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.
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)
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!
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.
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.
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.
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.
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:
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:
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
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.
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.
So this isn't a HUGE change or anything, but I played around with the Steam page a bit. Take a look around and check it out!
I am also gonna use this area as a bit of an update spot too. The last few weeks my PC has been broken as all get-up, and although I have it functioning now, it still isn't quite up to speed yet. My GPU ended up kicking the bucket on me, and so most of the work I have done has been through other computers or via friends. I have gotten some neat concepts done, and some other stuff has been happening behind the scenes, but as far as straight up game design goes it has been pretty dry.
BUT we are back in business enough for me to continue, so here is a GIF showing off a new Sandbox Area I am working on called "The Mess"
The first thing I did was start working on a new character controller to replace the current busted one so that we can kill 99% of bugs in the game and solve our White Screen Glitch once and for all