"Modification of form is admitted to be a matter of time." Alfred Russel Wallace
Hey
So this will be a mixture of topics because there is a few things I want you guys to be up to date with.
SUPERHOT is 2 years old!
First and foremost SUPERHOT has been released over 2 years ago! Damn time flies(enter a time joke here).You can watch how the game changed throughout the years of development on our Anniversary stream over HERE. That was a very sweet trip down the memory lane and, personally some stuff where a first see for me as well. Thanks for being with us all this time.
Dude where is my story update?
I know that a lot of you await story updates and worry what the heck happened with them. They are coming. We haven’t resigned from separate story updates but we had to leave the crazy two per month schedule thing since it was taking a toll on the quality of the content. Our story dev team iterated like crazy but not every single change was visible on the surface (like the behaviour tree a bit more about it over here). We want the Story Updates to be a wee more beefy so from now on we will release them on a less regular schedule. Next story update should arrive later March.
Soo what about next gameplay update?
Oh we plan to drop it on ya’ll on 8th of March. There will be a bunch of updates to the “core” SUPERHOT: MIND CONTROL DELETE gameplay. One of those will be an update to the in-game shop. Finally, right?Choice in our mod store has been scarce to say the least ;) . We needed to give a bit more options to the hands of the players as soon as possible. So before adding new mind it only made sense to actually give people more options in the shop Therefore upcoming unlockable mods in the store will be focused around two current minds Addict and Ninja. Available purchase will revolve around current skills and themes of Minds and expand them to add a bit more depth to the gameplay.
So let’s do a short run through what’s in store (hah I made myself smirk).
Preview of upcoming mods in MCD store.
Addict Mods:
Start with (weapon) -A set of mods that allow player to start with specific weapon (pistol, shotgun, rifle, katana etc)
Strong punches -Punches deal one more point of damage (Basically it will take two punches to get job done instead of three).
Ultra Hotswitch -After performing a hotswitch you have X seconds until the cooldown kicks in. During that time you can keep hotswitching as many times as you want. The cooldown is longer than in normal hotswitch.
Ninja Mods:
Piercing katana -Thrown katana can go through multiple enemies.
Master Swordsman -Higher range and lower cooldown on melee katana attack
Shuriken recall -Can summon not only his katana but also any other “sticky” throwable. Just press “E” while targeting a throwable.
That’s it folks. I will give you a full run through mods and all remaining goodness next week after we release the update.
Stay healthy, sleep at least 8 hours. Szymon from SUPERHOT team
"Modification of form is admitted to be a matter of time." Alfred Russel Wallace
Hey
So this will be a mixture of topics because there is a few things I want you guys to be up to date with.
SUPERHOT is 2 years old!
First and foremost SUPERHOT has been released over 2 years ago! Damn time flies(enter a time joke here).You can watch how the game changed throughout the years of development on our Anniversary stream over HERE. That was a very sweet trip down the memory lane and, personally some stuff where a first see for me as well. Thanks for being with us all this time.
Dude where is my story update?
I know that a lot of you await story updates and worry what the heck happened with them. They are coming. We haven’t resigned from separate story updates but we had to leave the crazy two per month schedule thing since it was taking a toll on the quality of the content. Our story dev team iterated like crazy but not every single change was visible on the surface (like the behaviour tree a bit more about it over here). We want the Story Updates to be a wee more beefy so from now on we will release them on a less regular schedule. Next story update should arrive later March.
Soo what about next gameplay update?
Oh we plan to drop it on ya’ll on 8th of March. There will be a bunch of updates to the “core” SUPERHOT: MIND CONTROL DELETE gameplay. One of those will be an update to the in-game shop. Finally, right?Choice in our mod store has been scarce to say the least ;) . We needed to give a bit more options to the hands of the players as soon as possible. So before adding new mind it only made sense to actually give people more options in the shop Therefore upcoming unlockable mods in the store will be focused around two current minds Addict and Ninja. Available purchase will revolve around current skills and themes of Minds and expand them to add a bit more depth to the gameplay.
So let’s do a short run through what’s in store (hah I made myself smirk).
Preview of upcoming mods in MCD store.
Addict Mods:
Start with (weapon) -A set of mods that allow player to start with specific weapon (pistol, shotgun, rifle, katana etc)
Strong punches -Punches deal one more point of damage (Basically it will take two punches to get job done instead of three).
Ultra Hotswitch -After performing a hotswitch you have X seconds until the cooldown kicks in. During that time you can keep hotswitching as many times as you want. The cooldown is longer than in normal hotswitch.
Ninja Mods:
Piercing katana -Thrown katana can go through multiple enemies.
Master Swordsman -Higher range and lower cooldown on melee katana attack
Shuriken recall -Can summon not only his katana but also any other “sticky” throwable. Just press “E” while targeting a throwable.
That’s it folks. I will give you a full run through mods and all remaining goodness next week after we release the update.
Stay healthy, sleep at least 8 hours. Szymon from SUPERHOT team
“The only evil that associates itself with mushrooms is taking too little.” Terence McKenna
Mushrooms are truly special beings. They thrive on dead matter and can’t really be considered a plant due to the lack of chlorophyll. They are in the kingdom of their own. Weird and powerful.
Spore.
Here in SUPERHOT studio our minds tend to wander. We let it go so that ideas can come.That’s how you make magic. You let it happen. One day Panos, our hot-headed level designer, came crashing down the studio with this unhealthy glow on his face. “Shrooms!” He yelled. “Mushrooms are the environmental Hazard!” We could still hear his voice long after he locked himself in his room. Two days passed. No one knew whether Panos sleeps in the studio or starts work really early. You could only hear his roaring voice coming from his room. Well, at least we knew he is alive. On a third day he came back. A bit thinner, hair resembling a forest after a storm, with a smirk cutting across his pale face. “Thi-this! Play this, Szymon, ask nothing!” Said Panos with an order in his stare. So I did. Mushrooms have arrived.
Mycelium.
Those were the early days of a very early prototype of exploding “mushrooms”. Once shot at or triggered with a throwable they responded with a burst of bullets, killing everything in radius. Simply "beautiful destruction" (I borrowed that term from Cub Swanson, he deserves your googling) with a puzzlish twist.
"Hmm should I shoot that thing on the wall?"
"Oooh Snap!"
While creating so many game object bullets might be dreadful for our fps count it opened up so many tactical opportunities for players that we simply didn’t care. We had to implement it in MIND CONTROL DELETE as soon as possible.
Andrzej, one of our programmers jumped on this task with a fury and dedication. We are still testing it and working on optimization but if everything will go according to plan you should be able to test our shrooms in the next update ;)
Mature mushroom.
Andrzej is currently adding some randomization element to them. So they might fit more into our glitched feel of MCD. We want our shrooms to spawn in various spots and have also different spread of their deadly spores.
MIND CONTROL DELETE mushroom in it's natural environment.
While it brings an undeniable joy to shoot multiple red dudes with one glitch mushroom ,they also bring a bit of stress to the table.You see,not only the player is entitled to use them, enemies can trigger them as well. Now when you play MCD you have to plan your next moves not only according to enemy placement but also those damn shrooms.
Hopefully soon you will be able to have a go at them yourself.
Stay healthy and exercise daily. Szymon from SUPERHOT Team
“The only evil that associates itself with mushrooms is taking too little.” Terence McKenna
Mushrooms are truly special beings. They thrive on dead matter and can’t really be considered a plant due to the lack of chlorophyll. They are in the kingdom of their own. Weird and powerful.
Spore.
Here in SUPERHOT studio our minds tend to wander. We let it go so that ideas can come.That’s how you make magic. You let it happen. One day Panos, our hot-headed level designer, came crashing down the studio with this unhealthy glow on his face. “Shrooms!” He yelled. “Mushrooms are the environmental Hazard!” We could still hear his voice long after he locked himself in his room. Two days passed. No one knew whether Panos sleeps in the studio or starts work really early. You could only hear his roaring voice coming from his room. Well, at least we knew he is alive. On a third day he came back. A bit thinner, hair resembling a forest after a storm, with a smirk cutting across his pale face. “Thi-this! Play this, Szymon, ask nothing!” Said Panos with an order in his stare. So I did. Mushrooms have arrived.
Mycelium.
Those were the early days of a very early prototype of exploding “mushrooms”. Once shot at or triggered with a throwable they responded with a burst of bullets, killing everything in radius. Simply "beautiful destruction" (I borrowed that term from Cub Swanson, he deserves your googling) with a puzzlish twist.
"Hmm should I shoot that thing on the wall?"
"Oooh Snap!"
While creating so many game object bullets might be dreadful for our fps count it opened up so many tactical opportunities for players that we simply didn’t care. We had to implement it in MIND CONTROL DELETE as soon as possible.
Andrzej, one of our programmers jumped on this task with a fury and dedication. We are still testing it and working on optimization but if everything will go according to plan you should be able to test our shrooms in the next update ;)
Mature mushroom.
Andrzej is currently adding some randomization element to them. So they might fit more into our glitched feel of MCD. We want our shrooms to spawn in various spots and have also different spread of their deadly spores.
MIND CONTROL DELETE mushroom in it's natural environment.
While it brings an undeniable joy to shoot multiple red dudes with one glitch mushroom ,they also bring a bit of stress to the table.You see,not only the player is entitled to use them, enemies can trigger them as well. Now when you play MCD you have to plan your next moves not only according to enemy placement but also those damn shrooms.
Hopefully soon you will be able to have a go at them yourself.
Stay healthy and exercise daily. Szymon from SUPERHOT Team
“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
“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
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.
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.