As July has just come to an end, we'd like to look back on where we've been, and where we're going with the development of Strike Force Heroes.
Highlights of the Past Months
In April, we announced the start of a great collaboration with the almighty IndieArk!
Then, in June, we launched our limited early-build Demo on Steam:
To our great surprise and excitement, the Demo reached nearly 100k downloads, and Strike Force Heroes' wishlist grew by 40k!
And of course, as this was an early demo, it wasn't without it's myriad of bugs and issues!
But thanks to everyone's detailed bug reports and incredible help, we were able to track down most of the bugs to deliver a much smoother experience by the end of the demo!
However, as it was just a temporary demo, it finally came to an end on July 9th, allowing us to shift our focus to developing new and exciting content! (Well, the rest of the game!)
Upcoming Development
Since then, Mike and I (Justin) have completed the full campaign and challenges (Wooo!), featuring many never before seen cutscenes, levels, and bosses!
As we continue development, we'll be finishing up all the cutscenes, custom match modes, smoothing out the online experience, and of course the necessities (performance, controller support, etc),
Languages
At launch, Strike Force Heroes will fully support English, Simplified Chinese, French, Russian, Spanish, Portuguese (Brazil), Korean, and Japanese. So you'll be able to enjoy the game in ANY language you want as long as it's in that list ;)
We're also open to adding more languages in the future.
Thanks for the Support!
As a tiny 2 man team, we've been aimed at bringing you a solid bug-free experience as soon as possible, and everyone has been immensely helpful so far!
We'd like to thank you all for your continued support as we work through these final months of development! <3
In the meantime, join our Discord, where we're much more active, and be sure to wishlist & follow us to not miss a beat! :D
We've just added monster moods to the game (v2.799)!
Previously a monster could be either passive, neutral or aggressive. While these three states still exist, the following additional moods have been added.
Angry - Equivalent of Aggressive and likely to attack on sight.
Neutral - Equivalent of Neutral.
Screaming - More likely to flee if the fight isn't going it's way.
Drooling - Monster is hungry and has 50% health.
Exercising - Monster is off on an adventure and will roam the map.
Smirk - Monster has a 25% damage boost.
Crying - Monster has 50% energy.
Sleepy - Monster has 50% defense.
Laughing - Monster refuses to come engage in melee combat.
Additional moods may be added over time, these won't always appear but you'll start to notice the emote icon above the monsters name periodically as these different moods are activated.
Some time ago, I heard someone explaining that even before coding the first element of our game, we should study how to market it and of course anticipate how it will sell upon release and beyond. These words stayed with me and made me wonder. Where is creativity in this process? Where are freedom and personal expression? How could we possibly express ourselves and convey our specific message if we are tied up to the fluctuations of a fast-evolving market? How can we ensure that the customers will have the same desires in a couple of years – or more – when our game is finally ready for release or that us, creators, artists, will not implement new ideas, concepts, designs, techniques in our game?
Join our Community Hub to continue reading this DevLog and share your thoughts... See you there 🙂
Fixed Blood Splatters Added opfor guns (AK74M & AKM) to the back of the armory room Improved/Fix weapon modification synchronization Adjusted Operation Room Post Processing
Join our official Discord server for today! In the server, we will be sharing discord exclusives, Headbangers announcements with a bunch of different text channels. This includes: arts and creative, pigeon facts, birds-in-the-wild and of course... Pigeons. Literally. Everywhere.🐤
Get ready to to bow your head and curtsy, as in today’s Coo-munity Flock, we flutter our way through to our first final round, in Oui Votre Majesté!
How To Play
Only the loyalist, most devoted Pigeon wins this final round. The aim of Oui Votre Majesté is to replicate the King’s Orders as quickly as possible. Last Pigeon standing wins!
For this minigame, you use four buttons, with each button having a different action. The first few seconds of the minigame are a practice run, allowing you to stretch your Pigeon neck and practise your movements!
Ready Then?
Once you hear 'Ready', watch the King and press the corresponding buttons that match the King’s actions! The time you have to reproduce the King’s actions appear in a timed bar at the top of the screen.
The order of the King’s movements is always varied, so don’t get caught out by repeating one action multiple times or the King’s fast switches in movements!
One Life Only!
There is no time limit to this final round minigame, as each Pigeon player has one heart only! One life in Oui Votre Majesté, means if you misclick or select the wrong button, you’ll be eliminated!
3, 2, 1... Harder!
As you get further into Oui Votre Majesté, you will hear the King shout Harder! The difficulty of this final mini-game ramps quickly, providing you with a higher tempo audio track and less time between each of the King’s movements.
You’ll likely see more Pigeons being eliminated as a result of this, so stay focused and concentrate only on the King! After you’ve heard ‘Harder’ the speed of the song will keep on increasing for every movement, which can make for a very intense finale to Headbangers!
Be Res-Peck-Ful
As our company here is royalty! Be the last Pigeon standing and you will become the Master Headbanger! And who knows? If you win, you might be next in line for the Pigeon throne!
About Headbangers: Rhythm Royale
If you missed our trailers, Headbangers: Rhythm Royale is a 30-player musical battle royale game. You play as a Pigeon, battling through four rounds of minigames that test your rhythm, reflexes and even your ability to rap. Get ready for a Pigeon Party as wishlisting is available for Headbangers now. So, use that beak and spread the word!
We hope you are as excited as we are for Headbangers: Rhythm Royale, arriving on October 31st!