Dec 19, 2018
UBERMOSH:WRAITH - Walter Machado
Howdy folks, after a busy week working on the next project and double checking the players' feedback on the latest games launched (WARPZONE DRIFTER and UBERMOSH:SANTICIDE) I finally cooked the "PULP" bonus track, created following the "Hiper-Saturated Fuzz and Brazilian drums" of the ARCADE PULP bundle (TTV2+SANTICIDE+DRIFTER). If you check inside the "eggs" folder, it should be there for these 3 games (some of the titles I released contains an Easter Egg folder inside the game files with bonus stuff "c:\ProgramFiles(x86)\Steam\stamapps\common\GAME_NAME", it started inside UBERMOSH:WRAITH when players asked for the covers). Now I will return to the community hub to answer the "unanswered yet" questions.
Many many thanks for the kindness and support on this development journey! More stuff soon.
https://store.steampowered.com/developer/waltermachado
Dec 19, 2018
UBERMOSH Vol.3 - Walter Machado
Howdy folks, after a busy week working on the next project and double checking the players' feedback on the latest games launched (WARPZONE DRIFTER and UBERMOSH:SANTICIDE) I finally cooked the "PULP" bonus track, created following the "Hiper-Saturated Fuzz and Brazilian drums" of the ARCADE PULP bundle (TTV2+SANTICIDE+DRIFTER). If you check inside the "eggs" folder, it should be there for these 3 games (some of the titles I released contains an Easter Egg folder inside the game files with bonus stuff "c:\ProgramFiles(x86)\Steam\stamapps\common\GAME_NAME", it started inside UBERMOSH:WRAITH when players asked for the covers). Now I will return to the community hub to answer the "unanswered yet" questions.
Many many thanks for the kindness and support on this development journey! More stuff soon.
https://store.steampowered.com/developer/waltermachado
Dec 19, 2018
UBERMOSH Vol.5 - Walter Machado
Howdy folks, after a busy week working on the next project and double checking the players' feedback on the latest games launched (WARPZONE DRIFTER and UBERMOSH:SANTICIDE) I finally cooked the "PULP" bonus track, created following the "Hiper-Saturated Fuzz and Brazilian drums" of the ARCADE PULP bundle (TTV2+SANTICIDE+DRIFTER). If you check inside the "eggs" folder, it should be there for these 3 games (some of the titles I released contains an Easter Egg folder inside the game files with bonus stuff "c:\ProgramFiles(x86)\Steam\stamapps\common\GAME_NAME", it started inside UBERMOSH:WRAITH when players asked for the covers). Now I will return to the community hub to answer the "unanswered yet" questions.
Many many thanks for the kindness and support on this development journey! More stuff soon.
https://store.steampowered.com/developer/waltermachado
Dec 19, 2018
UBERMOSH:BLACK - Walter Machado
Howdy folks, after a busy week working on the next project and double checking the players' feedback on the latest games launched (WARPZONE DRIFTER and UBERMOSH:SANTICIDE) I finally cooked the "PULP" bonus track, created following the "Hiper-Saturated Fuzz and Brazilian drums" of the ARCADE PULP bundle (TTV2+SANTICIDE+DRIFTER). If you check inside the "eggs" folder, it should be there for these 3 games (some of the titles I released contains an Easter Egg folder inside the game files with bonus stuff "c:\ProgramFiles(x86)\Steam\stamapps\common\GAME_NAME", it started inside UBERMOSH:WRAITH when players asked for the covers). Now I will return to the community hub to answer the "unanswered yet" questions.
Many many thanks for the kindness and support on this development journey! More stuff soon.
https://store.steampowered.com/developer/waltermachado
Dec 19, 2018
UBERMOSH - Walter Machado
Howdy folks, after a busy week working on the next project and double checking the players' feedback on the latest games launched (WARPZONE DRIFTER and UBERMOSH:SANTICIDE) I finally cooked the "PULP" bonus track, created following the "Hiper-Saturated Fuzz and Brazilian drums" of the ARCADE PULP bundle (TTV2+SANTICIDE+DRIFTER). If you check inside the "eggs" folder, it should be there for these 3 games (some of the titles I released contains an Easter Egg folder inside the game files with bonus stuff "c:\ProgramFiles(x86)\Steam\stamapps\common\GAME_NAME", it started inside UBERMOSH:WRAITH when players asked for the covers). Now I will return to the community hub to answer the "unanswered yet" questions.
Many many thanks for the kindness and support on this development journey! More stuff soon.
https://store.steampowered.com/developer/waltermachado
Nov 5, 2018
UBERMOSH Vol.3 - Walter Machado
How personal can a game be?
During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis.
The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it.
More stuff soon, you can follow the steps here:
https://store.steampowered.com/developer/waltermachado
Nov 5, 2018
UBERMOSH Vol.5 - Walter Machado
How personal can a game be?
During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis.
The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it.
More stuff soon, you can follow the steps here:
https://store.steampowered.com/developer/waltermachado
Nov 5, 2018
UBERMOSH:BLACK - Walter Machado
How personal can a game be?
During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis.
The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it.
More stuff soon, you can follow the steps here:
https://store.steampowered.com/developer/waltermachado
Nov 5, 2018
UBERMOSH:WRAITH - Walter Machado
How personal can a game be?
During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis.
The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it.
More stuff soon, you can follow the steps here:
https://store.steampowered.com/developer/waltermachado
Nov 5, 2018
UBERMOSH - Walter Machado
How personal can a game be?
During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis.
The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it.
More stuff soon, you can follow the steps here:
https://store.steampowered.com/developer/waltermachado
...

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