Rampage Knights – October update

By undead

Hi everyone, who is still waiting for news for our co-op brawler Rampage Knights!

As the release date is approaching we are getting things together. Our main problem right now is the network code, which is too slow to run the whole world with all the levels at once. That’s why we are changing it to handle the campaign one map level at a time.

We’ve added exit screens in between levels which count some statistics of the players like kills, damage dealt etc. It immediately spawned fierce competition to the point, where we focused on knockning each other out of the way to steal the kills and gold more than on surviving the fighths with monsters :) .

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Meanwhile we are adding more stuff to the game – items, special encounters and enemies. Just like this beholder-like creature below:

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Rampage Knights on Indiegogo and Greenlight!

By undead

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!

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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

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try-demo try-xicht try-green

 

Thanks!

Rampage Knights: update

By undead

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.

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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.

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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 undead

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 undead

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.

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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:

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