It's your girl T with a very special edition of our Wednesday Developer Showcase featuring our one and only Technical Director - Andrej AKA LevaOpaki!
"So what are you working on right now?" "You know we can't write about most of it." "Well then what am I supposed to write about?" *a bunch of code monkey gibberish*
Many of you already know Andrej - even though he's a Very Important C-Level Person, you won't have any trouble finding him on any of our social media channels or even on a random streamer's channel just hanging out and chatting people up. He loves chatting, both online and irl, and hardly ever stops, but hey, it's a huge part of his charm!
Andrej has been in the games industry for a Very Long Time™ and a programmer for even longer - he started out as an enthusiast with his friends before meeting Pong, our Creative Director, becoming friends with him and co-founding the company you know as Gamepires. His first big project was developing an in-house engine called PranaEngine - from scratch! - used in Gamepires' first game, the award-winning Gas Guzzlers Extreme, a racing combat game. Fun fact: Gas Guzzlers was made by a team of 7 people including just 3 programmers.
Gamepires' core team playing dress-up
The first thing you'll notice about Andrej when you talk to him is that he is a programmer. There will be zero doubt about that. His code is what he knows, loves, eats, breathes, and constantly talks about - anything else is less important. Of course he has other interests, too - he's been a taekwondo instructor at his own club for 20ish years and he LOVES going to raves, but programming is his one true love.
Schmitzy is a taekwondo master, too.
At the moment he's working on some supersecret stuff that we can't talk about yet. The reason I'm even mentioning it is because he's worried that people will think he's not working on anything fun if I don't, so he'd like you all to know that he IS in fact working on fun stuff, he just can't say anything because it's a surprise. I would, however, like you all to know that his definition of fun and most people's definition of fun are very different things, so take that with a grain of salt.
Of the things I am allowed to write about, Andrej spent the most time talking about the weather. You may already know that the weather in SCUM is Andrej's thing in case you saw any of the streams he was on. Right now he's working on implementing seasons into the game. After he's done, hopefully we'll have some or all of these things: different seasons in different climates in different map regions, procedurally generated snow (or rain or fallen leaves) build-up on game assets such as cars and roofs, precipitation dependent on the altitude, and subtler temperature fluctuations. He also said he wants to implement hair and beard growth in a more realistic way, and he has several other interesting graphics features he wants to explore in the future. One of the things he's especially looking forward to is implementing the taekwondo skill, but it won't be done any time soon. Andrej's got his hands full and there's only one of him.
Hey, kids, wanna buy some drugs?
I hope you enjoyed meeting our Andrej or learning more about him in case you've already run into him somewhere online. Stay tuned for more updates this week from your fave dev team!
It's been a few weeks since my last post, so I just wanted to let you all know how the next update is coming along. There are some big changes in store and I'm sure you're going to love them. I've been waiting to push up the update because I wanted you to have some more content, like the second floor of the crypt or the next outside area, but I think I'm just going to hold off on those and make this update all about the features I've already got mostly working.
In-game Maps
I've hand-drawn some maps that are available while in the outside levels. There will not be maps for the small caves, and the crypt will require you to find the map before you can use it. Maps will not display where you are in the level, but should give you a sense of what you have and haven't explored.
New Armor
Chainmail and Platemail armor have been added. These armors effect your movement and attack speed. Not by too much, but by enough to get you thinking about whether it fits your playstyle, like being a tank. More options for armor will be coming soon that will make using light armor more desirable, and heavy armor not so expensive.
Short Spears
They are fun and significantly change up your strategy during combat. More weapon types will be coming soon, like hammers, polearms, two-handed swords/axes, and possibly even a flail.
Other Changes Include:
New and improved main menu experience
Improved lighting and some graphics
New HUD artwork
Some bug fixes, like blacksmith discount not applying properly
We are excited for our release on the 6th of May, day after 5 de Mayo! If you are taking a day off from heavy drinking, why not check out the game.
This week's update included: - new settings change allowing in-game resolution change and key binding. - 2 new events - A new shop in town to gamble excess gold. - A shop in the dungeon to sell inventory and possibly find cool loot for sale. - several bug fixes.
Huge thanks to everyone who wishlisted and followed our game! You are the best!
We’ll share game progress, game-play, story bits and occasional dev rants with you in these Devlogs.
Let’s start off with a small sneak peek of combat. Check it out here.
Current Development Status:
We’re hard at work on preparing the game for the first game-play trailer. Which means polishing and improving the game-play feel, art and the UI. So far things are going great! We’re really excited to share with you more of the game we’ve worked on for so long.
What’s Next?
Soon after the first game-play video is ready, we’ll start a closed beta test for combat. It’ll take shape of gauntlet style arena meant to test & improve the combat skills, the balance, and the AI.
Whether you love balanced combat or you are a scourge upon combat designers everywhere and love to smash fledgling combat system to gory bits with overpowered builds, we’d love your take on our system! You can sign up for beta here.
In a few more months after combat beta, towards the end of summer, we hope to have more in-depth demo with the story, exploration and the fort gameplay.
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More cool new stuff about development, game play, characters and lore is coming soon! Cheers! Meanwhile you can check our steam forums or join our Discord.
Most recently, I wrote that all health problems were decided, but I unexpectedly got into the hospital but it is not much delayed development. What is already done: • increase energy when eating food • positive and negative effects from all types of food
It remains to add allergies and buffs to your favorite food category, which will be randomly generated at each start of a new game and you can issue an update :heart_me:
P.S. the effect icon is temporarily used for starvation, will be redrawn
We are proud to present our latest VR game, Space Ops.
Space Ops is a competitive, cooperative combat training game that was made especially for Virtual Reality, and we are pleased to announce that we are aiming to release Space Ops in May 2019.
You will be able to play Space Ops on your own, cooperatively in a team of 2, or race head-to-head to get the highest score in the global leaderboards.
Check out our Teaser Trailer for your first look at Space Ops.
The Thrill of the Fight - VR Boxing - Ian (Sealost)
Note: For those looking to try out the beta, you can do so by right clicking the game in Steam, going to "Properties", clicking the "Betas" tab, and choosing the "beta" option from the dropdown.
Hello, everyone! There's a new beta update headed out now.
The main change that I'd love to get your opinions on is that unblocked punches against the opponent will now have colored particle effects suggesting how much damage you inflicted with the punch you landed. Punches with a cyan colored effect inflict little to no damage on the opponent. Punches with a red colored effect have inflicted enough damage to substantially dizzy your opponent. The effect will blend between cyan to yellow to red to show the damage level of your punches between those two end points. The effect is intended to be subtle so as not to make it the primary focus for the player while they're fighting. This effect can be changed to always show a white impact effect like in the previous update or the impact effect can be turned off altogether through the in-game Settings menu. The option you've chosen for this setting will be shown on the main menu configuration quick view panel.
You'll also notice that the "damaging punches" stat has been removed from the punch statistics page because it was causing confusion and didn't provide enough detail to explain why the player might have won or lost a round. Instead, you'll see a new stat that shows the total damage inflicted per round.
If you run into a game breaking issue, please report it to me and then switch over to the rollback branch if needed.
The version number for this update should read "190424.1BS"
Thanks!
Update Notes:
Added coloration to the hit impact effect to convey how much damage was dealt to the opponent by the hit
Removed the "Damaging Punches" punch statistic and replaced it with the total damage inflicted per round
Added a bout customization option to control how slowly or quickly the trauma system builds accumulated damage
Renamed "Hook Speed Control" to "Tracking Speed Limit" and added it to the main menu configuration quick view panel
Made the boxing dummy taller to match Joe's height
Impact particle effect will now move with the target that was hit instead of floating in the air at the point of impact
Fixed issue causing the player's glove to play the hit impact particle effect at unintended times
Fixed issue where customizing the AI's body hit tendency ratio by any amount would always cause them to only hit the body or the head and ignore the other
Added penalty to AI's damage while they are dizzied
Added descriptions to score card punch statistics sections
Added descriptions to some customization menu options
Raised point of focus for the active fight camera slightly and reduced the maximum amount it will zoom in
Fixed an issue that would cause the customization menu to snap back to its starting scroll position if your hand went off the edge of the menu while trying to scroll it
Lowered the main menu position by a couple of inches to make the close buttons easier to reach