The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
“I think that I shall never see A poem lovely as a tree.“ Joyce Kilmer
Hey there.
Sometimes we make an advancement in certain part of the game that comes unnoticed. It might streamline our workflow and deeply enrich the game but on the receiving end, in the hands of the player, it might end up completely overlooked. A great example of such situation might be with our recent addition of new behaviour tree system to SUPERHOT: MIND CONTROL DELETE.One of our programmers Marcin Jozwik came up with a pretty judicious solution for, till now, quite linear story development systems in our game.
Look a tree.
So what is it?
In last Story Update, the system of relationships between individual elements boiled down to a one-to-one relationship, each new story element (like our ASCII article, note, chat) has been unlocked only by one condition. That would be actions like opening a specific article or conducting a particular conversation. With the development of our ASCII Story part of the game, such a basic system started to become insufficient. The demand for more complex unlocking conditions for individual elements increased and more emphasis was put on integration with events from the "core" gameplay elements of MCD. That is why, with the upcoming story update, a new dependency management system based on behavior trees will be introduced. Designers will get a fresh, new visual editor in the Unity engine based on the xNode library. So now individual relations (one action - one reaction) shall be replaced by logical expressions. This will enable us to create waaay more complex conditions consisting of a combination of sequences and selectors.
So uhm, what does it do exactly?
Well let’s say we want you to be able to unlock a certain page in MCD internet.exe . Previously you would have to do exactly specific action in certain part of the game to do that. Now we can check multiple actions for that, not only one. Also since we can present any event from the game as a node (eg. shooting 123 red guys, beating a highscore in your run or playing ninja 1000 times) it makes it possible to consider it as condition for unlocking the given story element. It gives us multiple options for designing how to blend story with gameplay without having to change the game code. Coolness!
Tl;dr We can do more cool shit. Trees are awesome.
Stay safe,stay healthy eat your greens. Szymon from SUPERHOT Team
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
“I think that I shall never see A poem lovely as a tree.“ Joyce Kilmer
Hey there.
Sometimes we make an advancement in certain part of the game that comes unnoticed. It might streamline our workflow and deeply enrich the game but on the receiving end, in the hands of the player, it might end up completely overlooked. A great example of such situation might be with our recent addition of new behaviour tree system to SUPERHOT: MIND CONTROL DELETE.One of our programmers Marcin Jozwik came up with a pretty judicious solution for, till now, quite linear story development systems in our game.
Look a tree.
So what is it?
In last Story Update, the system of relationships between individual elements boiled down to a one-to-one relationship, each new story element (like our ASCII article, note, chat) has been unlocked only by one condition. That would be actions like opening a specific article or conducting a particular conversation. With the development of our ASCII Story part of the game, such a basic system started to become insufficient. The demand for more complex unlocking conditions for individual elements increased and more emphasis was put on integration with events from the "core" gameplay elements of MCD. That is why, with the upcoming story update, a new dependency management system based on behavior trees will be introduced. Designers will get a fresh, new visual editor in the Unity engine based on the xNode library. So now individual relations (one action - one reaction) shall be replaced by logical expressions. This will enable us to create waaay more complex conditions consisting of a combination of sequences and selectors.
So uhm, what does it do exactly?
Well let’s say we want you to be able to unlock a certain page in MCD internet.exe . Previously you would have to do exactly specific action in certain part of the game to do that. Now we can check multiple actions for that, not only one. Also since we can present any event from the game as a node (eg. shooting 123 red guys, beating a highscore in your run or playing ninja 1000 times) it makes it possible to consider it as condition for unlocking the given story element. It gives us multiple options for designing how to blend story with gameplay without having to change the game code. Coolness!
Tl;dr We can do more cool shit. Trees are awesome.
Stay safe,stay healthy eat your greens. Szymon from SUPERHOT Team
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Today we released another "mechanical" update for SUPERHOT: MIND CONTROL DELETE. It's a pretty fat one, with lot's of coolness in it. Let's dive right in.
Gameplay:
Two new enemy variants Concrete guy. Only part of his body is vulnerable to your attacks. Attacking his concrete bodyparts only stuns him. Glitched weapon enemy will turn anything he grabs red and therfore make it unusable for you.
Concrete guy can be pretty tricky to finish.
Glitched red baseball bat.
New melee weapons Crowbar, plank and knife (with cool flip animation).
Added INFINITE RUN. For all of you people that are just too good and finish MCD fast. So try finishing something INFINITE now.
All RUNS have been rearranged and renamed.
Visuals:
New animations for players melee attacks and katana recall. Drop everything and check Ninja punching. It's so friggin satisfying to use now.
Changed visual cue for hotswitch
Added RUN stats and leaderboards. Now you can compete against the rest of humanity and track your progress.
Bug Fixes:
Fixed reset.exe vanqushing all the game progress.
Minor chat.exe fixes. Mostly regarding our "ponglish" approach to english.
Various other fixes for teeny tiny bugs
That's it! I won't take more of your time. Just go test latest update and let us know what you think.
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Today we released another "mechanical" update for SUPERHOT: MIND CONTROL DELETE. It's a pretty fat one, with lot's of coolness in it. Let's dive right in.
Gameplay:
Two new enemy variants Concrete guy. Only part of his body is vulnerable to your attacks. Attacking his concrete bodyparts only stuns him. Glitched weapon enemy will turn anything he grabs red and therfore make it unusable for you.
Concrete guy can be pretty tricky to finish.
Glitched red baseball bat.
New melee weapons Crowbar, plank and knife (with cool flip animation).
Added INFINITE RUN. For all of you people that are just too good and finish MCD fast. So try finishing something INFINITE now.
All RUNS have been rearranged and renamed.
Visuals:
New animations for players melee attacks and katana recall. Drop everything and check Ninja punching. It's so friggin satisfying to use now.
Changed visual cue for hotswitch
Added RUN stats and leaderboards. Now you can compete against the rest of humanity and track your progress.
Bug Fixes:
Fixed reset.exe vanqushing all the game progress.
Minor chat.exe fixes. Mostly regarding our "ponglish" approach to english.
Various other fixes for teeny tiny bugs
That's it! I won't take more of your time. Just go test latest update and let us know what you think.
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey there
I think we are getting a hang of this whole Early Access thingy ;). Regular updates for SUPERHOT: MIND CONTROL DELETE involved changing our usual workflow. We have to do things in short dedicated sprints while at the same time leaving some space for cheerful improvisation that we love so much. Even that freestyling part needs to be planned with future updates in mind.
We had to divide our team into even smaller groups so that we could cover creating various content simultaneously. Panos is going cholo with levels, Bartek cooked some sweet animations Kuba tries to keep up with new ideas coming from Discord filtered through Czarek.
All is really good, it’s exciting and I can only tell you so little. Eeh. Upcoming update on 8th of february will showcase a bit of our recent endeavours.
So what’s in store in the upcoming update?
Well, first and foremost we have fixed the issues that arrived along with previous oStory update. “Let’s Chat” update brought some ruckus to the MIND CONTROL DELETE especially the bug with reset.exe and performance drops. New enemy variations ! We did some experiments with those and we will give you at least one new red guy to fight. Trust me, this will change the gameplay a lot. Furthermore, new punching animations, new throwables and ... hmm I don't want to spoil too much before we release the update on 8th of february. You will see everything in less than a week!
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey there
I think we are getting a hang of this whole Early Access thingy ;). Regular updates for SUPERHOT: MIND CONTROL DELETE involved changing our usual workflow. We have to do things in short dedicated sprints while at the same time leaving some space for cheerful improvisation that we love so much. Even that freestyling part needs to be planned with future updates in mind.
We had to divide our team into even smaller groups so that we could cover creating various content simultaneously. Panos is going cholo with levels, Bartek cooked some sweet animations Kuba tries to keep up with new ideas coming from Discord filtered through Czarek.
All is really good, it’s exciting and I can only tell you so little. Eeh. Upcoming update on 8th of february will showcase a bit of our recent endeavours.
So what’s in store in the upcoming update?
Well, first and foremost we have fixed the issues that arrived along with previous oStory update. “Let’s Chat” update brought some ruckus to the MIND CONTROL DELETE especially the bug with reset.exe and performance drops. New enemy variations ! We did some experiments with those and we will give you at least one new red guy to fight. Trust me, this will change the gameplay a lot. Furthermore, new punching animations, new throwables and ... hmm I don't want to spoil too much before we release the update on 8th of february. You will see everything in less than a week!
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey there
Today we dropped Let's Chat Update. First one in the series of updates dedicated solely to story of SUPERHOT:MIND CONTROL DELETE. As I wrote earlier,you should treat it as a foundation for next plot developements. We are presenting you with three tools for gathering bits and pieces of MCD storyline. In following story updates we will slowly expand the sleek ASCII side of SUPERHOT: MIND CONTROL DELETE.
internet.exe
Here you can take a peek inside the world of SUPERHOT:MIND CONTROL DELETE. Explore through the walls of telexted (mis)information. Expand your understanding of your surroudings.
chat.exe
Because, in life talking is important. Talk with your buddy. Let him pull you more into the game.
notepad.exe
Take notes. Be diligent. Clues can be anywhere. They will prove useful later.
That's it for now. Next update is coming in early february. According to the plan this time we shall drop some sweet mechanical changes on ya'll.
Stay safe and wash your teeth daily. Szymon from SUPERHOT Team
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey there
Today we dropped Let's Chat Update. First one in the series of updates dedicated solely to story of SUPERHOT:MIND CONTROL DELETE. As I wrote earlier,you should treat it as a foundation for next plot developements. We are presenting you with three tools for gathering bits and pieces of MCD storyline. In following story updates we will slowly expand the sleek ASCII side of SUPERHOT: MIND CONTROL DELETE.
internet.exe
Here you can take a peek inside the world of SUPERHOT:MIND CONTROL DELETE. Explore through the walls of telexted (mis)information. Expand your understanding of your surroudings.
chat.exe
Because, in life talking is important. Talk with your buddy. Let him pull you more into the game.
notepad.exe
Take notes. Be diligent. Clues can be anywhere. They will prove useful later.
That's it for now. Next update is coming in early february. According to the plan this time we shall drop some sweet mechanical changes on ya'll.
Stay safe and wash your teeth daily. Szymon from SUPERHOT Team
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey there!
Storytelling is a tricky subject in games . It's hard to blend with the game mechanic and is very often treated as na addition rather than a crucial part. In general games are not the best means of telling a story. They are great at teaching you gameplay patterns that you can master but not really at creating a plot. Games with balanced gameplay and storytelling are rare gems. We tend to either skip a boring story or skip the game itself. Also writing a story for audience to participate in is totally different from writing a linear story like in movies or books. Fortunately games are a very unique medium that have all the visual and audio capabilities of film but with exclusivity on interaction.
Why am I rambling about that though?
Well the reason is that with SUPERHOT: MIND CONTROL DELETE (and it’s daddy SUPERHOT as well) we want to try telling a story with means that are given us from the game and within it’s “ecosystem”. Hence in SUPERHOT, to tell a story we tried to use everything from game chats like #hacking to even GUI. We want to continue and explore that direction with MCD. Upcoming story update will lay some groundworks and foundation for that. Plot in SUPERHOT: MIND CONTROL DELETE will be layered. You might finish whole game and get glimpses of story. To get to the nasty and juicy bits though, you will have to do some exploring. We will give you tools for that but not much guidance ;). Finding out what the heck is going on is your part. One of the new additions will be in-game “internet” where you will gather your info. Visually we decided to base it on those 90’s teletexts. You know those graphically obscure places in your telly that you visit by pressing “txt” button? It might change but it will look somewhat like that:
I will leave it at that for now ,don't want to take away too much from upcoming update.
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey there!
Storytelling is a tricky subject in games . It's hard to blend with the game mechanic and is very often treated as na addition rather than a crucial part. In general games are not the best means of telling a story. They are great at teaching you gameplay patterns that you can master but not really at creating a plot. Games with balanced gameplay and storytelling are rare gems. We tend to either skip a boring story or skip the game itself. Also writing a story for audience to participate in is totally different from writing a linear story like in movies or books. Fortunately games are a very unique medium that have all the visual and audio capabilities of film but with exclusivity on interaction.
Why am I rambling about that though?
Well the reason is that with SUPERHOT: MIND CONTROL DELETE (and it’s daddy SUPERHOT as well) we want to try telling a story with means that are given us from the game and within it’s “ecosystem”. Hence in SUPERHOT, to tell a story we tried to use everything from game chats like #hacking to even GUI. We want to continue and explore that direction with MCD. Upcoming story update will lay some groundworks and foundation for that. Plot in SUPERHOT: MIND CONTROL DELETE will be layered. You might finish whole game and get glimpses of story. To get to the nasty and juicy bits though, you will have to do some exploring. We will give you tools for that but not much guidance ;). Finding out what the heck is going on is your part. One of the new additions will be in-game “internet” where you will gather your info. Visually we decided to base it on those 90’s teletexts. You know those graphically obscure places in your telly that you visit by pressing “txt” button? It might change but it will look somewhat like that:
I will leave it at that for now ,don't want to take away too much from upcoming update.