Howdy folks! BLOODSAINT 1.0 is out now! It will be kept a few more days in Early Access to wide-test the compatibility with different machines... this framework is a testbed for a 64-bit framework that bypasses the limitations of the previous framework used on the UBERMOSH series.
If you have not tested it yet, it is a retro-vibed and paced minigame, polished during the latest months with this awesome community feedback and guided by several top-down gameplay experiences I developed over the last decade.
Lots of nice concepts spawned during the Early Access that evade a bit from the initial BLOODSAINT plan, but can nicely fit a longer sequel, top-down dungeon crawlers, and duelist-focused games... that may come soon with the design developed during this journey.
Many many thanks for the support, the kind reviews, and for taking the time to share your impressions, suggestions, and ideas for future projects! You rock!
https://store.steampowered.com/app/2998040/BLOODSAINT/
[ 2024-11-13 18:49:52 CET ] [ Original post ]
Howdy folks... this one took some time to make, but it is pretty fun!
When you get 180s, as soon as you move to the endless wave, one of the six Duelists will try to beat you, the fight will last close to a second. If you react faster enough (and each duelist is a bit different) you get a badge and keep alive on the pit...
There were some other technical tweaks... More duelists can appear later... And I am very happy about how this tiny story is being told through gameplay and music. Please check it!
Many many thanks for the support and feedback!
https://store.steampowered.com/app/2998040/BLOODSAINT/
[ 2024-11-04 20:16:23 CET ] [ Original post ]
Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey!
BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance tune, and I am testing new concepts for the late game (200+ seconds) aimed for the hardboilded veterans of this awesome community. Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/
[ 2024-09-08 17:43:07 CET ] [ Original post ]
Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds.
A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player feedback, like the new camera, that feels more brutal, due to the way it integrates with the sound.
Many many thanks for the feedback and support!
If there is a delay in answering, is due to the deep focus on these artistic experiments!
https://store.steampowered.com/app/2998040/BLOODSAINT
[ 2024-08-26 00:47:42 CET ] [ Original post ]
Howdy folks! BLOODSAINT version 0.03 is online, bringing the "Onslaught Frame" card, a synergic card that changes the frame of your gun to a splitted frame, inspired by the warlock gun from UBERMOSH. It tweaks the projectile shape making it thicker and affecting all the ammo card spreads. For the fun factor, it changes how punchy it is to targets too. It complements the previous update Metal Leech, a passive "area attack/shield".
Sinergic cards to melee and conjuration were tested here too, but are not cooked enough to enter the game without breaking the balance.
There is an alternative shader code that I crafting that will improve performance on the oldest machines, but it is not tested enough to enter this version, it may come in a few weeks.
For the veterans, some modifications on the late game (180+ seconds) will come on 0.04 as soon as I mature the 0.03 changes with players' feedback.
Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/
PS: Have your QUICKERFLAK cards dropped?
https://store.steampowered.com/app/1836120/QUICKERFLAK/
[ 2024-08-09 10:42:50 CET ] [ Original post ]
Taste is pretty personal. It took some time, but I finally got the vibe right for the QUICKERFLAK cards. I wanted to illustrate the secret reunions before you start to flak everything. Inspired by religious art, alternative comics, and the darkest metal covers, it spawned deep profile backgrounds that would fit nicely on a t-shirt for a gothic/darkwave party.
Many many thanks!
Please check QUICKERFLAK 2 and BLOODSAINT if you have not checked it yet!
I am working on some bloodsantic updates and a few other projects that spawn when community suggestions are super fun but do not fit the original title. More stuff soon!
https://store.steampowered.com/developer/waltermachado
[ 2024-07-31 20:10:57 CET ] [ Original post ]
BLOODSAINT Version 0.02 EA is Online!
Howdy folks! This latest update adressed some community requests, like gamepad support and stuff that I was already working on, like the METAL LEECH, a power that is kinda passive, but are affected by your aim and movement, and can be used like an armor, or a roomsweaper power during the sprint. Now there are more upgrades than waves, and there is a level of deckbuilding, because your Saint will not be able to max all powers before ascension. The Bonesplitter got a buff, and now you control 2 blades. There are other minor graphical, performance and gameplay tweaks, but it is nicer to see it playing than reading!
Many many thanks for your suggestions, support and Steam Reviews,
soon, version 0.03!
https://store.steampowered.com/app/2998040/BLOODSAINT/
[ 2024-07-14 22:44:41 CET ] [ Original post ]
Howdy folks! Time check it!
BLOODSAINT is pretty solid, with that straight-forward retro-hardcore minigame vibe.
It should had been launched in 94, but it is fresh now and while you shoot stuff I will be here working on a few more enemies to enter the pit.
It is Early Access, and stuff will be added and tweaked. If you want to share your input, I will be glad to hear it! If you like it and wanna make a review, it will be triple awesome!
Many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/
[ 2024-06-24 16:20:14 CET ] [ Original post ]
Howdy folks! I hope you are all fine. 24th BLOODSAINT will launch (version 0.01, Early Access); the actual version is pretty tested, it is running super fine, and the game balance is as sweet as it can be. Since the golden state of this first version, I have been testing flamethrowers, ogresized enemies, mages, and more stuff not hardboiled enough to enter the main game yet.
The list of community requests is dense and spiky, and it is a really nice exercise to manage what still needs more testing before it manifests in to playable content. I am very grateful for this opportunity. Thank you!
Studio is moving to a wider place due to the new framwork, more machines running at the same time and I can keep the flow recording tracks, testing gameplay and experimenting with visual art. The studio switch may consume a few more days and how this changes allow me to keep the production momentum surelly pays out the circus.
There are lots of data that would be nice to share, but it is even nicer to keep it evolving stealthly, to not spoil out the gameplay experiences that I am cooking for you!
https://store.steampowered.com/app/2998040/BLOODSAINT/
[ 2024-06-21 21:50:24 CET ] [ Original post ]
https://store.steampowered.com/app/2998040/BLOODSAINT/
Howdy folks, I have been experimenting with arcade topdown fast-paced minigame designs for over a decade, collecting your feedback and crafting stuff that may fit our nice simbiosis. I usually spend a lot of time crafting the music and sound effects, and the soundtrack of BLOODSAINT is pretty special.
It happens in the same universe of UBERMOSH, with one of the characters of BULLETHELL ascending to the status of Saint, growing the powers during the ritual... so, from the powers to guitar tone, I put in an extra effort to call back elements from this wide journey, tweaked to the brute vibe of BLOODSAINT, that happens 10.000 years after the events of the classic series.
It will start in Early Access and is a love letter for you. There are lots of community requests that I was able to squeeze in, and I hope to fit a bit more before moving to the 1.0 version.
Many many thanks! It has been an awesome journey with the marvelous company of this community.
[ 2024-06-10 19:26:43 CET ] [ Original post ]
I am still working on it; the plan is to launch it in May.
There is an expected delay before Steam approves the title for launch (1-2 weeks to approve Store and Build, 2 weeks+ of "comming soon").
The leveling system is "kinda new," heavily inspired by classic elements with some twists to make it cleaner and quicker.
Every month, I do my best to release new stuff, from new projects to game updates, and it is always awesome to give you these handcrafted gameplay experiences. Many thanks!
https://store.steampowered.com/developer/waltermachado
[ 2024-03-31 14:05:25 CET ] [ Original post ]
Steam Early Access is pretty magical. I have some buddies trying it here in Brazil, and the nicest folks are playing the same game thousands of kilometers away, with similar feedback guiding this update.
We have a new enemy class that moves with lightning speed and cirurgical precision, like a zoomed spider, a vampire in movies, a chess queen with long movements, or a mutted banshee with a flak cannon. To deal with it, you have your melee "sword breaker" with limited stamina, a full-auto Flak cannon, and the human factor, which finds gaps to solve stuff in your own way.
It moved from 2 to 5+1 enemy classes (from QQF1 to QQF2) to test your reflexes and combat awareness.
The texture maps and surfaces were polished to add performance, and the protagonist death animations were tweaked to look nicer.
The level generation was tuned following player feedback.
It is a nice time to SSS it!
Many thanks!
https://store.steampowered.com/app/2799110/QUICKERFLAK_2/
[ 2024-02-29 17:00:36 CET ] [ Original post ]
It took two years to make melee work nicely in QUICKERFLAK. The sequel gets the hunter mass from the RUTHLESSMOD, new enemy classes, and now you can rank up to SSS if you connect with the flow of FLAK+Melee.
https://store.steampowered.com/app/2799110/QUICKERFLAK_2/
If you are into game development, the melee weapon was inspired by the "Chinese Sword Breaker/Long Kabutowari," which is shaped like a sword but is a strong blunt weapon that attacks with a stamina-based "turbo trigger" (based on old aftermarket "turbo gamepads" that have a turbo trigger that clicks super fast), allowing you to counter flak ammo for a brief time.
I will be back soon with more content!
Many, many thanks!
[ 2024-02-01 23:19:54 CET ] [ Original post ]
All Early Access update goals are done under the expected time, and BULLETHELL 1.0 is out!
If you are a game development enthusiast who checked the early versions before the fat bullets (and just one hero, fewer enemies, different pace, etc.), it is a nice time to enter the pit again!
Player feedback is magical, and some ideas that do not fit the core concept of THIS game have spawned other projects that may come soon. One that I like to highlight is the "room beater" QUICKERFLACK with the addition of melee inspired in BULLETHELL. There is a roguelike under development, and I am double-checking a few early concepts that were not possible with the UBERMOSH framework and may fit the latest BULLETHELL code structure.
Many, many thanks! Your feedback helped a lot, and I hope to deliver a teaser of some of the new stuff later this month!
Pump your reflexes and have fun!
https://store.steampowered.com/app/2620000/BULLETHELL/
[ 2024-01-04 19:13:10 CET ] [ Original post ]
https://store.steampowered.com/app/2620000/BULLETHELL/
BULLETHELL development is flowing pretty nicely, and today you will be able to play with two new heroes: a KENSAI character bringing the bullet-cutting gameplay to the table and a "bulletwall gunner" that favors the "roomsweaping before movement" gameplay.
There is also a new enemy class that tries to predict where you will be and fire in that direction.
I hope you like the new content, and many thanks for the trust and feedback during this Early Access journey.
[ 2023-12-07 11:11:29 CET ] [ Original post ]
https://store.steampowered.com/app/2620000/BULLETHELL
Steam Early Access is pretty magical. Players do not know what they will get. Developers do not know how the finished version will be... and this coop can create astonishing results.
As a few of you may know (due to Steam notification issues), I am developing BULLETHELL to be a sub-30 second arcade minigame challenge with no fillers to get that heart pump feel as soon as possible. It is pretty experimental; it is not an UBERMOSH (but it shares the same universe). It is not a room beater like QUICKERFLAK, but a "kinda new" thing, handcrafted by me for you.
Yesterday I sent the HEAVY GEAR update, and I am working on the next one.
Many thanks for the support, reviews, and community hub interaction! Your feedback is priceless! It helps to shape an experimental design, and it is very heartwarming!
[ 2023-11-25 17:35:22 CET ] [ Original post ]
https://store.steampowered.com/app/2620000/BULLETHELL
Many many thanks for the feedback during this journey!
Half artist, half tech guy, ...fueled by your awesome feedback via Reviews and Steam Community Hub, I am in a constant quest to develop your requested gameplay experiences. 95% of the time I have to develop and test each step, producing different products that merge and blend, creating more complex stuff. UBERMOSH gave us a solid gameplay, but the framework needed to be rebuild from scratch to allow something past OMEGA.
I started working on a smarter AI that could predict movements and a different way to deal with the topdown animations and particles... that study spawned QUICKERFLAK. Ruthlessmod improved the SWARM AI from Swarmriders, leading to a "smart slime" that may appear in a sequel of a drifter game that nobody is asking for. The quest for an ENDLESS UBERMOSH, that works with the heavy zoom of the first game, the particles and smart AI from QKF and the pumping drums of the TTV series are summoning BULLETHELL, my "hardest to balance" title so far, that will stay a few months on Steam Early Access and, it will be the nicest to have you aboard during the development!
[ 2023-11-05 23:47:21 CET ] [ Original post ]
Howdy folks! I hope you are all having a pretty decent time!
I am working on my largest project so far, not saving on the dark guitar fuzz, heavy contrast, and tribal drums (this explains the launching gap).
During the breaks, I am addressing some tweaks on Steam community items, like Trip to Vinelands and TTV2 Steam cards, that were made with photos of the real location that inspired the series. The next community items may be AccrO cards (and an expansion of the flyable map), Swarmrider Omega cards and I am checking my old hard drivers for nice UBERMOSH concept images for more community items (heavily asked on the Stem hubs).
The production pace is kinda slow due to the handcrafted nature of my work. I am doing my best!
Many many thanks! I will keep the updates here
https://store.steampowered.com/developer/waltermachado
[ 2023-04-02 17:11:52 CET ] [ Original post ]
I consume indie stuff. You don't? Weird music with AM static, short movies with shifted hue, fuzz pedals with just one knob, barely functional niched objects... the developer doing its own thing.
We try these artistic experiments, it fuels our soul to do our own stuff...
...talking about artistic treats, please, please, check this one. It's for you.
I hope you have a great time.
https://store.steampowered.com/app/2062920/TTV4/
Many many thanks!
https://store.steampowered.com/developer/waltermachado
[ 2022-06-22 16:31:42 CET ] [ Original post ]
This development journey is pretty experimental. And guided by you.
I have close to 5k reviews on my games, and I use it as a beacon of light, showing errors and pointing to gameplay experiences that I will develop for this awesome community. A nice teamwork!
I tried several times to find a way to improve the TTV series, creating something that deserves to exist, still a TTV game, with a complex but not impossible gameplay. It worked, and will be launched in 3-5 weeks.
There is a delay from when I read the review/hub feedback to the finished product. The news today is the _RUTHLESSMOD of QUICKERFLAK, made following players feedback, with an all-new soundtrack.
https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD
About the delay... I am finishing the new TTV ost and soon I will work on the roguelike stuff, aimed for later this year.
Many many thanks for your company during this trippy art journey!
Walter Machado
[ 2022-06-13 17:42:05 CET ] [ Original post ]
Do you "mod" your stuff?
From changing car mufflers to mirror polishing the edge of my knives, modding was always a thing in my spare time. Modding guitars and pedals pointed me toward the signature fuzz sound you can hear in my music, and modding games moved me to the game development.
It would be awesome to play "ruthless" versions of my favorite titles from the past. Faster and with some extra stuff to spice up the challenge.
What I can do today is offer you a _RUTHLESSMOD version of some of the titles I launched. I am working on a tweaked TTV, and here is a QUICKERFLACK_RUTHLESSMOD ready for you to play right now!
I put extra six months of development inside the classic title, increasing the number of special units, adding full_auto, adding a "moving mass" unit, making a new procedural code to fit the extra challenge, and recording an all-new soundtrack.
I hope you can take a little break in your day to enjoy the hotter combat and test your reflexes.
Many many thanks!
Walter Machado
https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD
[ 2022-06-10 15:11:18 CET ] [ Original post ]
Howdy folks! We live in a neat kind of symbiosis. I work full-time to develop gameplay experiences, you play it, and with your feedback and support, I can tweak my development to meet your expectations.
Following this logic, half of my working time is dedicated to improve old products, and the other fraction is consumed testing new ideas.
If an update changes to much the gameplay, minimum requirements or game pace, it spawns an expansion/sequel. If the new ideas fit a playable concept, a new product is delivered for you.
The "_RUTHLESSMOD" expansions
Targeted to the most hardboiled fraction of this community, it is focused on re-inserting stuff that I removed from the initial concept of a game to become more user friendly.
QUICKERFLACK_RUTHLESSMOD, for example, took more time to develop than the original game, has full_auto flak cannons, and up to 5 enemies with advanced prediction each map combo-ing with the regular enemies and a swarm entity that changes a lot how players have to deal with ammo management, combat navigation and risk. It is pretty intense! (and hard)
https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD/
I am working on a Trip to Vinelands expansion too, and I will be able to show it soon.
The NU stuff
2022 is all about everyone launching a roguelike...
It is hard to tell yet how "classic" is the pace of the project, but I guarantee to you that the procedural elements are working like a charm and it is a blast to play! I am still polishing it.
There are lots of stuff to come, and I am really really thankfull to be with you in this awesome journey.
PS: I am still working on the science project AccrO, and I will try to post a bit more of the game development routine on Instagram https://www.instagram.com/waltermachado.dev/
Many many thanks!
[ 2022-05-30 00:31:58 CET ] [ Original post ]
Howdy folks, if you like the stuff I make, please check this one:
https://store.steampowered.com/app/1836120/QUICKERFLAK/
Many many thanks!
[ 2022-01-08 12:48:21 CET ] [ Original post ]
Howdy folks, if you like the stuff I make, please check this one:
https://store.steampowered.com/app/1836120/QUICKERFLAK/
Many many thanks!
[ 2022-01-08 12:43:26 CET ] [ Original post ]
https://store.steampowered.com/app/1836120/QUICKERFLAK Howdy folks, this one was pretty complex to balance! QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot). To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere. This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make. Many many thanks!
[ 2021-12-07 11:19:52 CET ] [ Original post ]
It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it.
This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance.
Check OMEGA again, and tell me how tight it is!
Many many thanks for the support.
https://store.steampowered.com/developer/waltermachado
[ 2021-02-11 01:50:53 CET ] [ Original post ]
https://youtu.be/r7p4SI_9XdE
Sometimes I have some trouble to explain stuff. You not?
AccrO is on version 0.13 now, you should try it. If it feels strange to play, I guarantee you, full acrobatic quads behave this way.
About "UBERMOSH"istic things (not exactly UBERMOSH, but that fast-paced arcade stuff, with pumping soundtrack, eye bleeding contrast and kinda dark vibe)... I am still working on some projects in this area, during the several hours the AccrO map is rendering, I move to another machine and work on it.
Some of my previous games can be found on Nintendo Switch, Omega is on PS4, there are games to launch on console... and a mix of other two games, like "ARCADE FUZZ" that is TTV3+WARPZONE DRIFTER.
I am recording an "INDUSTRIAL/SPACE ROCK/WEIRD METAL" album, and I have no idea when it will be ready. But I am working on it.
I am really missing the awesome community feedback of my "short-cycle" projects, which is not possible with the "long-cycle" ones like AccrO, but I will be back to short stuff as the next project.
Many many thanks, awesome people. Your support means a lot, and it is pretty amazing to explore new themes and audiences keeping some old school projects running at the same time =)
I hope you are all nice and safe.
https://store.steampowered.com/developer/waltermachado
[ 2020-11-05 21:15:08 CET ] [ Original post ]
Have you noticed how big AccrO map is getting? And it is not a road and square kind of thing, there are lots of details that I keep adding to create new acrobatic and cinematic opportunities... and that makes one of my production machines rendering the pre-computed visibility for long times... creating a gap of several hours, that I have to wait before adding more stuff to AccrO. When I wait for the AccrO machine to render, I am working on a shooter on other machine, using the same 3D tech that we have on AccrO, but with the "UBERMOSH" fast-paced vibe.
Soon I will be able to show more stuff, I am am very happy with the new development tools and what is possible to make with this improved framework.
Many many thanks, please stay tunned
https://store.steampowered.com/developer/waltermachado
[ 2020-09-24 00:48:15 CET ] [ Original post ]
As you may know, Steam Early Access is a magic thing, that I like a lot. From following Early Access titles that I am interested in, to being the developer related to it (UBERMOSH, UBERMOSH Vol.7 and, AccrO), it is very interesting to see as a player the game evolving from scratch, and as a developer, it is pretty nice to have your company during this journey.
You may play Accro in the morning before work, and when you come back to fly during the night, new obstacles may be waiting for you.
I am inserting new rocks, some tiny life elements, pipes (like a machine under the ocean close to the island, that will make more sense when I insert the next stuff), and several physics and performance updates.
Any doubt? Please ask on the hub, I will be glad to help! AccrO is a mix of science project and love letter.
Wanna share your impressions? Please use the hub, I am always open for ideas (it can take some time to enter on the project due to the sequence to make it work), and if you like what are you seeing, a Steam review is super fuelling and heart-warming!
Thank you a lot for the support!
[ 2020-09-10 03:26:26 CET ] [ Original post ]
https://youtu.be/c7j5qGOzsuc
Howdy folks, I live a few meters from the sea, but the ocean sound is way louder these days. This makes me remember an episode with stormy weather in a fishing boat with a very aggro ocean and a reduced hope to reach home safe. As you may know, I survived and now I could recreate that aquatic violence, that may fit the AccrO vibe. Update 0.08 comes with various improvements, from tweaking the propeller algorithm to the high tide changing how to approach obstacles.
I am fulltime on AccrO, many thanks for the support, please share your impressions via Community Hub and Steam Reviews. Let's make something pretty unique together.
https://store.steampowered.com/developer/waltermachado
[ 2020-08-26 19:49:30 CET ] [ Original post ]
I know, I know
I am updating it a lot. But I really really like Early Access and the beauty of Open Development!
...I like to call the AccrO 0.07 update, the "Cinematic Update"... it is pretty far from version 1.0, but it is the first version of "light" that looks OKish without breaking the flight perspective. I am still working on it and other various aspects of the project. Many thanks for the support!
https://youtu.be/fKCAAvGHW7Q
https://store.steampowered.com/developer/waltermachado
[ 2020-08-19 05:49:12 CET ] [ Original post ]
Why Early Access?
I like to see the game making as a science: ...hypothesis, testing, and no final answer.
My main focus with AccrO is to give you a simulator that will allow the transferring of the virtually acquired skills to the real world, where you can fly your hundred miles quadcopter OR just show how it is to fly a full acro drone.
The pillars of this experimental development are:
1)the quadcopters I destroyed during the previous years and the knowledge acquired during the process...
2)the new tests on the field and inside the simulated environment.
3)veteran pilots' feedback.
4)your support and feedback.
With this in mind, I present you version 0.06... rocks are less shiny, instead of the last minute of the golden hour, is 15 minutes before the light ends, I increased propeller an efficiency internal tweak, controls may feel more precise due to the extended compatibility update, it may run a bit better on some systems that struggled before, it will feel a bit "happier" because it is brighter, but not burning brighter, just a bit so the water will look a bit bluer and the rocks a bit "rockier".... talking about rocks, YOU rock! Many thanks.
Soon, more stuff (that I am already working on).
If you like the progress and wanna make a review or a suggestion on the hub, it would be awesome!
https://store.steampowered.com/developer/waltermachado
[ 2020-08-17 03:54:08 CET ] [ Original post ]
It "feels" much faster now, not just the blur around your camera, but the physics interactions with quadcopter mass, some terrain shrinking and lots of data calculations to deliver that "fast as $#@#" vibe.
AccrO version is 0.03 now, there is a looooooooooooooooong journey before the 1.0 version, I am working fulltime on it and your feedback is priceless.
Special thanks to Cipriano, Bob, and Kassio for the tweak insights.
Do you like it? Have to re-set the thrust-to-weight and weight?
Please share your impressions via the hub or a Steam recommendation if you like how it is progressing.
Many many thanks!
[ 2020-08-06 16:11:41 CET ] [ Original post ]
Open Beta development has a chaotic and fascinating beauty, weeks ago I sent some of the AccrO footage to quadcopter groups and pilots and received some weird but astonishing fun suggestions, that I translated into new obstacles that are being inserted in the growing map. Two that I like to mention now are the "psychedelic geode" and the "knife-edge loop". I am testing more ideas and it would be awesome to receive your ideas for ludicrous obstacles! Many thanks for the awesome support! https://youtu.be/J_xrA8F7q9E https://store.steampowered.com/app/1366810/AccrO/
[ 2020-07-26 22:14:25 CET ] [ Original post ]
The Open Beta is launching today! I will be live streaming it, talking about the development. Please join in =) https://store.steampowered.com/app/1366810/AccrO/
[ 2020-07-23 13:08:38 CET ] [ Original post ]
You (probably) know, sometimes I watch a movie, or listen to a neat beat... or drift a car... and it sparks the idea to share with you that "heart-pumping feeling"...that vibe ... that aesthetics.
I have broken a lot of full acrobatic drones... because that's what you do when you teleport your mind to that fast insect-like flying machine and try to do a flip while trespassing a gap, after a power loop. Then you hit a rock. And try again... (but faster for some reason). Break a motor, kill a camera, destroy carbon arms... then try again... (now on an even harder gap). Break. Try again...
Back to the human form, I came with this, for you:
https://store.steampowered.com/app/1366810/AccrO/
Yep, I am changing my development framework to bypass some limitations of the previous retro engine.
Will my art stop looking retro and the signature will be lost?
No, now it can or not look retro, it is an option, not a restriction. And there are lots of new stuff I want to develop with the new tools and share with this awesome community!
Many thanks for the support!
https://store.steampowered.com/developer/waltermachado
[ 2020-07-13 00:40:48 CET ] [ Original post ]
Howdy folks... I have been working silent changing all my developing framework to be able to bypass the huge engine limitations I fought during the previous half-dozen years. With these new tools, I will be able to deliver new experiences for you.
I keep the signature artstyle and pace but with extra layers of complexity.
The first project is my attempt to deliver years of Acrobatic Quadcopter experiments into a realistic simulator, where you can see how it is piloting these crazy apparatus, train your skills, with the zero chance hit someone's head or busting the bank with hundreds of parts broken during the journey.
This framework will be my main gear to create the next arcade games too...
Here you can see something running:
https://youtu.be/35ZjyuXwzbY
I hope you are all safe and healthy,
Many many thanks!
https://store.steampowered.com/developer/waltermachado
[ 2020-06-21 14:29:15 CET ] [ Original post ]
Oh dude, what a change!
As I mentioned somewhere, my production is pretty experimental, fueled by curiosity, passion and the will to give back all the love and support I receive during the development journey from the community. "Half" of my ideas came from players' input and the other fraction came from outdoor experiences, like longboarding, drone racing, driving... and indoor actions, linked to music creation, electronics, and pc-games.
Due to COVID 19 Quarantine, I removed the outdoor stuff from my mix... and it started to change my "production vibe"... and how the game I am making right now will look.
I am not saying that I was super social offline, my main interaction offline is with my sweet girlfriend 99% of the time, but removing sports from my routine made me way closer to games and how it can teleport us.
So... I am making my most aggro sales now, on PC and Switch, hope you stay safe, play games, try creative indoor projects and have a nice time with the amazing people that are quarantined with you.
Many thanks!
https://store.steampowered.com/developer/waltermachado
[ 2020-04-14 16:22:03 CET ] [ Original post ]
Steam Soundtrack Updates are on the corner and for the audio and game developing enthusiasts, I would like to share a bit of my journey to find that signature guitar tone present on the games I launch.
https://youtu.be/Xch8Qh4P6Qc
This video shows my most recent pedal stacking. Most of the pedals were crafted using the "bc549" transistor, a couple inside "the Coil", another couple inside "Glitchsnake 2" and a starved one inside "the Ace"... with the signal exploding on the next to create that clipping/distortion effect. The "party next door" filtering was based on a studio effect very used on early Nu Metal tracks and it is just a 0.068uf cap. passive tone filtering. I also use a modded crybaby wah and a pre-distortion vintage bucket brigade delay. Some of my stuff will come to console in a few weeks and there are lots of new things that I am polishing for PC that I am very excited to show, but it is pretty alpha-state right now.
Hey, many thanks! Awesome support and a strong community that I am very proud to develop for.
[ 2020-02-11 01:23:47 CET ] [ Original post ]
UBERMOSH:OMEGA is the last volume of the arcade series UBERMOSH... and UBERMOSH is where I "live" since 2015... creating stuff, coding, drawing, playing...
After the "1.5 update" I started to work on the next "not-Ubermosh" stuff...
It was pretty "flowy" developing ...and my mind flashed with a new "Brainclap Stacking" for UBERMOSH:OMEGA.
Adding a new layer to a game that already works pretty nice is a huge step. It forces the re-balance of all the powers, characters, the creation of new sounds for the improved Brainclap, new smoke codes and, new tools for the enemies to counter that new power.
After a lot of work, the new Brainclap Stacking worked... more fun, and way prettier.
For the OMEGA volume, now we have smarter thugs. How smarter? The way they move and how they fight is looking more "veteran-humanoid-like". Smarter flanking, better trigger timing..., less predictable, and they will react a bit more aggro after some blood painted the ground.
Still OMEGA, but so far from 1.0 that I like to call it a REDUX (updated version with some core elements re-made).
I hope you enjoy it as much as I do.
Many many thanks for the awesome support!
https://store.steampowered.com/developer/waltermachado
[ 2020-01-12 18:38:03 CET ] [ Original post ]
When UBERMOSH:OMEGA launched, it was my best work ever. Until now...because today I am updating it to ...UBERMOSH:OMEGA version 1.5!
The main focus of this update was to tweak it a bit more to make it even closer to the players' reflexes during gameplay.
How weapon follows the cursor, how much Brainclap animation will cover the screen, better Gamepad Support and fine tweaks to make it run smoother on slower machines (or people multitasking while playing).
Please test it. Have you tried finishing it with the gamepad? And hybrid controls...? Mouse aiming and gamepad running?
The game got amazing community support and feedback so far. Player's reviews are a balm to the developer's soul after hours and hours polishing content for your entertainment!
Many many thanks!
https://store.steampowered.com/developer/waltermachado
[ 2019-12-22 19:44:39 CET ] [ Original post ]
Howdy folks, my fulltime job is to develop and improve these interactive experiences we call games, focusing on hardboiled challenges that are not too time-consuming to but dense on sound and aesthetics.
Every time I launch a new game, you feedback with lots of data, impressions via Steam Hub, Achievements, Screenshots, and Steam Reviews (stuff that warms up the heart of a developer).
With the collected data I am able to develop the next steps, that can be tweaking updates, a sequel... or a Redux, ...a complex update that can change some of the game paces, but keeps a lot of the original concept without moving to the sequel ground.
Recently I launched a sequel and final volume of this series, UBERMOSH:OMEGA... a game that you really should check and it is the apex of what I think the 90 seconds gun-filled pit can be (and it is the true limit of that framework capacity).
Today I launched the WARPZONE DRIFTER ...REDUX. It should update if you have it in your library (and for new buyers). What changed?
I really like how the physics works and the wonky controls... because the "breakless drifting math" is there simulated with all the numbers... but the first room was some times more fun than the most complex tentacle party rooms, because players need space to express their drifting talent... with that in mind I decided to change all the level generation codes.
To improve the visibility while testing the game, I turned the car and trail to "lemon-green" and started the tweaks. After some days working on the gameplay, the game is way more fun and you should give it another try... and I kept the lemon-green.
Many many thanks for all the support during this journey.
PS: If you liked UBERMOSH:OMEGA and wanna nominate or review it, it would be awesome.
https://steamcommunity.com/gid/36062658/announcements/detail/1707357256121240901
[ 2019-11-27 00:02:05 CET ] [ Original post ]
Howdy folks, and many many thanks.
UBERMOSH:OMEGA launched, and I can not describe how fueling, rewarding, orgasmic, and emotionally healthy is a solid launch.
No bug reports, the community liked the shredders, the difficulty, the "Saint tunning" and the balance.
If you are an enthusiast of how indie games are done you already knew how "adding different characters that should make a similar final score" starts the developing journey to balancing hell.
Kore moves the gameplay to the "bullet hell inspired" ground, where you shoot a lot and have to evade a lot... contrasting a lot to the characters that can counter bullets, like Aya and Reez..., different powers, different pacing, different power curve during the match.... and a similar final score! Aya, Wook, T7, Q, Kore, and Reez! It worked, for every character. All tunes can get you to the OMEGA achievement... but the tune that gets you closer to your fight style will make all the process smoother.
The game will be ported to console in the near future, but it would not even exist without this awesome and supportive PC community, that during all these years, kindly guided the series development via Hub feedback and Steam reviews.
[ 2019-11-13 18:02:00 CET ] [ Original post ]
https://store.steampowered.com/app/1181000/UBERMOSHOMEGA/ The Omega, the End, the Final Volume of the arcade series UBERMOSH will launch soon, ...it will not be my last game, but this 2015' code framework can not handle more content, and I am glad to close the series with the superfine polished gameplay of UBERMOSH:OMEGA. To enable more enemies, with the game keeping playable, collateral changes had to be done, like power triggering balance, background saturation, hud colors, enemy AI and, editing all sounds (because more events will happen during the same time and the reverb of each sound started to muffle the others, ...it took a lot of work, but now the game is sounding better than ever, and you will be able to notice new sound elements, like bullets crashing on shields). The new challenge asked for more gameplay flexibility... now players can tweak a bit the Saints to fit different styles of gameplay... like adding floating guns to Q, a huge sword for REEZ, a moving shield for AYA or making KORE moving blazing fast. Instead of unlocking progression, the "Rank S inspired" system returned, with the final milestone set to 5200 KO's. A "Perfect" match can deliver scores from 5500 to 6000, to get the final rank players will have to perform very close to perfection, but the possibility to tune the character to the players' style helps to extract the best of skills. Visually the menu presents "grunged" versions of the characters cards, during gameplay, veterans will see that the Saints are a bit improved since Vol.7, like WOOK having autofire, a way to shoot the gun and have a 50% chance to trigger the power, the skill to cut some shields and a rare Brainclap during the match. The OMEGA gameplay calls for more enemy management and evasion due to the increased number of enemies and a new class of enemy that can viciously use the Shredder. It is harder, faster, more flexible and sounds better than the previous versions. I hope you enjoy to play it as much as I enjoyed making the series. Many many thanks for the amazing feedback, constant support, and overwhelming community kindness during this long journey. It is the last volume, if you have not reviewed a UBERMOSH game, the best time will be with OMEGA. Have fun!
[ 2019-10-24 19:12:35 CET ] [ Original post ]
Am I making the last UBERMOSH?
Yes.
There will be another after UBERMOSH:OMEGA?
No.
"The colony is glitched, and it will soon stop respawning"
The glitch elements that appeared in the previous volumes were signs of what we will have on the final chapter of this story we made together. OMEGA has more affected versions of Vol.7 characters with 2 "Class Mod" disks for each, with stuff like the Buckler: a shield that follows your aim, Boneblade: a huge Sword that can equip the melee capable characters, Celerity: that makes the saint faster than bullets, Warmup Shield, Late Shield, Autogun, Warlock Rifle, Extra Respawns... creating lots of new possibilities (just talking math, 96 gameplay variations and 16.777.216 possible ways to configure the all Saints on the launcher screen). The maps look glitched and new music completes the fitting. About how much stuff on the screen... previously, there were up to 50 characters (+the swarm) on screen at the same time, 49 thugs and the Saint, and no thugs with the same face on screen at the same time. Now, the no doppelgangers policy is kept, but there are up to 74 characters (+ the swarm) on screen at the same time that will try to flank, evade and beat your strategy to hit the saint (with the added long-range Shredder character to break stationary Saints) and the possibility to make over 5000 KO's during 90 seconds (above 50 per second). I am still polishing and balancing it, working a lot to make the golden key to close this series that I love so much.
Thank you all for the amazing support.
Please stay tuned,
https://store.steampowered.com/developer/waltermachado
[ 2019-09-19 15:12:57 CET ] [ Original post ]
Howdy folks,
I took 2 years to be able to filter, test, prototype and materialize the players' suggestions for a Trip to Vinelands sequel. The next day it was possible to find threads on the UBERMOSH hubs about the next title. Am I making the next UBERMOSH? Why?
Right now I am working on 3 game-related projects... (and 2 other tech-related projects). It is not news that my work is my hobby... and my work... and it is all about testing new stuff, updating it, checking how it works now, thinking about ways to improve the experience, testing again... sending it, checking how it worked, ...looking for the next step, executing it, testing again...
One of the projects is the "TTV3 after launch", changing stuff following players feedback to make the best balance... it is like the UBERMOSH Vol.7 Redux update, where I inserted and changed lots of stuff. The next two game-related projects are a "not-UBERMOSH" game and the constant test of hundreds of UBERMOSH threads/suggestions/impressions to see if a worthy sequel is possible... I can say that the answer is Yes, but after Vol.7 and the aim of each volume being wider than the previous, ...it is pretty hard to say when I will be able to release it (but I will).
The tech stuff not related to games wobble around audio effects circuits (that I also use on my games) and "hyper-fast ascending drones" ... that are very experimental and math-related.
This post is a THANK YOU for all the support during this development journey... and a letter for the community, saying that soon more stuff will be released.
Many thanks!
https://store.steampowered.com/developer/waltermachado
[ 2019-08-01 20:10:46 CET ] [ Original post ]
Polishing with brute force.
The way to crack a password with Brute Force is testing all possible answers. Balancing a game is not that different. UBERMOSH is on the 7th volume and gone thru 2 early access (the first and the latest version) and, gained lots of new elements during this journey...
My main quest developing it is to find a way to give a kinda accessible challenge to some players and reward the outstanding skill of other players in the same game. The progression system started a new approach, giving an easy starting goal then moving to more complex goals while presenting improved powers for each character. It created a learning curve but reduced the gameplay momentum.
Then the REDUX version comes.
Now each character can evolve as much as you score and you will never have to strike the same score again. The improved progression system comes with 1.5 updates related to improved map hue variability, intensity, and saturation tweaks to keep your eyes fresh during the gameplay. Fine audio and performance improvements come followed by a very very fine challenge tune to make it the ultimate UBERMOSH experience.
I thank you for your feedback and invite for another time at the pit.
TTV3... I like the Trip to Vinelands series, and I wanted to play it faster... with new gears to force me to manage stress and beat the hundred again. If you can see you on the same boat, there is a new trip... the character will look too fast to control, the levels will look unbalanced and unfair, the game will look very similar but with weird new spinning stuff... that's all true, and I loved to beat it because the procedural variability made it as challenging for me as for the new players.
...I am still working on more things, hope to deliver it soon.
Many many thanks.
https://store.steampowered.com/developer/waltermachado
[ 2019-07-17 19:37:42 CET ] [ Original post ]
How UBERMOSH would be if it was made today? That's a question I am always answering with each new volume, inserting new stuff, testing players ideas, checking for feedback... The first "Trip to Vinelands" was one of my most experimental takes on game developing (...was it as experimental as Warpzone Drifter?), it was launched in 2016, having a sequel one year later, TTV2. Today I am not working on TTV3, because my hands are on another project... and TTV3 development is complete. 2 years since the previous volume, TTV3 presents new pieces, faster pace, and new "Maze Seeds". Every time you beat a level, one seed will generate a level... and two levels generated by the same seed can be similar, but with changed parts to create a weird Dj vu, where you kinda know how to beat that maze, but something is a bit different now... and that memory can improve your chances to score further... if you keep focused. Many many thanks for the support, my production is pretty constant and it is an overwhelming pleasure to deliver new content for you. https://store.steampowered.com/app/1114530/TTV3/
[ 2019-07-04 14:54:14 CET ] [ Original post ]
Howdy folks, since update 1.4 (UBERMOSH Vol.7) that inserted a bit of "soil hue variability" to keep your eyes fresh and, for fresh ears, it allowed the tracks to play the Classic version and the Darkmix version (low tunned and with levels to match an old, mahogany oiled, speaker cabinet), some players asked for the Darkmix tracks to be released. Please check your Music tab on Steam, it should appear 12 dark mixed versions of the Classic UBERMOSH tunes, and if for some reason Steam can't find it, it is near the Easter Eggs folder inside UBERMOSH installation folder (C:\Program Files (x86)\Steam\steamapps\common\UBERMOSH Vol.7). It should be inside the eggs, but it was moved to the side to make it easier to appear on the Music tab on Steam. I am pretty happy with the game balance, performance, gameplay, and cosmetic elements... My huge thanks for the community feedback that made it possible, detailed hub suggestions, impressions, and Steam Reviews (that are extremely important for the game visibility and Store relevance)! More stuff soon https://store.steampowered.com/developer/waltermachado
[ 2019-05-20 18:48:19 CET ] [ Original post ]
It is not just about development, I play UBERMOSH Vol.7, for fun, a lot. Shredded it during Closed Alpha, Early Access, 1.0, 1.1...1.2.....and finally I came with the Dark Mix Update. The game was made following players' feedback, and some elements still surprise me, like the thugs A.I. and how awesome is it to test new ways to use the powers. One lesson I learned developing TTV and TTV2 and it was inserted on all previous UBERMOSH: Randomic changes on how the light is pre-rendered on the floor refresh players' perception. TTVs change level filters each maze and the UBERMOSH games change a bit "light projection/ground tonality" each match. Now, it works on Vol.7 too. While experimenting variations on the OST I brought back the Dark Mix, a "tweak" that I liked to make on the tracks to "listen while driving". Low tunning plus some degrees of a special reverb setup that can morph surf music thru the darkest metal. Now, on Vol.7, the dark-mixed can randomly play with the classic tracks, and I hope you have as much fun as I am having. Many many thanks for the support and hub interactions, it is guiding the development and performance updates. If you like what you are seeing, please, please, make a review on Steam, it helps a lot to spread the seed. Play it loud! https://store.steampowered.com/developer/waltermachado
[ 2019-05-10 00:54:36 CET ] [ Original post ]
Four thousand hours of GMS, eight hundred of Black Ink, two thousand hours of Fl Studio and, a few hundred hours of other software since the first volume. I like to see Vol.7 as my best effort to translate years of players' feedback about what they want in a top-down shooter. This volume brings more characters to cover more gameplay styles, some characters will have more progression (to meet the desire of some players to feel the character learning and upgrading skills) and, some will start hardboiled since the first match. The game balance came with awesome community support during Steam Early Access, sharing impressions and ideas for the next steps... and I tried to find a common ground for different expectations. The game is complete, and I keep resetting and playing it again, something is really really right with this title... and I thank you a lot, for it! Version 1.0 is online, enjoy. https://store.steampowered.com/developer/waltermachado
[ 2019-04-30 18:36:31 CET ] [ Original post ]
Early this year, the ASCENSION concept was inserted on the UBERMOSH series. The main quest was to create the experience of the character getting stronger, ascending thru enlightenment. It started Steam Early Access with 3 characters, aiming to get the next 3 before May/2019 and check for the final balance before release. How hard is, to make in a few months, the game this amazing community deserves? Santicide. I can say that it would not be possible without your fantastic feedback, shared impressions and on-point suggestions. Not all ideas can enter on the release version, but lots of it were tested. Colorblind mode works, Square maps don't (inconsistent difficulty for randomly shaped arenas). Autofire Class works, Miniboss class don't (impossible to dodge). A Kensai class works, ...Gunner class too... Version 0.6 is very very close to how the final version will look like. It is time to get your achievements! Many many thanks, it is hard to describe how proud I am for this community support during the development journey. Reviews, hub threads, videos, score screenshots... it helps a lot! https://store.steampowered.com/developer/waltermachado
[ 2019-04-22 23:57:32 CET ] [ Original post ]
Howdy folks, Early Access Updated, version 0.5, and 5 of 6 characters are playable right now. How did they come? Due to the Beauty and Toughness of Steam Early Access, "Blademaster Q" came from the "give us a Kensai" feedback. The gameplay is a mix of defensive-double-sword-bullet-cutting, double-melter-spinning and the Pink Brainclap (Aia has the classic "KO triggered" Red Brainclap that goes denser thru Ascension, Wanderer has the Green Brainclap, that triggers a bit faster and like Red, goes denser thru Ascension. The Pink Brainclap is always very dense, but the KOs needed to trigger it is related to how ascended the character is). "Gunner Kore" was deeply inspired by flying drones FPV (one of my non-game related activities and, I tried to transfer that feeling to this character). When flying acro, sometimes you have to split your attention, Kore has autofire and extra guns that can increase wideness of gun spread or fire 180 degrees of your aiming direction... plus the Pink Brainclap. Making a six characters UBERMOSH is very complex and a true development challenge because of the balancing of the ASCENSION steps. Wook was nerfed a bit, the game got some performance and AI tweaks, and with this amazing community support, the development can go in the direction players deserve. Many many thanks! If you like the game progress, please review it. I am all ears to hear your suggestions via Steam Hub and there are lots of threads for you to express your impressions, ideas and, suggestions. More stuff soon! https://store.steampowered.com/developer/waltermachado
[ 2019-04-10 14:59:11 CET ] [ Original post ]
What fuels a game developer? In my case, I can say that a mix of motivation, resources, and feedback... and it is working pretty nice on UBERMOSH Vol.7 Early Access. Today I uploaded version 0.4, a structural update, more focused on performance and compatibility than gameplay and cosmetics. Update 0.3 was the first balance tweak, this one will solve memory issues on some machines and runs lighter on older computers without sacrificing audio and visual elements. Now I am working on 0.5... the next characters will come on 0.6. Why is it flowing faster than I expected? The awesome community provides fast and accurate feedback, creating in a few hours enough feedback for me to plan and execute the next update, motivated by their kindness, enthusiasm, and reviews... that also brings new players for the community. This journey would not be possible without you. Many many thanks. More content soon (music stuff too, I designed a new FUZZ guitar pedal for the next track). https://store.steampowered.com/developer/waltermachado
[ 2019-03-02 12:15:26 CET ] [ Original post ]
24 hours ago, Vol.7 launched, and for my luck, the beauty of Early Access with the Awesome UBERMOSH Community support started. Veterans of the mosh start sending priceless feedback about combat, balance, expectations, and a ton of insights for the next updates. Now, on version 0.3, Aia will have a bit more chances during the first steps of ASCENSION, Wook will find that some enemies upgraded their shields and Wanderer... oh, that fine fine tune and the perfect challenge curve got a tiny tweak with the SWARM starting a bit later (and it also affects Aia, that combo this tweak with the stronger Manastrike (that green ray)). My job continues working on the next steps, listening to you, nice folks, translating gameplay feedback to numbers, sounds, and images (yep, that will come soon). Many many thanks for the kindness and support. I am making my best to give you a worthy UUUUUUUUBEEEEEERRRMOOOOOOOOOOOOOOOSHH.
[ 2019-02-27 20:46:17 CET ] [ Original post ]
"The Colony is expanding, the Saints of New Ultakaar in their path to Ascension (and to bring us Enlightenment) can call a... UUUBERMOSHH!!" Since 2015 I have not put a game in Early Access. The previous volumes of the UBERMOSH series followed the steps of the Blade Saint, from "Green" to an "Ascended" entity. Now, Vol.7, the class mods, and the single character were traded by multiple progressive characters. The final version will have 6 characters, today 3 are ready to play. The first one "Saint Clone Aia" is an inexperienced clone of the glorious Blade Saint, she starts with 0.001% ascension (to not say zero) with just the blade like in the first game and will have all Blade Saint's powers and a bit more at 100% ascension, progressing from 5 to 5%. The second, "Artificer Wook", starts with 80% ascension and can progress by steps of 1%. He has a shoot that can destroy bullets and some shields and progressive extra firepower, presenting a very aggressive style of gameplay and a more linear difficulty thru the match. The third, "Wanderer T667" can double-strike + full auto with guns and has a symbiote that can melee attack, becoming more active with an increased ascension. The maps are now carefully handcrafted instead of seamless and the pit has some limits that change the pace of the combat. Various cosmetical contrast changes, blood shape tweaks and the way the framework deals with the graphical elements allowed more stuff on screen without affecting visibility and performance. Noise rock tracks will be inserted along the time to meet the New Ultakaar vibe. It is a very complex game to balance and solo making, it is taking way more time than the previous volumes and your support and feedback is very important (yep, I included that "music mute" button). I like to hear how are you dealing with the new game elements and what characters you would like to see as the next 3. Many many thanks for the company and kindness along this development journey since the first game. Pretty awesome community. More stuff soon.
[ 2019-02-12 23:02:17 CET ] [ Original post ]
Howdy folks, after a busy week working on the next project and double checking the players' feedback on the latest games launched (WARPZONE DRIFTER and UBERMOSH:SANTICIDE) I finally cooked the "PULP" bonus track, created following the "Hiper-Saturated Fuzz and Brazilian drums" of the ARCADE PULP bundle (TTV2+SANTICIDE+DRIFTER). If you check inside the "eggs" folder, it should be there for these 3 games (some of the titles I released contains an Easter Egg folder inside the game files with bonus stuff "c:\ProgramFiles(x86)\Steam\stamapps\common\GAME_NAME", it started inside UBERMOSH:WRAITH when players asked for the covers). Now I will return to the community hub to answer the "unanswered yet" questions. Many many thanks for the kindness and support on this development journey! More stuff soon. https://store.steampowered.com/developer/waltermachado
[ 2018-12-19 22:11:08 CET ] [ Original post ]
How personal can a game be? During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis. The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it. More stuff soon, you can follow the steps here: https://store.steampowered.com/developer/waltermachado
[ 2018-11-06 00:43:46 CET ] [ Original post ]
Howdy folks, it's been a long time, ...it took over a year since Vol. 5 to process all players gameplay feedback and ideas, think the next step of UBERMOSH lore, create the new content, balance and playtest everything. Checking the software clocks, UBERMOSH series got 3616 hours of Game Maker Studio and 684 hours of Black Ink for half of the production time. The other fraction was spent on audio, not just recording and playing, the journey for the correct timbre has a fascinating complexity. For example, the UBERMOSH fuzz timbre uses 2 matching BC109 transistors in a fuzz circuit, matching with a BC549 before the clipping. The new gun sounds and the shredder uses an analog delay self-cycling before overdrive to create the "energy" sounds... not mentioning the different slide materials tested to match the desired vibe for the track (a blue ceramic "Moonshine Slides" 246 won). UBERMOSH:SANTICIDE Each volume added something new to the table, Black brought Brainclap and the Blue gun, Vol. 3 came with endless pit and the swarm, Wraith inserted the Manastrike, Vol. 5 gave Dual strike, Shield and Melter. Santicide comes with way more enemies (with more cosmetic differences) better AI, more shielded enemies that will cover the smarter thugs, a stronger, faster and even smarter enemy with a new usable gun, you can choose the Vol.5 Dual Strike or starting with a Single Strike that will climb to Double and Triple (triggered by time) or go with the Single Strike + Shredder, a slow-moving time triggered energy attack that counters shield. You have the Classic mode being able to be changed (without resetting scores) to Hardboiled (more challenge, more scoring opportunities) and Santicide (a mode aimed for the veterans, with its own Santicide Achievements). By the end of the month I will be able to launch it, you can follow some of my production updates here: https://store.steampowered.com/developer/waltermachado Many many thanks for the support, see you soon.
[ 2018-07-14 18:41:01 CET ] [ Original post ]
Howdy folks, I constantly revisit my games checking for a gap to be improved, collecting gameplay feedback from reviews and checking performance with the launch of the new processors and operational system updates. Months ago I launched the "Legacy Update" for the UBERMOSH series, SWARMRIDERS and Trip to Vinelands to fix some issues with Windows 10 + retro games + new processors. After the launch of UBERMOSH Vol.5 and based on the feedback of the amazing players community I started to work on the sequels of SWARMRIDERS and Trip to Vinelands. With a "timeline/character progression" care, the TTV2 trip starts after Vinelands "ending" and the riders sequel should start after the Vol.5 events. It is hard to tell when a game will be ready to be played with my experimental framework and lone wolf line of production, but today I present you TTV2, with an increased level variability and some new elements. Thank you, thank you. Community support and feedback are my main fuel in this development journey and I am excited to show you the new content.
[ 2017-08-29 01:08:03 CET ] [ Original post ]
🎮 Full Controller Support
- TTV2 Linux [196.37 M]
Escape the screen avoiding vines and heavy machinery to beat each maze, beat 99 mazes in a row to beat the game.
The mazes are random ordered with procedural elements.
A reflex-based indie experience with original audio and art, made by the same creator of the arcade series UBERMOSH.
- OS: Ubuntu 14.04 LTS or compatible
- Processor: 2.5GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1 GB
- Storage: 280 MB available space
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