GTTOD: Get To The Orange Door - low_hanging_nuts


I have been working on this update for like a MONTH (although I have been so busy this has been slower than most other things I have been doing) and despite me being an awful dev and not getting the update out sooner, you guys have been treating me well and saying such nice things!

I promise that the update is right around the corner! It brings some very VERY necessary improvements, and I couldn't be happier with how it is turning out. Thanks so much everyone for being patient and sticking with me through this process!

GTTOD: Get To The Orange Door - low_hanging_nuts


This update is a pretty sizeable patch to address some of the issues with current weapon feel. A lot of weapons have new SFX, visual effects, and all the weapons bounce and bump around quite a bit more than they used to.

PATCHNOTES:

  • All new weapon sounds for lots of weapons
  • New viewmodel bumping for recoil
  • Crosshair recoil now standard for all weapons
  • Weapon tweaks and balancing
  • Grenade physics and range improvements
  • Slowmo when in menu fixed
  • Ammo refill if you stop a reload half-way
  • Added a way to recover your starter cards if they are lost
  • Fixed losing your sword in Ninja Mode
  • Added more pieces to Quick Play

Thanks for playing, and thanks for reading!

Toodles!

-Andrew, GTTOD Dev
May 31, 2019
GTTOD: Get To The Orange Door - low_hanging_nuts


Some quickie patch notes here!

  • New Katana
  • New options for restarting / exiting
  • Enemy AI improvements (walking / shooting through walls)
  • Geometry generation fixes
  • New useless greeting text thing
  • Assault Rifle secondary fire fix

This patch MAY delete your saves. If so, I am SO SORRY. The next patches and updates won't do that, and I'll soon include a way to recover your save files too.

Toodles!

-Andrew, GTTOD Dev
GTTOD: Get To The Orange Door - low_hanging_nuts


AFTER SIX MONTHS OF BEING OFF STEAM, GTTOD IS NOW BACK UP FOR SALE IN EARLY ACCESS!!!

Thank you all so much for waiting patiently while I worked to get GTTOD into proper form. For those of you who don't know, I took GTTOD off of Steam back in early December so that I could work on it more in private. At that time, I had already started to recreate the game from scratch, but I felt like it just wasn't good enough to be out in Early Access yet. I made the decision to take the game off of Steam so that I wasn't selling a product unworthy to be sold.

After six months of hard work, GTTOD is now back up for sale! I have had a LOT of support from everyone these last few months, and I hope that I have created something that you can all enjoy!



FEATURES:

  • Endless Arena Mode
  • Endless rouge-lite Quick Play mode
  • One full level of the main campaign
  • 10 Unlockable starting equipment and game modifier cards
  • A fully featured level editor
  • A custom game manager



More content will be coming to the main branch of GTTOD very VERY soon! There is a full timeline on the main menu where you can go and read some of my thoughts on what I will be adding in the future.

The main thing I need to get sorted out is a Workshop page! That way you can be uploading and downloading maps in game rather than in my Discord server.






Anyway, thanks so much for being patient with me, and thanks for reading! I could never have done any of this without your support. I hope that the future months will be great for GTTOD and the community behind it, and I hope you guys stick with me while I create even more awesome content for you to play.

Toodles!

-Andrew, GTTOD Developer

If you would like to support GTTOD in Early Access, you can pick up a copy of the game on Steam for $15!!!

https://store.steampowered.com/app/541200/Get_To_The_Orange_Door/

DON'T FORGET TO FOLLOW ME ON SOCIAL MEDIA

Discord Server

Subreddit

YouTube

Twitter

There is also a full Wiki for GTTOD ready for anyone to edit!

GTTOD Wiki

GTTOD: Get To The Orange Door - low_hanging_nuts


LADIES AND GENTLEMEN, IT'S THE GTTOD SHOWWWWW

While I may not have a TV show set that I can savagely tear down, I do have a community to shitpost to and shove a load of content down their throats!

Welcome back everyone! It's been a hot second since we've last spoke! I hope you are all doing well, and I hope you are ready for an absolute load's worth of GTTOD to be served into your lives. Without further ado, lets blow this popsicle stand.



https://www.youtube.com/watch?v=cAqjTFty4TM&feature=youtu.be

PAX East went very well! Everyone enjoyed the demo I had there, and I met a ton of cool people (including the big pink guy in the top picture).



After I got back home from Boston, I immediately got to work trying to capture a new visual style for GTTOD that better represented what I wanted out of the game.



This re-design wasn't just for the main art of the game, but the UI as well. The UI was entirely re-worked along with other base game mechanics (that I will get into later)

https://gfycat.com/pleasedindeliblejohndory

The visuals started to come together, and the style of the world I was building began to take shape.

https://gfycat.com/incompleteamplebubblefish

https://gfycat.com/flickeringboldchinesecrocodilelizard

I played around with the idea of doing some sick glory kills to gain back slowmo and health. Although the future of this mechanic is unknown, I did really like how it played!

https://youtu.be/X10sTxc3Txs

I decided that GTTOD's health system needed another looking at as well (you probably saw this in the UI image up there). GTTOD's health system is now more of a mixture of Halo Reach and Bloodborne. Your base shield can be melted right off you, but your "true health" has i-frames to prolong your suffering in low-health situations. Getting kills heals your true health, but only time away from damage can replenish your shield.

https://youtu.be/5nRI7SqtECU

I went back to my roots and began exploring the idea of setting the base levels out on slightly-randomly-generated buildings and rooftops. Suddenly the visuals for GTTOD began to REALLY take shape, and a theme began to emerge.

https://gfycat.com/clutteredembellishedgoose

https://gfycat.com/rapidashamedalaskajingle-arcade-coin-gaming

I took some time to work on some new weapons while I chewed through what I wanted to do with the level design and visuals.

https://gfycat.com/illustriousoddkillerwhale

I also decided to re-visit the idea of staggering and dodging enemies. It went well, and a new dodge effect and ability was gifted onto the Dereks.

https://gfycat.com/wiltedlefthapuka

AND SO THE NEW STYLE FIRST STARTED SHOWING ITS HEAD!!!

Here is where the game started to get the new look that I have been working towards for the last couple of weeks. Although basic, this is a REALLY cool visual style to work with.

https://gfycat.com/majortangiblehuia



THE NEW STYLE IS BORN

https://youtu.be/GVDpeVsQYk0

https://gfycat.com/hilariousactualarawana

https://gfycat.com/crazysphericalanaconda

https://gfycat.com/farflungincomparablegrassspider

Once I had my visual base, I began working on some cool new content. This meant new equipment, primarily. Teleportation throwing knives, throwing stars, clubs, katanas, grenades, health packs, you name it, I made it.



With the new style, a new HUB island was born, replacing the long lost island from the Over-Overhaul.

https://gfycat.com/madsilverhalcyon-rocketleague

The HUB world became the center of a new, expanded ravine. Falling into the ravine became a start of a new area for GTTOD.

The ABYSS

A deep and dark cavern where a sleeping city waits. You are stranded down here, and there is no escape. This is GTTOD's new endless mode.

https://gfycat.com/grimypowerlessfruitfly

https://gfycat.com/fearlesscostlybedlingtonterrier-pcmasterrace-video-games-game-dev-parkour-gttod

Combat and weapon design kept coming along smoothly

https://gfycat.com/disguisedsinfulelephant

https://gfycat.com/entirefrequentdogfish

I began to expand the environmental objects and opportunities the player can utilize.

https://youtu.be/JF1diJtzh9I

And lastly, I made a new music system to really show off the folks who have worked on GTTOD's OST.



And that concludes this month's content dump. If you've made it this far, then I guess all I have to say is this:

GTTOD will be re-released into Early Access at the end of May. That's a promise.

I will see you all there!

Toodles!

-Andrew, GTTOD Dev
GTTOD: Get To The Orange Door - low_hanging_nuts


Hello everyone! Welcome back to my humble abode. As you have probably guessed, I've been a busy bee these last few months. From just a GAME point of view, a LOT has changed, not just with gameplay design, but HOW the game is made.

Recently, I have partnered up with the company Hitcents to further develop GTTOD! This is super SUPER exciting news, since not only does that mean GTTOD has a BUDGET now (woah) but it means that new opportunities have made themselves available.

Like PAX EAST FOR INSTANCE!!!



GTTOD and Hitcents will be at PAX East this year showing off some cool new stuff and interacting with folks! I will also be there answering questions and sweating profusely due to nerves! Come on down to Booth #21019 where you can interact with me, play a new demo of GTTOD, and get some neat merch!

Now, time to show off all the stuff you've been missing

GTTOD Got a new AI that is really helping to shape combat up:

https://gfycat.com/weespiffyasianwaterbuffalo

You now begin to pre-lean into walls:

https://gfycat.com/farawayimpeccableivorybilledwoodpecker

Dual wielding was finished (sorta) and fully implemented into the game:

https://gfycat.com/slimyfearfulicefish-arcade-coin-gaming

Lots and LOTS of changes to the fluidity of parkour:

https://gfycat.com/jaggedalarmingerne-arcade-coin-gaming

Quick vaulting:

https://gfycat.com/infinitehardappaloosa

Enemy fire patterns:

https://gfycat.com/descriptivedrearyamoeba

A new attack tied directly to your combo meter:

https://gfycat.com/sentimentalterrificazurevasesponge-arcade-coin-gaming

A new options/pause menu:

https://www.youtube.com/watch?v=b70m1WnwMNE&feature=youtu.be

New miss effects:

https://gfycat.com/insistentenergeticamericanavocet

The LAW was reborn for the 15th time:

https://gfycat.com/devotedrewardingbullfrog

The shotgun was reborn as the second coming of Derek:

https://www.youtube.com/watch?v=6KxxFIjCfEc&feature=youtu.be

It's really really good.

New equipment and a new rifle, the Breach Rifle:

https://gfycat.com/violetpositiveeyas-arcade-coin-gaming



Thanks for reading! Sorry for being so distant on Steam. I have been super busy working on GTTOD and sometimes I just lose track and forget to do these types of things. Thanks so much for sticking with me, and I hope this clears a lot of stuff up for those of you not on the subreddit or Discord!

And if you AREN'T on the subreddit or Discord, here's some links:

https://www.reddit.com/r/GTTOD/

https://discord.gg/PBpYjwu

Toodles!
GTTOD: Get To The Orange Door - low_hanging_nuts


I know this may not be the BEST announcement for this time of year, but this decision did not come easily.

So to catch you up on what has been happening the last 6 months:


6 months ago, GTTOD's files became corrupted

A bunch of issues started popping up. The game began to break down due to an asset I was using not being updated to work with newer versions of Unity. This caused a HUGE corruption of code in the game, and lead to things like the BSOD in Legacy GTTOD.

GTTOD got a redesign

For a while I tried to hold onto it, but I realized that the direction GTTOD was heading in wasn't a good one. It was generic. Part of what made me realize this was talking to publishers, one in particular who really told me what was up. I decided to redesign GTTOD from scratch with NO assets, and to focus on what makes GTTOD unique and stand out.

I released a beta version of the new GTTOD

It went pretty well! Lots of new players, new sales, new fans, everything was going great! However due to how complex I made the character controller, levels had to be BIGGER and BETTER and more AWESOME than ever. This made developing for GTTOD a lot slower.

I decided GTTOD didn't have enough content at the moment to be worth the price

This was the tough decision. I took a look at the game that I had on Steam and I compared it to the amount of content that I had in legacy. The new content was amazing, polished, played well, looked well, and was overall better than ANYTHING in legacy. However there just wasn't enough of it.

I took GTTOD off Steam to further development until I feel it has enough content

So for those of you who purchased the game, you still can play it and I will still update it regularly! However I just don't want to sell the game to people anymore if I can't give them at least a semi realized game.

I need to make more levels, modes, weapons, and enemies before I am comfortable selling GTTOD. When I do come back I will put GTTOD back on sale again for those of you who missed the Winter Sale. It will also have a TON of new content and polish, and I will make SURE it will be worth more than the $10 I am selling it for.

This was a tough decision but I made it because I value my name. I value being someone who doesn't screw people over, and I didn't think selling GTTOD with so little content stood up to that sentiment. I will be back soon!

Sorry for the inconvenience.

-Andrew, GTTOD Dev

PS: Here is the GIF of the previous update if any of you are wondering how GTTOD looks

https://gfycat.com/SleepyAcrobaticHartebeest
GTTOD: Get To The Orange Door - low_hanging_nuts


Sorry about that. I forgot to turn the level load script back on after I edited the intro.

Uhhh, patch note:

- Fixed the game, you can play it now I hope.
Nov 1, 2018
GTTOD: Get To The Orange Door - low_hanging_nuts
GTTOD: Get To The Orange Door - low_hanging_nuts


Ooo wow this new Steam UI is nice. They finally added buttons for things. Imagine that.

Welcome back everyone! Thanks again for joining me, I'll be your host, and today we are taking a look at all this stuff that's happened in the last 36 days!

Before we get started, I would like to ask you to follow and wishlist GTTOD if you haven't! This helps me gauge how many people are listening in, and also helps you to get notified of updates and cool new stuff early.

I mean you're already on Steam!

Anyway-

Here we go!

EDIT: October 30th - 31st

Happy Halloween!

I started working on Ninja Mode! Here's how the Katana Combat is shaping up!

-END EDIT-

First I created checkpoints for when you fall to your death

Then I finished up the new settings menu

Next I started getting a dev room together to begin testing and polishing new parkour mechanics

I used this room to test out things like dynamic clambering inspired by DOOM-

-Physics based sliding

-And new A.I.!

I gave the player legs and made it so you can drop kick the SHIT out of people

Worked on a new boss fight concept

Experimented with dynamic dual wielding

Added grenades and weapon throwing

And last but not least added a SICK ASS Grappling Hook!

WHEW OKAY there's the important stuff

We also have a new logo

A new way to load levels



We topped 2k members in the subreddit







Did a bunch of concept art



And laughed (as well as fixed) new glitches.

So yeah, it's been a really good month.

This update should be hitting your game shortly. I will be doing beta testing of this update in a few days. I'll let everyone know when that update hits on here with instructions on how to enable the beta.

Toodles!

-Andrew, GTTOD Dev.
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