In Case of Emergency, Release Raptor
Arcen Games, LLC Developer
Arcen Games, LLC Publisher
2016-08-29 Release
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(85 reviews)
The Game includes VR Support
Stealth! The 26th! Performance! Demo 7! Oh my.Release notes! The time has come for us to start putting those out, so there they are.
Ahem. Now... two steps forward and one step back? Well, the release is slipping again.

This had better be the last time, I swear. I said last time that I wasn't sure it would be possible, and it would depend on if any new things came up. Well, a few things did:
[olist]
I figured out a much better way to have the level editor work (based around tiles), and spent the time needed to make that happen. It took slightly longer than I thought it might, but MAN is it better. We're creating rooms like crazy now.
I ran into some performance issues in one corridor of mine and then wound up figuring out a huge chain of things that led to tons of performance improvements across the board. The game now runs 2x-3x faster in most cases, no joke. That is worth a few days' delay, I'd have to say! It does also have an impact on how we design our level pieces, so it's good to have that done at the start.
NOTE! If you're stressed about the fact that some of the levels look darker now, please don't be. It actually evens out, with less overall contrast most of the time. And I may tune that more in general. However, either way, along with the new lighting comes a new setting that allows you to get a beautiful range of lighting styles in the game depending on how your monitor is set up. Much better than the older way of doing brightness/contrast in teh game, although that is also still there -- it's good for smaller tweaks.
[/olist]

As a side effect of the lighting performance stuff, I had to do some detection to figure out when the raptor is in shadows. That way the ambient light adjusts up and down so the raptor can see in the dark areas, which are now more pronounced otherwise (the choices were between having it wash out the bright areas or have the dark areas be super dark -- this adjustment of ambient light lets me have it both ways, and kind of simulates how your pupils would dilate and so forth in response to light. It's not true adaptive lighting from tonemapping, I have that turned off because it causes more headaches than benefits in my opinion, but my thing is the little brother of that idea.)
Anyway, with that data in hand about whether or not the raptor is in shadows... I was able to go ahead and do a lot more with the stealth mechanics sooner than I had planned. Destroying light fixtures now actually has a purpose aside from being fun. I always wanted to do this, but I wasn't sure if I'd be able to do it from a technical standpoint. Turns out very much yes! You get a handy little icon telling you when you're in cover, and all that jazz.

So what's left on the to-do list?
[olist]
Blue and Misery are working on room designs.
I am actually out of the office for two business days, unfortunately, which is bad timing.
But then I need to get in more robots.
And Father Brain.
And our first set of voice acting needs to be integrated; it has been recorded by myself and Ben, and then was helpfully split up and processed by Craig.
I need to finish up the actual procedural level generation fixes. It mostly works, but has some bugs.
I'm sure there are various other bugs that will come to light that I need to take care of.
There are hundreds more objects that will populate the levels, and I need to continue setting those up and getting them ready so that Blue and Misery -- and Brandon, actually! -- can use them. And me, for that matter. And any players who are interested in that side of things.
[/olist]
It's feeling a lot more manageable now that there's a bunch of content being created by Blue and crew, and I'm not the bottleneck preventing that from even happening at all.

The wiki is also coming to life at the moment. We have a section on the level editor basics. We also have a design guide for level 2, the apartments.

I'll mostly be AFK until Tuesday mid-day, so I'll talk to you then!
Chris
Click here for the official forum thread on this post.
[ 2016-07-15 05:38:55 CET ] [ Original post ] - 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.
RECOMMENDED SETUP- 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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