Frozen State - 430Flox

It's been ages since we posted an update here about the "Project N". Partly because, the game is a big departure from FS and we didn't want to bombard you with irrelevant information. 

So, why arew we posting irrelevant info now? Well, we believe that there might be a handful of people who are interested in our work regardless of the genre, and as it's getting closer to a release date, it would be unfair to keep them in the dark. 

If you only interested in Frozen State you can stop reading here, otherwise let me show what "Project N" has turned into. 

"Project N" is now called Mist Hunter and it's fats-paced, colorful,  FPS roguelite with magic weapons and weird enemies. 




Currently, we've made two absolutely different from each other modes:

The Summoning
- endless arena mode where you can practice and hone your skill in quick fights, and compete for the highest score on the leaderboard.


Nexus
- is a dungeon crawler and it has completely different flow with labyrinth-like levels, secrets and bosses.




If it's your kind of games you can try the both modes out in the demo. https://store.steampowered.com/app/937870/Mist_Hunter/

Any feedback is much appreciated, and if you want to stay tuned you can follow the Mist Hunter page. We'll be posting frequent updates there. 

Cheers,
Alex and Anton 
Frozen State - 430satori
Hi all,

The linux version is playable again and works fine. We've updated the game for every OS. There is no significant changes, just fixed a few small things here and there and compiled it all with a newer version of unity.

Thank you for you patience and understanding,

Devs
Frozen State - 430satori
Hi all,

The linux version is playable again and works fine. We've updated the game for every OS. There is no significant changes, just fixed a few small things here and there and compiled it all with a newer version of unity.

Thank you for you patience and understanding,

Devs
Frozen State - 430satori
Hi all,

The linux version is playable again and works fine. We've updated the game for every OS. There is no significant changes, just fixed a few small things here and there and compiled it all with a newer version of unity.

Thank you for you patience and understanding,

Devs
Frozen State - 430satori
Hi all,

The linux version is playable again and works fine. We've updated the game for every OS. There is no significant changes, just fixed a few small things here and there and compiled it all with a newer version of unity.

Thank you for you patience and understanding,

Devs
Frozen State - 430satori

Hey guys,

Apologies for a rather long gap between the updates. It’s been so much work that I didn’t even notice how the time just flew by. I’ve been throwing some gifs on reddit pretty regularly, but haven’t given any updates on where we are and how everything is going.

The progress

As the core idea gradually taking up a more defined form, we are cutting down things that we think might not work together or just simply too ambitious for us. Yeap, we’ve learnt this lesson the hard way.

After many discussions we decided to drop the 4-weapon slot system. I think, with this loadouts, where you could sort of define your own character build, we wanted to bring something new, but in reality it would clash with the fast-paced nature of the game. Any kind of interaction with the inventory to swap the gun in the middle of a fight would inevitably slow the pace or, what in my opinion even worse, would require you to be more defencive. We want you to feel powerful, reckless and be in control of the battle. You are a hunter and your enemies is your prey.

Besides, to justify the loadouts we would need a big variety of weapons, otherwise it becomes pointless. And as I said in the beginning, we know our limits. It takes me about 60-80 hours to make a gun model, from a concept stage to its final, textured model with vfx and animations. Even twenty guns would be roughly about 1500 hours. In days it’s almost two months of ceaseless work without sleep and breaks. In real life those 2 months will easily stretch into 4-5 in the best scenario. And it’s just weapons. For a game you need enemies, levels, environment art, vfx and so on and on and on. That’s why many indie games take years to make.

Knowing all that, we reduced the number of weapons to seven. Each with a secondary fire mode and a distinct role in the gameplay.

This is what we have so far:

1) The basic handgun: Primary mode - rapid fire, not very accurate, close to mid range.
Secondary mode - large, relatively slow projectile that can slow enemies.


2) Shotgun: Primary mode - slow, large spread, shot to mid range. Secondary - a fast projectile that explodes spawning bouncing shrapnel.


3) Machine gun: Primary mode - very fast, good accuracy, mid range. Secondary - grenade launcher, explode on impact, average damage.


4) Railgun: Primary mode - slow, perfect accuracy, long range, projectile can bounce of the surface and change direction. Secondary - scope.


5) Plasma rifle: Primary mode - slow projectiles, high damage, close to mid range. Secondary - energy beam, fast, instant hit, gradually builds up damage with time.


6) Rocket launcher: Primary mode - fast projectile, high direct and splash damage, large radius. Secondary - grenade launcher with bouncing projectiles.


7) Plasma shotgun: - huge spread, high damage, close distance. Secondary - heat wave, very close range, massive damage.


As you can see, many of the models are untextured and don’t have animations. It helps to iterate quickly and change design without being too attached to your work.

These is our first iteration and I’m sure the guns’ firing modes will change as the first feedback starts to come in.


Enemies

Designing our enemies we’re trying to follow a simple design principle inspired by chess.
In chess every piece has its own, unique set of move/attack patterns. If you look at each piece by itself, their patterns pretty simple and straightforward. Yet the game is very deep and complex due to a massive number of possible combinations those pieces can occupy the board.

If we translate it into the dimension of video games, with clear patterns and in the right combination even a simple AI can create interesting and complex situations.

So, for the last few weeks, my priority has switched from guns to enemies.

I’ve fully finished two more enemy types: the Oracle and the Knight. And just started a new one, which I call the Restless Sleeper. Though it is more an environmental hazard, than an ordinary enemy.









Oracle - is a slow flying head that casts large orbs of energy.







The Knight - has two types of attacks. Her main is wide, rapid sword slashes. And If you gain a large distance there is a chance that she’ll toss a grenade at you.







And the family photo




There is some lore behind each of them and how they all come together, but I want to keep it for the game)


Meanwhile, Anton has re-written and optimized the code for our procedural test levels, which will be our playground for testing the core mechanics. The system is relatively simple. It uses hand-made rooms and put them together in a particular order. Similar to Spelunky.

However, it’s NOT a rogue-lite. This procedural part will eventually become a separate mode where you’d be able to generate a level for a quick play.



Ok, what else…. Oh, yes! We’ve made gibs!
It’s actually pretty fun, gory, and maybe slightly over the top, but it completely changes how the gunplay feels.

This gif is a bit old, and we’ve already changed a few things, but it gives the idea)




I think, this is all for today.

Thank you for sticking around and making it to the end)

Devs

Frozen State - 430satori

Hey guys,

Apologies for a rather long gap between the updates. It’s been so much work that I didn’t even notice how the time just flew by. I’ve been throwing some gifs on reddit pretty regularly, but haven’t given any updates on where we are and how everything is going.

The progress

As the core idea gradually taking up a more defined form, we are cutting down things that we think might not work together or just simply too ambitious for us. Yeap, we’ve learnt this lesson the hard way.

After many discussions we decided to drop the 4-weapon slot system. I think, with this loadouts, where you could sort of define your own character build, we wanted to bring something new, but in reality it would clash with the fast-paced nature of the game. Any kind of interaction with the inventory to swap the gun in the middle of a fight would inevitably slow the pace or, what in my opinion even worse, would require you to be more defencive. We want you to feel powerful, reckless and be in control of the battle. You are a hunter and your enemies is your prey.

Besides, to justify the loadouts we would need a big variety of weapons, otherwise it becomes pointless. And as I said in the beginning, we know our limits. It takes me about 60-80 hours to make a gun model, from a concept stage to its final, textured model with vfx and animations. Even twenty guns would be roughly about 1500 hours. In days it’s almost two months of ceaseless work without sleep and breaks. In real life those 2 months will easily stretch into 4-5 in the best scenario. And it’s just weapons. For a game you need enemies, levels, environment art, vfx and so on and on and on. That’s why many indie games take years to make.

Knowing all that, we reduced the number of weapons to seven. Each with a secondary fire mode and a distinct role in the gameplay.

This is what we have so far:

1) The basic handgun: Primary mode - rapid fire, not very accurate, close to mid range.
Secondary mode - large, relatively slow projectile that can slow enemies.


2) Shotgun: Primary mode - slow, large spread, shot to mid range. Secondary - a fast projectile that explodes spawning bouncing shrapnel.


3) Machine gun: Primary mode - very fast, good accuracy, mid range. Secondary - grenade launcher, explode on impact, average damage.


4) Railgun: Primary mode - slow, perfect accuracy, long range, projectile can bounce of the surface and change direction. Secondary - scope.


5) Plasma rifle: Primary mode - slow projectiles, high damage, close to mid range. Secondary - energy beam, fast, instant hit, gradually builds up damage with time.


6) Rocket launcher: Primary mode - fast projectile, high direct and splash damage, large radius. Secondary - grenade launcher with bouncing projectiles.


7) Plasma shotgun: - huge spread, high damage, close distance. Secondary - heat wave, very close range, massive damage.


As you can see, many of the models are untextured and don’t have animations. It helps to iterate quickly and change design without being too attached to your work.

These is our first iteration and I’m sure the guns’ firing modes will change as the first feedback starts to come in.


Enemies

Designing our enemies we’re trying to follow a simple design principle inspired by chess.
In chess every piece has its own, unique set of move/attack patterns. If you look at each piece by itself, their patterns pretty simple and straightforward. Yet the game is very deep and complex due to a massive number of possible combinations those pieces can occupy the board.

If we translate it into the dimension of video games, with clear patterns and in the right combination even a simple AI can create interesting and complex situations.

So, for the last few weeks, my priority has switched from guns to enemies.

I’ve fully finished two more enemy types: the Oracle and the Knight. And just started a new one, which I call the Restless Sleeper. Though it is more an environmental hazard, than an ordinary enemy.









Oracle - is a slow flying head that casts large orbs of energy.







The Knight - has two types of attacks. Her main is wide, rapid sword slashes. And If you gain a large distance there is a chance that she’ll toss a grenade at you.







And the family photo




There is some lore behind each of them and how they all come together, but I want to keep it for the game)


Meanwhile, Anton has re-written and optimized the code for our procedural test levels, which will be our playground for testing the core mechanics. The system is relatively simple. It uses hand-made rooms and put them together in a particular order. Similar to Spelunky.

However, it’s NOT a rogue-lite. This procedural part will eventually become a separate mode where you’d be able to generate a level for a quick play.



Ok, what else…. Oh, yes! We’ve made gibs!
It’s actually pretty fun, gory, and maybe slightly over the top, but it completely changes how the gunplay feels.

This gif is a bit old, and we’ve already changed a few things, but it gives the idea)




I think, this is all for today.

Thank you for sticking around and making it to the end)

Devs

Frozen State - 430satori
Hi guys,

If you have missing files and cannot start the game, try a new build in the beta branch. It should fix the issue.

Thank you,

Devs
Frozen State - 430satori
Hi guys,

If you have missing files and cannot start the game, try a new build in the beta branch. It should fix the issue.

Thank you,

Devs
Mar 28, 2017
Frozen State - 430Flox
Hey all,

A small update is up, you can find it in the beta as always.

There isn't a lot of changes, but we added several crafting recipes. You can now craft matches and empty flasks.

We have also made some changes to the overall balance and items spawn rates, based on your feedback.

Changelist

New crafting recipes: matches and empty flask
Spawn rate of matches and paper ( including books) has been reduced
Gun Powder and Weapon Upgrade kits has become less rare
Weapon upgrade kits can spawn in cars
Enemies can drop upgrade kits too, though it's a relatively small chance
Carabine spawn chance has been increased

Thank you,

Devs
...

Search news
Archive
2025
May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002