





The Last "Two-Level Demo" For Release Raptor!

So, are we on schedule for our release to EA on Monday? At the moment I'd have to say... yes! There are some things I still have to get worked out over the weekend, to be sure, mainly to do with the occlusion system. But my hope is to have the procgen levels in the hands of press and testers tomorrow (well, today; it's 3am). Anyhow, Saturday sometime. Beyond that it will then be a focus on more content, and continual polish in general. It looks like we're getting really well situated for me to be able to focus on content (in the form of enemies and game mechanics) next week; and Blue has been focusing on content in the form of level design for quite some time now (and it really shows). I'm definitely excited about the build you'll have at launch!

Click here for the official forum thread on this post.
[ 2016-08-20 07:29:14 CET ] [ Original post ]
...and I just realized I forgot to update the main menu text to reflect that. Bah! Always something. ;)
Well, as you can see from the release notes, we're getting darn close to being ready.
- We have a variety of new enemies (though there are lots more coming -- it was hard to tear myself away from making more right away, because it is super fun to do).
- The voice acting for the robots is now in place, for those robots that are in place thus far. We took note from Bionic Dues and have been sure to have a really huge amount of voice cues for every robot so that they don't get too repetitive. There are also a larger number of less-funny ones in there so that it's not too funny all the time, which gets tiring when that's the case.
- Among the new robots, we have our first flying robots, our first robots that divide, and the first ones that use ballistic trajectory shots.
- The procedural map generation code is now done, thanks to Keith. There are likely still some glitches with it, but this is based around hand-crafted content being procedurally assembled, so that does help. The system is really powerful and lets me design level flows with a really high degree of specifity so that the layout makes sense.
- The occlusion system has had a huge revamp as well, to aid in performance in general, and to prep for the procgen levels. This is the major thing holding back procgen levels at the moment.
- Father Brain and the level flow that surrounds him has also not been implemented yet, and that's another key part of the feel of procgen levels. He's actually one of the easier robots, though, so that's good. And the stealth bits that play into his main mechanic have been done for a while.

So, are we on schedule for our release to EA on Monday? At the moment I'd have to say... yes! There are some things I still have to get worked out over the weekend, to be sure, mainly to do with the occlusion system. But my hope is to have the procgen levels in the hands of press and testers tomorrow (well, today; it's 3am). Anyhow, Saturday sometime. Beyond that it will then be a focus on more content, and continual polish in general. It looks like we're getting really well situated for me to be able to focus on content (in the form of enemies and game mechanics) next week; and Blue has been focusing on content in the form of level design for quite some time now (and it really shows). I'm definitely excited about the build you'll have at launch!


Click here for the official forum thread on this post.
[ 2016-08-20 07:29:14 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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