





New Build With Movement and Occlusion Improvements!
[ 2016-07-08 02:28:38 CET ] [ Original post ]
New build for you tonight! There's a metric ton of new and improved stuff in the level editor that isn't really ready for prime-time yet, but pretty soon you'll be able to create your own custom apartments to fight robots in, if that's your sort of thing. More importantly to your immediate concerns are a handful of updates:
- The raptor now only moves 1.25x as fast as it used to, rather than 1.5x, as the latter was just too darn fast in small spaces in particular.
- The raptor is now able to jump in a controlled fashion to different heights, rather than having only one big jump speed. Thus you can tap it for a small hop that is smaller than you ever could before, or hold it down for a much higher, slower, more graceful jump than ever before. So you can reach higher places again, and in a much more reliable fashion as well.
- Fixed a huge number of issues with the occlusion system that crept in during the last public build. (The system is actually even more efficient than before, at this point.)
- In the lab in the last build, the deflection slap was not working right in third person. It was in the industrial level.
- The latest version of SECTR Audio has been integrated, and solves some of the issues with HDR audio clipping.
- Fixed a bug that has been around for a while where realtime fracturing of objects was doing all of their passes at once rather than just some of them. This makes those objects -- most notably glass windows -- behave a lot more like they are supposed to.
[ 2016-07-08 02:28:38 CET ] [ Original post ]
In Case of Emergency, Release Raptor
Arcen Games, LLC
Developer
Arcen Games, LLC
Publisher
2016-08-29
Release
Game News Posts:
34
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mostly Positive
(84 reviews)
The Game includes VR Support
Public Linux Depots:
- Raptor Linux [2.26 G]
- Be a velociraptor.
- Feel like a velociraptor -- this is our central design goal.
- Procedural levels: a pleasing blend of hand-crafted locales and randomization.
- Fight robots! Tear giant ones limb from limb, pounce on small ones, and try not to die.
Sell Me The Idea In One Sentence
If I have to convince you why being any form of dromaeosaurid is freaking awesome, then I'm not sure we can be friends.
This game is carefully crafted to give you the closest possible feeling of being one of these glorious monsters -- then turning you loose to do fun stuff. That means you don't get (or need) "frickin lasers," health upgrades, or character progression.
That said, as we know from historical documents, it's hard to be a raptor in a futuristic dystopia. Robots have guns, and you don't. Despite the fact that you're an incredible hunting machine, you've got your work cut out for you if you want to master the game.
What’s The Point?
- 1. For the pure fun of the thing. In 1993, a certain game let you be a raptor. The controls were iffy. The levels were short and static. It's very dated. Yet many of us still dust it off periodically -- just to be a raptor. Release Raptor gives you a far more satisfying, modern, dynamic experience.
- 2. For the challenge. Brutal Mode approximates what a real theropod might experience when attacked by robots. Aka, if you get shot by a rocket that's the end. You'll need to use all your raptor skills to tear your foes to shreds.
- 3. To play with kids. I want to be able to play this with my 5 year old son, but still have dismemberment (because that's cool). How to do that without blood or gore? Robots! Little robots = pouncing targets; giant mechs = dismemberment targets.
- 4. For a power trip. Brutal Mode is only fun for some. So we have Power Trip Mode, where you're on an invincible rampage. It's not about IF you can do it, but how WELL you do it. Speedrunning is encouraged. Your performance is scored and rated (avoiding hits, etc), so mistakes still have consequences.
- 5. For daily runs — maybe. My hope is to build out some daily leaderboards for both play modes, but no promises on that yet.
- 6. For the strategy of it — probably. The idea is to make these branching mazes kind of like AI War: Fleet Command maps in terms of how they provide you with opportunities. Each opportunity may increase the heat you take while moving forward, but at the same time net you some good things (thematic secondary goals like blowing up part of the facility, etc). I think I have figured out how to avoid excessive backtracking or frustration with this, but I don't want to state that as a definite feature until I have it prototyped in.
NB: Yes, we know that’s not a velociraptor (and there should be feathers).
MINIMAL SETUP
- OS: Ubuntu 10.10 or later. although other unsupported distros may work
- Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce 8xxx+. Radeon X2400+. or Intel G45+
- Storage: 5 GB available spaceAdditional Notes: Important: final specs may substantially differ. but this is our best guess for now.
- Processor: Any Quad Core or 3.0+ GHz Dual Core CPUMemory: 5 GB RAM
- Memory: 5 GB RAM
- Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GBAdditional Notes: Important: final specs may substantially differ. but this is our best guess for now.
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