what this will be like when you grab it and put your hand (controller) inside.

The canisters on the bottom are water tanks that are used to create steam and make the gun start firing.

The things on the sides are train whistles.
When you start shooting, it'll spin up to speed and the whistles will blow as it unleashes it's firepower. It sounds like being plowed by a train because that's what it feels like.
Cogs and Cowboys - [MWGD] Nixtwiz
Hello all,
Just a quick progress report on what I have been working on.
  • The radar issue (as far as my testing has shown) is now fixed and the radar no longer stops working randomly.
  • The level system is now fixed, xp wasn't caculated correctly between level ups but now is.

I have a new map that's roughly half done. I need to finish adding details and collision boundaries and then set up enemy spawns. I have another enemy type I will be adding in the near future as well.

I have also been working on setting up systems for the story. I have added a watch to the left hand that can be used to open the Character, Quests, and Pause menus. They aren't fucntional yet though.

As far as the story mode goes, I've been working on setting up the opening level and will be recording the dialogue shortly, I think you'll find it pretty funny.

From there I will be making more levels and quests and just expanding the story in general.
Cogs and Cowboys - nixt
Hello all,
Just a quick progress report on what I have been working on.
  • The radar issue (as far as my testing has shown) is now fixed and the radar no longer stops working randomly.
  • The level system is now fixed, xp wasn't caculated correctly between level ups but now is.

I have a new map that's roughly half done. I need to finish adding details and collision boundaries and then set up enemy spawns. I have another enemy type I will be adding in the near future as well.

I have also been working on setting up systems for the story. I have added a watch to the left hand that can be used to open the Character, Quests, and Pause menus. They aren't fucntional yet though.

As far as the story mode goes, I've been working on setting up the opening level and will be recording the dialogue shortly, I think you'll find it pretty funny.

From there I will be making more levels and quests and just expanding the story in general.
Cogs and Cowboys - [MWGD] Nixtwiz
Hello!
Map Size Increased
This update makes the map roughly twice the size. There's still the same amount of enemies, but you are now free to roam the map as you fight them.


Level/XP System
In addition, I've added the basics to the leveling system, allowing you to earn XP and "Level Up," increasing your health with each level. You'll find this info on your left hand with your radar (tilt it palm up).



Slight UI Update
I've moved the UI on the left hand with enemy count, wave number, and points to be attached to the radar so it doesn't clutter your view when you don't want it. I've also fixed it incorrectly saying "1 enemies remaining." It now says 1 Enemy Remaining and Area Clear when there are no enemies nearby (look at the picture above).
Cogs and Cowboys - nixt
Hello!
Map Size Increased
This update makes the map roughly twice the size. There's still the same amount of enemies, but you are now free to roam the map as you fight them.


Level/XP System
In addition, I've added the basics to the leveling system, allowing you to earn XP and "Level Up," increasing your health with each level. You'll find this info on your left hand with your radar (tilt it palm up).



Slight UI Update
I've moved the UI on the left hand with enemy count, wave number, and points to be attached to the radar so it doesn't clutter your view when you don't want it. I've also fixed it incorrectly saying "1 enemies remaining." It now says 1 Enemy Remaining and Area Clear when there are no enemies nearby (look at the picture above).
...

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