Rampage Knights on Indiegogo and Greenlight!

By Chmelar Frantisek

We just started an Indiegogo and Greenlight campaigns for Rampage Knights!
Please visit the pages, support us, vote for us on Greenlight and tell everybody about the game!

rk-nacancany-shot

Here you can visit the Indiegogo page for more info about the game and perks available:
https://www.indiegogo.com/projects/rampage-knights/

Here is the Greenlight page. We need your vote!
http://steamcommunity.com/sharedfiles/filedetails/?id=272377354

Demo is available here:
http://download.rakeingrass.com/rampage_knights_demo/demo.html

try-gogo
try-demo try-xicht try-green

 

Thanks!

Rampage Knights: update

By Chmelar Frantisek

After a long hiatus and a little detour with the JnG on Steam I’m back with some news about Rampage Knights. Yes, the project is still alive! In fact we plan to start an IndieGoGo and Greenlight campains really soon to get some attention and funds for outsourced stuff (mostly music) and to possibly push the game on Steam. Along with these campaigns we are going to release the first playable demo of the game! So here I am with some behind-the-scenes info for those who are interested.

You might guess the development so far was quite a labor. The initial idea seemed easy enough. After we enjoyed the hell out of The Binding of Isaac, we thought, it will be cool to take this random generating formula (we have some experience with that thanks to our old game Larva Mortus) and mix it with melee combat! Something we like and know well from games like Golden Axe or Castle Crashers. We were sure this is going to be epic. And an epic struggle it was :D . I don’t remember ever having to rework so many things that looked fine on paper, but didn’t work once we created and tested them. Here are the three main changes that happened to the game:

THE PERSPECTIVE

First thing you may notice, as we start to pump out some new screenshots, is the change of perspective. The old version used these weirdly skewed side walls, which allowed us to make them partially visible. But later on we realized, how much this limits, what we can do with the rooms. They all had very similar trapeziod shape, chasms didn’t work very well, object placing was quite complicated, it was a letdown. We decided to start from scratch and build everything on a simple rectangular grid. A lot of work ended in a dust bin and we lost visible side walls, but now we have tons of rooms with different shapes and obstacles and also positioning of any new features is much easier.

140516_before
140516_after

THE MAP

Initially we wanted to follow the lead of The Binding of Isaac and create a fully explorable 2D map with all kinds of side rooms and branching. Sounds great, right? After many months running with this model and testing lots of map layouts we saw, how annoying this “exploring” actually is in our game. The game never felt like proper “dungeon crawling”, the wandering and constant backtracking created a lot of frustration. What works in other games, didn’t work in ours. Rooms in RK are too big (fighting in small rooms is bad, especially in multiplayer) and despite very high run speed of the characters it simply takes too long to cross them. It’s one of those small differences that make a huge impact on the game.

After a much discussion we did a serious cut and dropped the map entirely. In current version players move constantly forward to the end of level via linear path, yet we kept all special side rooms with treasures, traps and various special events along the main route. The progress through the campaign is now much closer to Golden Axe or maybe Left 4 Dead instead of “rogue like” games.

THE FIGHTING

We put a lot of effort into the fighting, as it is the core mechanics of the game. The original system was based on combining of weak and strong attack and surprisingly it fell completely flat. Last summer we tested it on a bunch of experienced gamers and it turned out, that most of them ignored one of the attacks most the time and rarely (if ever) used the combos.

We decided to streamline things with only one attack button and one magic button. Special attacks are now triggered by combination of movement and attack button (for example: pushing up + hitting with an attack does an uppercut strike, which slings the enemy upwards and starts juggling with him in midair). Also magic in our game is mostly very combat oriented so it serves as another form striking, making the action fairly variable.

140516_cyclop

Ok. This is a selection of the biggest obstacles and changes we faced during the last year in the game. The text is getting too long already, so I’ll stop here. I’ll make another blog with more details about items, combat, multiplayer and new stuff in the game soon.

Jets’n'Guns is on Steam!

By Chmelar Frantisek

jngonsteam

The day has come! Our legendary side scrolling shooter made it on Steam! Take advantage of 50% discount and smash through the hordes of enemies in this epic world saving adventure!

But most importantly – enjoy the destruction!

Jets’n'Guns update – trading cards, release date, pricing, etc.

By Chmelar Frantisek

Hey, everybody! Another update on JnG is here.

The game is undergoing some testing and we are fixing and polishing last few details about the game (those we are able to ;) ).

We had some minor difficulty earlier this week, when we find out the upscaling is bluring edges of neighbouring sprites into each other, which results in annoying black edges everywhere (see the picture below).

bug

This bug was not visible in original 800×600 resolution and even in darker upscaled levels, so it caught us by surprise a little bit. The old and obsolete sprites system in the game complicated the solution, but we found a little dirty trick which solved the problem just fine and everything seems to be running swimmingly now :) .

We are also still trying to improve gamepad controls. A big obstacle for us is the fact that the gamepad inputs are not unified and we want to keep ability to control the game even with non 360 devices. It remains to be seen how successful our approach will be.

RELEASE DATE, PRICING

Yeah! The information you are actually looking for! Valve confirmed February 5th, 10am PT as a launch of the game. We set the price to $7 with 50% launch discount the first week.

Also one good news for Linux users:  because of a delay of the release the Linux version will be ready on the launch day.

TRADING CARDS

Some of you asked for information on trading cards, so I’m attaching a preview here. We have six cards in the game as you can see bellow. Most of them are vehicles you may be familiar with. The hi-res version of the last card shows a sheet with a overview of many weapons from the game.

karty

We also created 5 profile backgrounds you may obtain by collecting the cards and crafting badges. The backgrounds correspond to the themes of the cards (except the rare one). Here’s a low-res preview of one of them:

steambgr

Thanks everybody for the support so far and helping us to make this happen!

Jets’n'Guns on Steam – Update

By Chmelar Frantisek

Hey guys. We owe you some news about upcoming release of JnG on Steam. So here it is:

We plan to finish our work on the game this week. Right now Mac version is in the making and we should be able to send the packs to Steam next week. Unfortunately the Linux version will be delayed, because the guy who should do it for us is extremely busy this month. Bad luck :( .

THE CHANGES WE MADE IN THE GAME

In the end the controller will work everywhere. In the menus and ship equipping you have to move the cursor around with the sticks. It is clumsy, but it works. Still better than not having it at all. Buttons will be fully customizable.

We added an option to choose, how to display the game on modern screens. You can either stretch the game horizontally to fill 16:9 (or whatever) aspect ratio or you can maintain the original 4:3 with black stripes on sides.

Some minor changes were made to Tetrix minigame and in Atarix we distinguished the symbols so colorblind may crack crates too now.

We made the dreaded race level a little bit less frustrating.

Several other minor fixes and tweaks were made, like fixing the secrets counter and changes to some of the medals. Overall nothing important to the gameplay.

THE ACHIEVEMENTS

jng ach

Here’s the list of achievements, if you are the kind of guy who likes to collect those things. You can compare them to you old stats and see how you will fare ;) .

  • Find all secrets.
  • Finish game on hard difficulty or higher.
  • Get to 10th round of the campaign.
  • Finish campaign without being shot down.
  • Reach score of 100 millions.
  • Reach score of 10.000 in Tetrix.
  • Kill 60 troops with one hit.
  • Kill 100.000 troops.
  • Kill 100.000 air targets.
  • Kill 10.000 ground targets.
  • Destroy 250.000 targets.
  • Crack 100 crates open.
  • Activate 100 devices with RemCon.
  • Unlock all 12 ships.
  • Make one hero obtain all medals.
  • Find and capture all 9 galactic villains.
  • Pick up 100 hitchhikers.
  • Find Mr. Perfect’s secret level.
  • Find the secret level with spammers.
  • Find the secret base on lava planet’s moon.
  • Find the secret science lab level.
  • Finish one level with Armageddonator.

 

That’s all for now. Hopefully the game will be out very soon.