HYPERCHARGE: Unboxed - [DCC] Joe

Hi everyone,

THIS IS JUST A PREVIEW, NO UPDATE HAS BEEN RELEASED.

I hope you’ve all had a great weekend so far.

Firstly, for those wondering why there has been lack of updates, please take a look at our previous announcement:
http://steamcommunity.com/games/523660/announcements/detail/1465223726789588121
Some of you might be thinking, the maps shown below look very different to what we have currently been playing? There is a reason for this. Before we jump straight to the screenshots, I’d like to explain our plans for the next new environments, in relation to gameplay.

The biggest challenge Unboxed faced was fundamentally, its core gameplay. Currently, the mechanics essentially involve players defending a Core from a "line formation of enemy A.I". This may seem well and dandy, but it does not offer much diversity.

I’ll be brutally honest with you. We focused far too much on the aesthetics rather than gameplay, or more to the point, the fun factor. Our new target is to allow much more scalability, freedom of movement, to be able to traverse the environment while defending your objective.

Enemies will attack more dynamically, charging from different angles, spawning from areas that pose a threat. It’ll be chaotic, you’ll have to navigate the level wisely and strategically place your turrets and traps. There is going to be more interaction with the enviorment. The objective is still to defend a Core (although we have some ideas to maybe alter this) – but the placement of it will complement the gameplay.











I’m not bashing Unboxed or what we have created thus far, I just don’t want to mislead you with nonsense. As I have said multiple times before, you can expect nothing but transparency from us.

We’ve listened to much of your feedback and many of you have such great ideas. We will be implementing some of them as times goes by.

We have a new direction and vision for the game and look forward to working with our community to make it become a reality. Once we put in place the foundations that make the game way more fun, add your ideas and suggestions, polish areas that need it, that is when we will begin to advertise Unboxed more.

Keep up your awesome work and thank you for supporting us! - Joe

Psssh, hey you. Yes you! You read this far huh? Well then, here are 8 HC:U Steam keys to give to your friends. Thanks for being epic!



Best regards,
Digital Cybercherries Ltd.




2017年12月9日
HYPERCHARGE: Unboxed - [DCC] Joe
Hello everyone,

So, I know things have been very quiet at our end and now that most of the dust has settled, I’d like to briefly explain what has been going on.

Unfortunately, within our team, and due to unforeseen circumstances, we’ve had some major restructuring. This involved some of our beloved members venturing onto new things. We wish them the best of luck and cannot explain how thankful we are for all their hard work and dedication to our projects.

I can appreciate it may seem very unusual for us to be this inactive in terms of communication with you all, especially in view of how responsive and transparent we usually are. It was never our intention for this to happen.

Most of you probably do not know, but Digital Cybercherries consists of only a small team, (even smaller now,) and we do not have an actual studio. We all work from home and some developers are in different countries. In fact, many of us work full-time jobs to keep development prosperous and healthy. We simply have not made enough funding in order to develop both NRA:N and HYPERCHARGE: Unboxed full time.

We originally set up Digital Cybercherries as a group of close-friends with the sole purpose of being able to create awesome and entertaining content. Our dream was, and still is, to eventually have enough finances to work from our own studio and be able to make and develop games full time. An enormous amount of effort has gone into this goal. Don’t get us wrong, it’s not all about money. We develop games because we love to do it, it’s our passion. But at the same time we have to be realistic. Without enough funding we cannot keep up with the strains of continuous work.

Looking back now, maybe we were not honest enough with you regarding our current situation / set-up. We wanted DCC to be perceived as a Triple-A studio, even though technically, we never had a studio, just a virtual one. Everything we have done, from development to communication was with the intention of being perfect, to every fine detail. But as life goes, it’s simply not possible to maintain such a mindset given our position.

Right, onto a more positive note:

Have we still been developing HYPERCHARGE: Unboxed?
Yes, we haven’t stopped working on it.

When is the next update for HYPERCHARGE: Unboxed?
Due to planning and major restructuring within the team, I cannot now give an honest answer. I promise I will keep you updated regarding this.

Have you abandoned New Retro Arcade: Neon?
Definitely not.

Have we still been developing New Retro Arcade Neon?
We have done little bits here and there. Once planning has been fully established, we’ll start updating Neon.

I’m not making excuses for us, but rather, valid reasons. There is heart and honesty in this post. I wanted to be fully honest with you guys. There has been a lot going on development wise as well as within our team which I won’t go fully into. Sometimes it's not all what it seems from a player's perspective. Things are always more complicated than you may believe. Once we have a solid foundation within our team and planning, we’ll get back to the good ol`days of regular updates.

You’ll see a lot of positive changes in 2018. After all our obstacles and hindrances, we will not give up. We believe in ourselves and the passion our fans provide. We certainly won’t give up on you.

We’re utterly sorry for the lack of communication and any inconvenience we may have caused.

To those who have stuck by us since day 1, we thank you from the bottom of our hearts. You will be kept up to date with our plans. I ask that you trust in our word and continue to walk with us on our journey. We’re not going anywhere. - Joe

With love,
Digital Cybecherries Ltd. X
HYPERCHARGE: Unboxed - [DCC] Joe

Dear Toy Soldiers,

Soon to come in our next big update: New enemies! And yes, you can see a T. Rex in those images.

We’ve had a lot of positive feedback since our last update and we cannot thank you enough for your support.

Our very own forum member “Rezorek” has taken the time to create a community Discord channel for HYPERCHARGE: Unboxed: https://discord.gg/49xk6c3 - This is run by the community but you may see us popping in and out from time to time. Huge thanks Rezorek for taking his time to make this, we really appreciate it.



Once again, thank you so much and have a great weekend.
Your Community Manager Joe and the rest of The Digital Cybercherries team.
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HYPERCHARGE: Unboxed - [DCC] Joe

Dear Action Figures,

Early Access Update 02 is finally here and we cannot thank you enough for all of your feedback and support thus far. We have been extremely hard at work implementing all of your ideas to further help develop HYPERCHARGE: Unboxed.

Thank you so much to everyone who has taken the time to provide their great ideas and suggestions. We cannot develop this game without you so please keep it up and continue to participate on the Forums.

With the release of this major update, we have now established a solid foundation for the core gameplay. We want to thank everyone for all your feedback.

Below are some images and descriptions describing some of the main features you can expect to see within this update: (Please see below for the full change log:)

New Placement System:

More freedom to build. You are no longer limited to set positions when it comes to placing your defences. Within the grid, players can now place their turrets and traps almost anywhere on the floor.

New Enemies:

Watch out for those Helicopters that drop deadly bombs on top of you. Be also vigilant as the Army Man Jeep has a powerful .50 Cal Machine Gun and is ready to destroy you!


New Upgrade System for Turrets:

You can now upgrade your Turrets with the credits earned by surviving waves and destroying enemies.

New Traps:

Damage and slow down your enemies by placing devastating traps that will help you survive each wave.

New Loadout System:

Players can now benefit from the improved loadout system while being able to choose from any 3 buildables they like.

New First Person Body System:

It doesn’t help you in any way other than looking rather cool!

  • Here are the latest patch notes:

  • Major Changes:
  • Added split screen into multiplayer options.
  • Added new placement system for buildables. (more freedom when placing Turrets / Defences)
  • Added new loadout system, players can now choose any 3 buildables they like.
  • Implemented new upgrade system for Turrets.
  • Buildables can now be destroyed, giving back half of your credits.
  • Enemies will now destroy buildables blocking their path.
  • Meatbag Pounder now attacks player when in close proximity to it.
  • Zombies will now chase and attack players.
  • Credits will now be added to each players inventory at the end of each wave.
  • Bonus credit packs are now dropped at random from killing enemies.
  • Batteries are now collected at random from corpses.

  • New Content:
  • Added new map Toy Store Aisle 3.
  • Added Helicopter.
  • Added Jeep.
  • Added Shockwave Turret.
  • Added Searchlight Turret.
  • Added Turbine Turret.
  • Added Poison Vine Trap.
  • Added Spike Trap.
  • Added Fire Trap.
  • Added Gunk Trap.
  • Added Explosive Mine.
  • Added Bildo Wall.

  • Additional Changes:
  • Added toggle Sprint.
  • Added First Person body system.
  • Added new textures for the Tank and Jet.
  • Added resolution quality to video options.
  • Added damage impact camera shake.
  • Added shadows to capsules.
  • Added safety check for stuck enemies.
  • Added delay between Shotgun shots.
  • Added sound effects for each new buildable and their upgrades.
  • Added camera limits and adjusted first-person view system to adjust mesh offset based on view pitch.
  • Added new Meatbag Pounder sounds.
  • Added new buildable sounds.

  • General Improvements:
  • Improved first-person mesh asset and weapon mesh system optimisations.
  • Improved first-person shadows and lighting to reduce flickering.
  • Improved overall map optimisation.
  • Improved A.I pathing.
  • Improved Turret A.I.

  • Tweaks & Fixes:
  • Tweaked enemy wave numbers.
  • Tweaked buildable performance. (Turret damage, reload speed etc)
  • Tweaked Laser gun knockback when attacking enemies.
  • Fixed end game screen bug.
  • Increased power consumption of Turrets.
  • Scoreboard now properly shows player XP when in a sever.
  • Chat box now fades out when not in use.
Once again, thank you to everyone who has and is supporting us so far. We are nothing without you.

Good luck surviving the onslaught Soldiers!
Your Community Manager Joe and the rest of The Digital Cybercherries team.
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2017年6月24日
HYPERCHARGE: Unboxed - [DCC] Joe

Dear HC:U Fans,

Thank you so much to everyone who has thus far given us feedback and great ideas. We are listening and hard at work. In the near future I’ll be able to give a better idea of what our plans are regarding where we are going with the changes to Unboxed’s gameplay. This is of course in relation to overall player feedback.

Remember to keep posting on the Forums, we’re developing the game together!
  • Here are the latest patch notes:

  • Fixed the UI DPI scaling being set at 1.5 by default.
  • Added auto-enemy clean up system, to delete enemies which are stuck for a set period of time.
  • Added additional checks to prevent enemies being stuck out of bounds.
  • Fixed Razor Wire gibs not falling over when destroyed.
  • Fixed multiple F-18 Jets spawning.
  • Fixed newly constructed turrets missing their overlay while in Information mode.
  • Lowered Slobkin's expplosive damage to the core and players.
  • Cleaned up the end of round and scoreboard UI elements.
  • Removed duplicate player health bars.
  • Disabled torso customisation in the menu until new torso's are added.
That’s it for today. Have a fantastic weekend and enjoy the summer sale!

Your Community Manager Joe and the rest of The Digital Cybercherries team.
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2017年6月21日
HYPERCHARGE: Unboxed - [DCC] Joe

Dear Action Heroes,

Today we launch HYPERCHARGE: Unboxed into Early Access! Thank you to everyone who will be joining us on our journey towards full release. Your feedback and support helps make the game become something you all truly want to play.

It’s extremely important to us that your suggestions are heard and we promise to listen. I’ve created a Feedback for Early Access Guide which provides information regarding; how to give feedback, how it’s used and where to go to get in touch with us. I hope this helps.
http://steamcommunity.com/sharedfiles/filedetails/?id=951981876
As the game is in Early Access, it’s important to mention that it of course in its current state does not represent the final product.

We look forward to listening to your thoughts and suggestions and working together to develop HYPERCHARGE: Unboxed. Be sure to make a post on our Forums and we’ll get hard to work.

See you all in-game!
Your Community Manager Joe and the rest of the Digital Cybercherries team.
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