We have put PAC on hiatus while we take a step back and reassess our gameplan. Over time the project evolved into something that was no longer aligned with our original vision. We are not abandoning or ending the project, merely putting it on the backburner. Please be patient with us and check back in the future for any updates.
[ 2017-04-28 04:33:19 CET ] [ Original post ]
https://youtu.be/4LippX_pkdI
Forgive the horrible audio, my microphone must have been turned on when capturing.
We hope you guys like the direction we are heading. We are always taking your critism and comments to heart, so keep letting us know what you want to see in the future. Nothing has been off limits, and we are always open to new ideas and suggestions. Until next time!
[ 2017-04-28 04:33:19 CET ] [ Original post ]
We have been making real progress with our rebuilded rebuildier build. With the combined power of C++ and Unreal blueprints we have brought forth a beautiful lovechild that runs, plays, sounds and looks wonderful. Everything, in general, has improved.
All sorts of things now run through our minds. Automatic weapons, Multiplayer, Co-Op, deathmatches, capture the flag... OPEN WORLD SURVIVAL WITH CRAFTING.... Well, maybe. All in good time. We will try to get it online and playable as soon as possible. Then, the sky is the limit! Until next time!
[ 2017-04-20 04:39:54 CET ] [ Original post ]
We have been putting off this week's Blog because, well, our blogs vanished! Our recent news articles were either out of order or some didn't even appear at all. With no help from Valve for days I almost decided to scrap the blog idea entirely. But, for no apparant reason, they have returned! So, although late, here's a brief history of what we've been up too.
We have successfully merged our project with the popular C++ unreal shooter, giving us a more in depth first person experience. It will require a bit of rebuilding, but the final product will much more professional. There are many things we can craft from this, including future possibilies for Co-op and multiplayer deathmatches. We will update you sooner then later with another weekly. Until next time!
[ 2017-04-14 03:53:56 CET ] [ Original post ]
https://youtu.be/956lYrJ8Mnk We have a bunch of new internal things going on under the hood this week. We've added better organization and optimization for the weapon system and any other future gear or tools. We listened to you guys, and prespawned in all the enemies and equipment. This effects framerate in certain areas that end up overpopulated with 'things,' so it will need improvement. Items will also no longer multi-spawn and stack on top of each other. We updated and improved the menus, gui and hud with a slicker and more minimized look and improved lighting on a few different levels. There are a bunch of other things, but it will have to wait another week to fully prepare. We are busy working on a safe room, so hopefuly you won't be spawning into any more random explosions. Let us know how we're doing, if you like the changes, or if you just hate us and want us to give up! Until next week. Have a question? Ask us anything here! Want more information? More details here!
[ 2017-04-03 05:35:28 CET ] [ Original post ]
Another week of big, fun fixes and features. This week we have added something very near and dear to my heart. Slow-motion! Press 4 to slow down time to give yourself an advantage. It's unlimited right now so go ahead and abuse it.
We've also added 2 new weapons! Wut? Anything Pump-Action? Well, no. But soon! Use the mouse wheel to change shotguns, but be advised they aren't perfect yet.
The timeless Blunderbuss acts as your backup weapon. With unlimited ammo you can always rely on it in a pinch, but will require zen-like patience to master. Also,the m4 is just for testing right now and will eventually be replaced.
The money system is coming back online. It won't cloud to your account yet so don't worry about stockpiling. Iron sighting now replaces the default reticle, although not perfectly calibrated yet. We've also added a basic objective indicator to show you the location of the end of the level. With a bunch of other fixes, it's sure to be a real crowd pleaser. Until next week!
High Score: 3275 @ Cmdr. Vril Javarr Perrin
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-03-26 03:56:13 CET ] [ Original post ]
https://youtu.be/TrhPLPH87sY
Another busy week here, with some major improvements to the games mechanics. Where do I start? Let's just dive in...
-Improved decal system
-Improved handling physics. No more floatiness.
-Added throw move to objects. Pick up an explosive barrel and throw it with T across the room before blasting it!
- Changed debris texture for planters.
- Added solid glow for barrels.
- Tripmines now blow up anything that runs over it or held to it, they dont impact drones if they fly over them.
- Ceiling lights now spawn in center of rooms and hallways, more uniformly distributed.
- Varied scale of decals left by bullets.
- Hand icon appears when holding objects and hacking.
- Made death brush invisible.
- Barrels no longer spawn in crooked.
- Barrels and rollers now destructable.
- Updated muzzle flash instead of explosion.
- Added audio fx to spinnerbots.
- Added ability to push through debris
- Medpack scaled down.
- Can no longer kill flying drone by shooting below it.
- Planter debris damage reduced to smaller radius. (you have to be pushing against it to get any damage)
We are just starting to get warmed up here, what would you like to see included? Please post any bugs in our forums, and watch us squash them for next week. Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-03-19 23:16:27 CET ] [ Original post ]
https://youtu.be/NTti0Sr7EYk
We've been busy this week, and excited to bring a bunch of new things to the table. Let's just jump right into the it:
-Added destructive glass tiles back. (We are listening to you!)
-Made planters destructable.
-Added motion blur effect.
-Added money drop.
-Fixed a bug that resets the HUD back to the older version.
-Changed projectile system. No more missing shots, no more missing damage, faster tracers, more pellets.
-Added explosive barrel props.
-Added splash damage to trip mines.
-Fixed projection mapping on item drops.
-Fixed dissapearing door bug.
-Added kill box if you fall outside.
-Changed healthpack glow to blue color.
-Added money sound effect (placeholder)
-Added footstep sound effect (placeholder)
-Added door sound effect (placeholder)
-Ironsights slightly better :P (true iron sights coming!)
-Improved hacking smoothness.
-Updated planters to not spawn thru doors.
-Added propaganda art placeholders.
And, honestly, there is probably more. We hammered out some cool stuff this week. Give it a shot, and try to beat Pump-Action Cmdr. Vril Javarr Perrin with his current high score:
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-03-11 23:19:02 CET ] [ Original post ]
We have our first unreal update this week. Go ahead and try, but be forwarned, it's not without its problems. Firstly you'll notice the new HUD text sticking when trying to use E to grab things, and also grabbing things can be kind of glitchy. But, with the new bugs comes lots of new fixes too.
-You can press TAB at anytime to bring up the invisible character stats.
-It's hard to tell because it's not working properly, but there is a window into our minimap system in the top right under the timer.
-Fixed doors crashing through neighbour tiles when opening.
-Added bamboo planters. These can get in the way when delving, so if you find one stuck in your path you can jump over it verticly. We have already since fixed this problem. Eventualy these will destructable anyway.
-Added health pack drops.
-Removed particle effects from drops, added colored glow.
-Fixed door header lamps and functionality.
-Added sound effect to the ammo drops.
-Hacking is easier to perform now and less glitchy when interacting.
-Hitboxes have been improved.
-Maze functionality improved.
-Other minor bug twonkings!
We hope you like what we've been up to, let us know what you think. Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-03-06 03:23:06 CET ] [ Original post ]
We will be adding some new elements into the maze this week. I'm not sure when exactly that will happen, as we have been busy. Go figure. Some organic planters will start to spawn in, giving some well needed color and cover.
We will be switching up the HUD look slightly, doing away with the skewed perspective and replacing it with a more intricate system. We can still skew it later on, but at a cost of image quality.
The official currency of PAC, the 'Greenbank' will begin to drop from enemies, and hopefully soon we can start to cloud your bank to Steam. Character stats will be viewable at any time, to see just how your run is progressing. And hopefully a working minimap aswell.
Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-03-01 01:47:26 CET ] [ Original post ]
Well the time is finaly upon us, and much quicker then we were hoping. Thanks to the work of some shady, underhanded hacker types (probably Russian) our Unreal build is now playable on Steam. We were hoping to get a lot more in there (30 weeks of updates worth) but, here we are. There are still some vital components missing, but feel free to debug and post any problems. Leaderboards are no longer functional, so if you believe you hold the highest score, you need to grab a screenshot and upload it! Just be careful, the flying drones will kill you in one hit.
This week we...
Brought back the glass tiles from the LE build. (not yet destructable)
Removed broken security cameras.
Installed new fancier doors.
Improved lighting, fixed leaking light.
Removed stairs, added ramps. (for testing)
Improved hitboxes for drones and tripmines.
Improved HUD, added hit cursor.
Improved shotgun shell drop.
And more!
Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-02-17 18:43:46 CET ] [ Original post ]
As we become more familur with our new engine, we start to discover things about ourselves we never knew possible.
Our unreal build now has a few working acheivements! Including the 'This game is not a hoax' trophy! We will keep working on these, so don't bother trying to get them just yet.
We added some new fixtures, fixed some jaggy dungeon tiles, and even added our old Worm enemy back from our Leadwerks build.
We've also started a Discord group, so I'm handing out some limited invites! The first 5 interested people can join our top-secret VIP discord chat here: https://discord.gg/8smXQ
Room Number 7, you have been de-throned. We have a new Pump-Action Commander...
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-02-11 17:40:17 CET ] [ Original post ]
An early blog this week? What are they trying to pull? They must be covering up for some sort of side project... No! We've just been busy, and want to share it with you, that's all. Can't you just be happy for us?
We have figured out how to get the compiler finished quicker, effectivly reducing the entire games filesize from 2GB down to 257MB. This is still half as big as our current Leadwerks build. Yes, you read that correctly.
We have working resolution options now, all of which seem to be working optimaly.
Our lighting has improved, and we are currently blazing at 60-70 frames per second in this light.
We fixed and centered our flashlight so that it will actualy be useful instead of just turning you into a giant lamp. Also, we've introduced artwork! If anyone has good ideas for witty wall hangings, let us know, they just might make it into the game!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-02-04 05:18:19 CET ] [ Original post ]
This week we have been putting together our main splash menu, submenus, a pause menu and our credits sequence. They are nothing fancy, but we can take pride in the fact we built it ourselves. Eventualy we will sync this up with Steam cloud and impliment a personal profile you can return to over and over to continue your progress.
We've been trying to figure out the best way to light the scenes. We've decided we can fake it for best results with emmision effects. We've installed these fancy florescent lights into rooms and colored monitors above doors.
Green for open, red for closed. There will be different ways to pass rooms depending on how you want to play. We really want to give the player the freedom to tackle situations differently.
You can see the combo system coming back into play, but its not quite functional yet. Remember, we promised a playable build by update 100, no matter how unfinished it is!
*waits*
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-01-31 03:13:12 CET ] [ Original post ]
Some brand new and interesting mechanics into the mix this week. We've started the invisible base stat system. Like many RPGs your stats will begin at 0, and depending on how you play the game they will start to fluxuate, giving you different advantages and dissadvantages. I don't know if we will include any documentation of this into the game, so write it down now! Here's what we have so far:
HP (health)
MP (magic)
AP (armor)
SP (speed, how fast you can move)
INT (intelligence, combines with hacking)
DEX (dexterity, how fast you reload, search, or hack)
HX (hacking, 0(none) to 32(pro))
Stuck in a room you don't want to complete, or just want to sneak past? You can see the new hacking mechanic at work here. This will open up new figurative and literal doors to gameplay. Instead of harnessing firepower, you could rely on stealth instead. Reprogram robots, traps, or even lock enemies inside rooms. Games are fun!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-01-24 03:27:10 CET ] [ Original post ]
We have been taking a mental break this week. Not much progress to report, but we have been heavily motivated on our sister project. I'm not allowed to give out any details specificly, but it's very exciting and I can hardly wait to start showing it off. Hopefully, if all goes well, we could bundle both, or combine them into some sort of bonus deal. Best believe if you already have PAC in your library you will already qualify for a discount.
Now, I'm not supposed to show anybody this, so if drarem comes asking, I was never here!
https://youtu.be/eUplr0jIQs0
Please ignore the backwards feet. It's not finished!
Until next time!
[ 2017-01-16 21:30:26 CET ] [ Original post ]
https://youtu.be/0Fcxjrb5Pg0
Here's that video I promised showing off our updated emission effects and lighting. It's not perfect, but we are still learning as we go. Everything about Unreal is a giant learning process, and it can be a bit overwhelming at times. As you can probably imagine, drarem and I get a little burnt out looking at the same thing over and over. Sometimes we just have to take a few steps back and get a different perspective on things. So, that being said, we have something a little different for you guys this week. I'm not allowed to give away too much information, but I will say this:
Until next week!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2017-01-10 04:44:46 CET ] [ Original post ]
https://youtu.be/okDQlz5KLpA Happy New Years everyone! We have been super busy this holiday season, pleasing family; drinking wine and whatnot. But, we have been tinkering around with maze elements, working on getting the teleporters back online, and various other small details. I'll leave a video showing off our updated lighting. Unfortunatly, this video is from last weeks build, so any new edits made this week aren't visible. We will keep all 4 of you in suspense until next week. Also... ROOM NUMBER SEVEEEEENNNNNNNNN! Have a question? Ask us anything here! Want more information? More details here!
[ 2017-01-03 02:56:54 CET ] [ Original post ]
Ahh... I swear I almost made the blog on time this week, but fell asleep at the wheel. Merry Xmas everyone! We have some special holiday gifts to present to you. Or are they presents to gift you?
We have vastly improved our lighting system, giving us a much more realistic look. We also improved the emmision effects on all our models, giving off cool glowing effects to lit surfaces. Added some new animations, some new effects, and new mechanics into the mix.
We're on sale for the holidays, but only serious players are going to pick it up. The current build is still horribly outdated, so we are scrambling to get this damn thing playable already. Is anybody still out there? Roooooooooom 7? *echoes*
Also, here's what we looked like last Xmas:
EWW...
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-12-27 03:57:02 CET ] [ Original post ]
Woo! Made the update on time this week!
We minimized the HUD further, and skewed it to give it that HALO-esque visor feel. It's completely modular at this point, so it's finished as a starting template.
Blood! It's not much, in fact it's really basic. But, it's already more then our Leadwerks version! Robots leave black motor oil. It's super glitchy too, overlapping the textures of other models nearby. We will keep playing with it, as it will play a main visual aesthetic feature.
Next up we're working on a dash mechanic for dodging attacks, and further developing the explosive mechanics to provide surrounding splash damage. Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-12-19 05:50:03 CET ] [ Original post ]
https://youtu.be/7yTa4DHZzok Here's a make-up video this week. It's not much but when you look back at updates 20 and below, we have made some tremendous strides. Our drones are now destructable, and easier to dispatch. You can even jump on top of them to conserve ammo. We have our enemies dropping medpacks and ammo boxes. The tripmines now strobe faster the closer you are to touching one. Our HUD is updated, our score system is working properly and framerate is still maxed out. We're working on the HOLD E to carry glitch, and trying to work out the best way to do the iron sighting. The next step will be to make the maze into more of a functioning world to explore, including treasure rooms and an exit. Hopefully next week we will have a special treat ready. Stay tuned! Also it looks like Steam glitched and our game is no longer labeled as Early Access. Just another horrible setback for the PAC team! Have a question? Ask us anything here! Want more information? More details here!
[ 2016-12-12 05:24:10 CET ] [ Original post ]
Hey guys. Late blog. Again. You'll be happy to know this week we have been working on getting Steam's cloud system synced properly. Trying out some static leaderboards and also testing out some future acheivements. Nothing is working quite right just yet, but we are on the right track.
Also, drarem has promised to get the Unreal version playable by update 100! What? Oh, c'mon it's not that far away! We will deffaintly try for earlier, but we just can't predict what might happen anymore. It seems like there are hidden unknown forces working against us at every turn, just waiting for us to throw in the towel.
We added a crude crosshair, and improved our in-game HUD GUI. You can't see it in the posted screenshots (check next week) but our score card is working, and we also have a working Deathclock. Long term players will understand the importance of a working score and clock. I'll try to get a new video for next week, and post it earlier then normal. Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-12-07 03:14:14 CET ] [ Original post ]
We had an unfortunate and heartbreaking data loss this week. If you're a long term fan of the project you'll know this isn't the first time this has happened to us. Not even the second. Or third... And such is the plight of an indie dev. But, when he closes a door, I guess. This will only speed up development of the project, and we will use the knowledge obtained to suppliment another project in the future. Or perhaps a sequel.
This means we will more then likely leave the open world portion out of this installment of PAC. But, not all is lost and we will either introduce it later on or use it for a brand new project entirely. I feel like I've posted this before...
We are working on the HUD, and bringing more game mechanics into play. More destruction, more explosions. A playable version is going to take a little longer, but at least I have some days off to catch up on what was apparantly, entirely my fault. Sorry guys! Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-11-30 02:31:24 CET ] [ Original post ]
Milestone 60! So anything fancy planned for this special week? Well, no. That's not how we work around here. But, that doesn't mean we haven't been working hard!
Some new explosive barrels are almost complete and ready to be randomized. These guys are going to be your second best friend. Use them as traps in all sorts of ways. Simply bump into one to get it rolling, or physicaly pick it up and throw it before detonating it.
The island is roughly 13% complete! Woot! After hundreds of hours of work at least we have a small area quarantined off for you to explore and debug. You can see the large glass walls we've installed to prevent you from getting into the unfinished areas. We will make them invisible when playing, but don't bother trying to climb them. It won't work.
At some point in the future I would like to model the underwater areas aswell. Pay homage to games like Subnautica, Zelda water temples and the original Mario Bros - where the underwater world was completely different then above ground. Underwater dungeons are even a possibility.
You may have noticed a difference between our island and our dungeon builds. That's because we work on two seperate versions of the game before merging them together. We will be trying a merger within the next few weeks, and then uploading that build to steam. Stay tuned. Until next time!
Have a question? Click here!
Want more information? Click here!
[ 2016-11-21 01:10:25 CET ] [ Original post ]
https://youtu.be/HXUODJWa0yk
Well, my children. The day of improvement is almost upon us. Soon we will remove the current Leadwerks build and replace it with our totaly rebuilt unreal engine version. It won't look, act or play anything like the current build, so expect a brand new experience. I know we have some diehard fans, but I don't think anyone will miss the old version.
This week we fixed the pesky reloading glitch that would cause the weapon to missfire. We added a working healthbar with an attached percentage display. We've also whipped up a current ammo display along with remaining shells. Our roller-bots are now fully destructable, and our Zombies ragdoll has been improved slightly. Ignore the wonky ironsights for now, as we are still tweaking them. Until next time!
Have a question? Click here!
Want more information? Click here!
[ 2016-11-14 12:30:01 CET ] [ Original post ]
https://youtu.be/J7bF61RjMyE Hola, amigos. To make up for my insubordination last week, I uploaded a few videos showing off our dungeon interiors. Everything new is being showcased here, including our new roller droid enemy in the first video. I would post longer videos, but I sincerely hate waiting for YouTube's 4 hour upload time for anything longer then 1:30. https://youtu.be/lzaQt0R9Xso We fixed the coach guns reloading animations so you can't cancel it mid-way. We created working iron-sights that need some serious centering. We've greatly improved the shotgun spread. It's now effective both long range and close range. Our Zombie ragdoll physics no longer catapult him into space, along with other minor fixes. Everything's coming together, but let us know what you think. Also, free copies going to the best shotgun meme created and posted into the artwork section. There's nothing there now, so be the only one and get a free copy! Have a question? Click here! Want more information? Click here!
[ 2016-11-07 23:11:00 CET ] [ Original post ]
Hey guys. Sorry for the late blog, we have been busy this week. Not a lot of content to show off, and only minor tweaks have been made. We've been playing around with particle effects like fire, electricity, smoke, dust and snow. Experimenting with different things we never knew exsisted. We've updated our enemy spawning code to enhance FPS, and our zombie now flops around when killed. We've widened the shotgun spread, added new shotgun sound effects, and repositioned the starting animation sequences. Our dungeons have been given a medical 'portal' style makeover; A clean, clinical look to really bring out decals and effects. I'll try to post an early, more detailed blog soon. But, who knows! Making games is hard.
We are pushing towards a playable build at this point. Only a bit more fleshing out and we will have something crude but testable. Until next time.
Have a question? Click here!
Want more information? Click here!
[ 2016-11-03 06:29:32 CET ] [ Original post ]
Hey guys. We have been slacking off this week. Fallout 4 was half-off and I was long overdue for a playthrough. Lots of little tweaks this week though. Our dungeons are getting a total makeover. Improvents to animations, shotgun stability, enemy AI, and of course...
ZOMBIES!
Our first humanoid enemy type will soon be ragdolling around the battlefield. These aren't our final models or animations, but right now they will do nicely. I like these guys, they remind me of the canibals from The Forest. Remember, PAC isn't a zombie game. But, we deffaintly want them to be one of the more common enemy types. These guys will be slow, shuffling walkers, and until we can perfect them I don't want to include runners, or crawlers, or any other zombie type.
Until next week...
Have a question? Click here!
Want more information? Click here!
[ 2016-10-25 01:17:51 CET ] [ Original post ]
Welcome back, y'all. Our old-timey western Coach style shotgun is animated and working properly. I wanted to start using this one instead of a pump style specificly for its simplicity. A pump-action shotgun is much more versitile, and more animations would be needed. Although it would be one of the most powerful shotties, the slow reload and shallow shells give it that starter pistol feel.
Our open world is now almost in a playable stage. Many areas will be locked and bordered off from the player, but a sizable area to explore is now available. Other areas will remain secret, and the test area will remain for just that: testing. We will be asking players to scower every corner looking for clashing meshings, broken terrain, glitchy spots and anything else needing correcting.
Also, we will be upgrading our maze to the Dungeon Architech blueprints. From this we will modify the worlds to suit our needs. Here's an example of the blueprints being used in action.
https://www.youtube.com/watch?v=VZIIEQoMp7o&t=0s
Have a question? Click here!
Want more information? Click here!
[ 2016-10-18 01:26:18 CET ] [ Original post ]
This week we brought a new modeler onboard, and he's blessing us with some high quality shotguns to play with. The standard pump-action model, a double barreled beast, and a stubby sawed-off. Idealy the player would pick their choice before starting a run. Each acting differently, with different power, firerate and reloading time. Keep in mind these are just templates to modify with our own interesting mod ideas.
Our zombie is reaching it's playable stage. He's all rigged up and ready to roll, we just want to give him some more personality and character first.
We had to go back and replace/optimize certain foliage aspects, and now our framerate is even faster then before. More bug fixes, optimizations and improvements on the way. Until next time!
Have a question? Click here!
Want more information? Click here!
[ 2016-10-09 16:12:56 CET ] [ Original post ]
We have been struggling this week, battling bugs and glitches nobody was prepared for. Broken terrain materials, buggy tessolation and lighting issues. Deleting, redoing, copying, trying again. Luckily, everything seems to be back on track and progress can resume!
An example of a treasure chest you might come across, guarded by a group of tripmines. These ones would be the rarest, with the best loot inside. Other smaller crates could contain items like ammo, money or health.
The island is expanding, slowly. It's a lot of work for one guy. If you have any ideas for locations or key areas you would like to see, go ahead and post them.
We've been monkeying around with the GUI blueprints, making it a little slicker and easier on the eyes. We will continue to flesh out the menus more in future updates.
And introducing our first original, organic unreal enemy. The Zombie! Well, he's not 100% complete yet, but he's coming along nicely. Until next time!
Have a question? Click here!
Want more information? Click here!
[ 2016-10-03 00:53:25 CET ] [ Original post ]
Hey, gang. We have been learning, tweaking and polishing our unreal skills. We are now more familur with terrain tesselation, lighting, painting, spline creation and audio cues. Our island is taking shape, and key locations are begining to form naturaly.
It's large enough I feel like we could have multiple different biomes, and keep the game enclosed on a single map. We will start to sculpt entrances to dungeons, some obvious, some hidden.
These would remain static, but other things like items and collectables would be randomized. Also, assume enemies would patrol those areas trying to keep you from getting inside. Maybe the goal will be to close all the dungeon entrances, or figure out the secret of the island.
Any input you guys have, or any cool ideas you'd like to see in the game, click the links below. Until next time.
Have a question? Click here!
Want more information? Click here!
[ 2016-09-26 03:05:36 CET ] [ Original post ]
We've been spending some time above ground this week, away from the darkness of the dungeons. Here's a look into the Unreal versions of our old open world maps:
It's difficullt to decide how to set these worlds up, as most Rogue-like games are proceduraly generated, with little to no open world aspects. Although we do share that mechanic, I want to keep those areas seperate. I can appreciate a good procedural dungeon crawl, but I can appreciate the freedom an open world provides even more. The idea is to carve out key sections that will house randomized elements. So, even though the map terrain itself will never change, the objects and settings within can be scrambled.
I dug up the last remaining screenshot of our Lead island, to see the difference being made.
At that was pushing it to the max.
Have a question? Click here!
Want more information? Click here!
[ 2016-09-18 15:58:28 CET ] [ Original post ]
Captain's blog, Stardate 3842.4.
Our recent mind-meld has provided us with deep insight concerning the direction and progress of our current situation. We are working at warp speed, transporting code back and forth across the universe to assemble the components nessecary for light travel. Progress report, Captain:
Randomized elements successfully converged with open world rescources.
Particle system updated.
Explosive ordinance online.
Lighting and physics updated.
The interplanetary conference will consider the petition of new members to be admitted to the Federation. The most pressing problem is to make sure that open warfare does not break out among the delegates, before the launch begins.
Happy 50th Star Trek! Although I prefer Star Wars myself.
Have a question? Click here!
Want more information? Click here!
[ 2016-09-12 21:50:16 CET ] [ Original post ]
Exciting progress to report this week. Things are beginning to fall into place. We have our first working Unreal enemy. These security drones now follow you around at a unreasonably high eye level. Shooting them down can cause them to explode, or just break into peices. This way they can also be used as offensive traps against other mobs, including other drones.
If one gets close enough to touch you, it will explode! Yes! Working explosions!
They look super simple at the moment. We used our muzzle flash as a placeholder. But, with the right animation they will work nicely. Upon detonation, they use repulsor physics to push things away from the epicenter, including the player. Even our tripmines have become highly combustable. Jumping on them even alows you to rocket jump! This could prove useful in our open worlds...
Terrain editor skills +1! Until next time!
Have a question? Click here!
Want more information? Click here!
[ 2016-09-04 05:01:29 CET ] [ Original post ]
Hey guys, lots of progress being made this week. Our ammo count and score count have been given heads up displays, and our Medpacks and Ammo boxes have been scaled down and adjusted for weight. You can now stockpile boxes instead of just gobbling them up.
Holding E on items and dead bodies now makes them interactable. Trip mines can be now be plucked right from the ground and mounted onto walls.
Blood now splatters on your HUD when hit, and taking damage will give the FPS camera a slight shake.
Also, new sound effects for reloading and dry-shooting.
I've been getting used to the terrain editor. Playing around with UE open world assets to get myself more familure.
Until next time!
Have a question? Click here!
Want more information? Click here!
[ 2016-08-27 19:16:58 CET ] [ Original post ]
Hey guys! And Fireball too! We know you are out there... Lurking. Plotting...
A look into our first Unreal open world map. It may look somewhat familur to any long term players. I wanted to model it after our first island map, in honor of our Leadwerks roots. I fully believe any first person shooter game isn't complete without a tropical beach map. Be it serious or comical, there's something about running around on an island with a big gun that is universaly appealing.
I haven't put much time into the terrain builder yet, but it's an absolute joy to work with. I am able to do in a few hours what feels like took weeks in Lead. I'm still learning the real basics myself, I've added some lackluster rocks and asset bushes to get myself more familur with the software. I even squeezed in a working water plane. But, there is still so much to learn.
Also, drarem pumped up our muzzle flash!
Until next time!
Have a question? Click here!
Want more information? Click here!
[ 2016-08-22 04:43:45 CET ] [ Original post ]
Hey guys. Another late blog this week, and for no real good reason either. I pretty much just forgot and lost track of time. But, good news! Chocolate is back online with a super rig! Work can resume again shortly, as soon as I can figure out the internet situation.
drarem built us a cool safe room to begin each maze. Instead of being attacked randomly from the beggining, you choose when you want to enter the labyrinth. He also managed to get our tripmines online and gave them a super cool laser beam effect. Walking over them causes damage, but a health system is still needed.
Our medpacks are now collectable, and spawning randomly around the maze. We've also added a fairly unimpressive muzzle flash that will serve nicely as a placeholder.
By this time next week hopefully I will have familurized myself with Unreal Engine a bit more, and ill try to recreate some open world maps we had in our original build. Any ideas or comments, you know where to find us. Until next time, Captains!
Have a question? Click here!
Want more information? Click here!
[ 2016-08-17 23:34:27 CET ] [ Original post ]
The Weekly Re-Cap 45 Another late one coming atcha. The ghost of docchoc's laptop has possessed the body of drarem to bring you this weeks update. It will have to be short and sweet, with no fancy pictures or videos to show either. My precious potato pc has finaly kicked the bucket, and I am forced to upgrade my pc finaly. But no worries, the team is still hard at work.We are working towards bringing you the best possible gaming experience we can in the near future. Mucho gracias ! Until next time! Updates: Damage system started Spawning objects in maze
[ 2016-08-09 12:40:33 CET ] [ Original post ]
Hey guys, progress time.
Some animated placeholder enemies are finding a way into the maze, along with some flaily ragdoll death physics.
We've repositioned the main shotgun and re-drew our old Leadwerks HUD, Drarem added a cool tunnel vision effect when sprinting and imported our new models into the maze.
Debris and objects are starting to react more realisticly when being hit with slugs.
The maze has also undergone some general upgrades and improvements.
The unreal build is still far from playable, and we don't want to let it out too soon. I would love to upload it as it is and continue the playtesting process through Steam but apparantly that's just not what Early Access was meant for. Until next time!
Have a question? Click here!
Want more information? Click here!
[ 2016-08-01 04:53:14 CET ] [ Original post ]
Hey guys, it's update time. Our new modeler has been hard at work playing around with his fancy new program. Please note these are not our final model designs, and are more or less just custom placeholders for future high poly designs. But, everything is original, and 100% created only to be used for PAC.
Our ammo box and medpack are now back to their former physics based selves.
A look at some security bots. Originaly meant to be enemies, but are soo cute who wouldn't want to team up with them?
This AI vending machine would pop up with an assorment of things for you to pick from. Destroy it for free loot, but at what cost?
This tripmine would act much like the hopper mines from HL2. Get too close and they go off like a boobytrap, but if you can disarm it you can use it to your advantage.
The Teleporter is the Rogues final step. These mobile doorways will be used for jumping from level to level, or possily even as a strategic gadget.
Still uncertain when we will have anything playable, but get in touch if you would like a copy of our EXE to playtest for us! Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-07-25 23:24:31 CET ] [ Original post ]
Well I said I would post an early one this week.
Our main weapon now fires randomized slugs in an unpredictable spread pattern. Tracers now leave bullet decals, along with snazzy particle effects and smoke. Tweaking them as we go, learning new things along the way.
Instead of starting with a prebuilt asset or something, we have created the mechanics from scratch. It is hard to tell if this was the right approach, modifying an asset may have been much easier. As a hardcore FPS fan, it does feel comfortable to fire, and I'm confident moving forward others will agree. The next step will be to give it some real Oomph, with a kickback pump animation and muzzle flash.
We are also experimenting with larger decals like blood stains and explosive divots.
Forgive me, the screens are very dark. The lighting has been turned way down to test out our new Flashlight aswell. It's toggled on and off with F just like the previous build, but it doesn't have much of a range at the moment.
This particular model was lost through data transfer, so our modeler began to create a new one. We managed to rescue a back up version of this one, so the end result may mean multiple flying drone models!
They aren't programmed with any AI yet, but they do reach to being shot. I would like them to be fully destructable, with possible scraps to collect for crafting.
Playtesting has officialy begun, but progress will be slow again this week.
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-07-15 06:39:09 CET ] [ Original post ]
Not a heck of a lot of content to show this week, the team has been extra busy with real life adventures. Our modeler has upgraded his PC, and data was lost in the process so a few of our models are being remade. Data loss is always a heartbreaking tragedy to go through, but the newer versions are turning out even better then the originals.
I am also in the process of updating my potatoe so work has been stunted for myself. A big part of our game was being able to run it on lower-end PCs, but Unreal's shear power just won't allow that anymore. We will continue to stick with a low-poly, low-res format, but even in it's infancy I still have trouble running it from here.
Because we don't have much to show this week, and barely anyone even views our posts as it is, I will recycle last weeks videos in hopes that nobody will notice! Expect an early re-cap next week to make up for all this lost time in cyberspace.
https://youtu.be/cp_ZHf2dZU4
https://youtu.be/7gW-a85iXd8
https://youtu.be/ZeUUu3KuLso
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-07-13 11:20:33 CET ] [ Original post ]
Another late blog this week, sorry guiz. Uploaded some new Unreal videos here to make up for it! Progress is still slow, obviously we aren't raking in any huge EA funding, so please don't expect any real polish anytime soon. The build still consists of a lot of default asset settings, which is nessecary for any game this early on. It looks as if we will be sticking with the procedural maze for now, figuring out just how to get the enemies and loot back online. The learning process continues, so hopefully someday soon we can put our leadwerks build to shame.
https://youtu.be/cp_ZHf2dZU4
https://youtu.be/7gW-a85iXd8
https://youtu.be/ZeUUu3KuLso
Also, our 3D modeler's other project 'Rush Island' produced a trailer. I'm not personaly plugging the game, but the 3D modeler is just fantastic!
https://www.youtube.com/watch?v=m0VZea9HwQk
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-07-05 22:27:28 CET ] [ Original post ]
Hey guys, sorry for the late blog. Seems like IRL is slowing us down more then it normaly does. Then Steam puts everything on sale and money comes flying out of our pockets. But, somehow we manage to put a little work together.
I've set us up at a price point that should finaly keep out the game collectors. I had no idea setting the price so low would have such negative effects. I whole hearteadly assumed people would love only paying one dollar to support an indie team. We will figure this video-game thing out some day!
We have a pause menu started, which is already more or less on par with our Leadwerks GUI. Super simple, ugly, but working!
The maze is online, and generating randomly. It's simular to our Leadwerks maze, but it's also leaving larger open areas to explore. Framerate is currently at a blazing 120fps, and we've also added some music! Finaly!
The old Medpack is back, and shinier then ever. With Unreal, we can now go back and breathe some life into our original ideas. Expect the return of the Ammo Box, the Teleporters and some new gadgets we're whipping up. A trip mine anyone?
Everything is coming together nicely, but we will need some playtesters soon. Let us know what you think! Until next time.
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-06-28 03:27:19 CET ] [ Original post ]
All hail, Room_Number_7.
Obviously we are still in the beginning stages of our Unreal build, but it's progressing nicely. We are playing around with destructable objects, particle effects and ragdoll physics. It's a steap learning curve coming off of Leadwerks, but it's already starting to feel like a perfect fit.
We are throwing a procedural maze together, but an open world map is entirely possible aswell. Not sure what might happen first, but eventualy we would like to alternate between both. We have been gifted the enviroment creator Raiseland, in hopes to possibly create procedural open world maps.
We have a new 3D modeler joining the team, and with him some new enemy types will be joining the build. This stationary auto-turret will spawn randomly throughout the maze. If you accidently cross in front of it, it will open up and rattle you with bullets until you are surely dead. I want the player to be able to sneak up behind it, rewire it, and possibly even reposition them however the player chooses.
This Sentry bot would patrol around the maze looking to kill you and everyone you love. His thick armor would prevent you from running in head on, so you're better off hacking him and turning him friendly. Gather a group of them together for your own high-tech security force.
Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-06-19 00:20:45 CET ] [ Original post ]
All hail, Room_Number_7.
Big changes are coming to PAC, It seems we have outlived our time with the current Leadwerks engine. We are coming across too many bugs and shortcomings that aren't letting PAC live up to its true potential. Certain things like physics based lighting and performance issues are forcing us to look to greener pastures.
We've imported our new shotgun model into the Leadwerks build, but it just comes out looking bleh. Trying to light it properly only causes the game to lag, so we're constantly trying to balance visuals with performance. Leadwerks has been a great stepping stone for us, but it's time to graduate to something more powerful.
We are freezing the current Leadwerks build, and we will be moving forward with a brand new Unreal 4 build instead. It is undetermined when we will be ready to push anything playable, but we will be here to post weekly progress. Let us know what you think of this major change.
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-06-12 05:05:06 CET ] [ Original post ]
We are in the middle of whipping up something very special for you guys. It's not quite ready, so please be patient and we might have some surprises for you next week...
But that's not all... Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-06-03 22:59:27 CET ] [ Original post ]
This week RoomNumber7 stays on top, and in doing so claims himself a spot eternalized within the game itself! We have decided to convert the level progression to a 1-1 World style and make the 7th World the hardest and last level before looping the game over. Not even our Kickstarters had an opportunity like that!
This week we open up our Loot Chests to reveal 3 new perks:
The Heart Tank will increase your maximum HP by 1, permanantly. This could come in very handy for those players going for the top spot.
The Dungeon Map reveals all tiles within your current maze, showing you the quickest route to the exit.
The Monster Eye reveals all the enemy locations within the maze, making it easier to get the drop on the baddies.
Camera
New shotgun
Our Exploder now breaks all surrounding glass tiles, while glass tiles now break in only one shot to switch up gameplay. We've also added a new HUD with a fancy shotgun icon, and fixed countless other bugs floating around... woo! Until next time... WOOF!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-05-28 02:08:05 CET ] [ Original post ]
I found myself in the top spot this week, but Mister 7 will not let anyone up there for very long. We forgot to wipe the boards again, so he may have gotten a free week to relax.
A lot of behind the scenes changes this week, but also some right up front.
We've converted the Heart image system to a text based system. This will allow us to be more flexible when upgrading maximum hit points.
Updated the HUD, moved the deathclock and scores to the top right. Removed remaining enemies text and moved Level text underneath the clock. Ammo consumption has gone back to 1 instead of 2 to make way for our new single barrel model.
The Perk deck (where the Star power icon appears on the HUD) has migrated out of the minimap into the right hand side of the HUD.
Updated the Ammo crate so it no longer glitches underground.
Also, Glass tiles have been reduced, and are 2 shots easier to break.
ATTENTION: We are implimenting a price raise NEXT WEEK for a few reasons. We are getting an influx of players who are only buying PAC for the low price, and either miss or skip over the Early Access warnings. If you are on the fence about picking up a copy, NOW is the best time to pick it up while we are still dirt cheap. It will only go up another dollar, but hopefully that is enough to keep out anyone just looking for cheap games to increase their game count.
Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-05-21 03:49:45 CET ] [ Original post ]
This week Room 7 bounces back to reclaim his rightful throne. Big changes have been made since last week, so I'm interested to see how the boards will turn out.
These destructable glass tiles make for some interesting gameplay. They take a bit of extra ammo to break through, but you can now open up alternate escape routes or shortcuts at will. Although the translucently baffles our AI.
The Plant Trap has exposed its whereabouts by sprouting roots! Blast the roots and you can take it out before it even has the chance to wake up! Also, our Exploder has become deadly to any creature good or bad. You can now use him as an offensive trap against the mobs! The Merc can now be killed with all offensive perks, so don't be afraid to get in close...
A security robot has joined the battle! Hard to label this guy a Monster or a Trap quite yet... I would like to be able to sneak up behind him and reprogram him in future updates.
Readded bullet decals with no kill lag, changed up the muzzle flash, and updated consumable perk icons. Along with some other fixes, we hope you like it!
ATTENTION: We are considering a price raise for a few reasons. Seems we are getting an influx of players who are only buying PAC for the low price, and either miss or skip over the Early Access warnings. They aren't buying it to support us, but rather to increase their game count total. So, that being said, if you are on the fence about picking up a copy, now might be the best time while we are still dirt cheap. It won't be a major price hike, but enough to keep out anyone just looking for cheap games. Let us know what you think about this.
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-05-13 19:35:12 CET ] [ Original post ]
Look out! This week we crown King Of The Pump to MortalSilver! This come from behind underdog swooped his way in and crushed the competition. I guess it just comes more naturaly to some of us... Wait, you guys knocked me off the board?
We re-added the Lead zombies back into the crew. These guys are only temporary, but they deffiantly give you a good idea of the level of realism we can acheive.
Combine them with the merc, and the game is now 100x harder. I don't think we will need to worry much about burning out long runs, I can't even make it to the next stage! We centered the muzzle flash, added a level indicator, added a HD HUD image and imported the badass new logo. Along with a bunch of other fixes, this week should be a good one.
No more double mazes or fancy elevator, we can simulate that between loadtimes. We are asking for bugs if we continue down that path. Hope you guys like the progress, and don't hesitate to post any ideas you want to see!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-05-06 22:49:04 CET ] [ Original post ]
Room Number 7 continues to hold the top spot this week, but players are closing the gap! Because of his dedication and interesting name I'd like to incorporate it into the game somehow. Maybe a secret room on the 7th floor, or the last level being the 7th room.
We may have bitten off more then we can chew this week, so we don't have a new build ready to go yet. But, we have been making some big changes, and with them comes bugs we haven't yet squashed, so pushing a new build would be no fun to play yet.
We added the Lead Merc into the maze, but he is spectaularly deadly. Running into him meant almost certain doom within seconds. His long range assault rifle cutting through the darkness made the game extremly hard, so we are tweaking him before letting you guys loose. We have colored him white on the minimap for the time being, so running into him won't be a total surprise. He is still just a placeholder, so don't get too used to his handsome face.
We are building a new shotgun model in blender. This one will be a bit more detaled, single barreled, and built to handle multiple crazy modifications. We're not incuding a hand or arm model quite yet, and maybe never will. Simular to the the game Reciever I wanted the shotgun to handle differenty then normal. At some point I would love to add multiple shotguns, with different ways of handling both. Not unlike Sir Dwayne Johnson in the Rundown: https://www.youtube.com/watch?v=2tRqyQ-CiVQ
The maze has doubled in size! We have stacked another layer of brushes on top of the current maze to add an entirely new floor to the puzzle. And what's multple floors without a...
Elevator! These random elevator tiles will move up and down between floors. Just walk up and activate it to ascend or descend. This will add for some different encounters, stairwells, ramps, and possible jumping platforms. It's a bit difficult to tell from the screenshots, but you get an idea of what we are going for here.
We are on sale at 40% off right now, but if you still don't want to shell out the coin, post a funny shotgun/captain related meme on our artwork page and I might send you a free copy. ;)
Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-05-01 04:41:47 CET ] [ Original post ]
Wooo that week went by fast, and GO FIGURE... this weeks top player is RN7! Juggernaught ran away with his swaggy fox tail between his legs! There are some new faces making some big scores, but they just can't seem to keep up. What is Room 7? Where is Room7? Is there a Room8? Maybe the secrets lay within the maze... Week 30 is giving birth to our shiny gold loot chests! Walk up to them and press the 'E' key to unlock the perks within. They are only dropping a set few at the moment, but eventualy they will pick from the entire perk pool.
We have removed the rotation script from the perk drops. They now Billboard the player at all times instead. It was rather difficult to see them when they turned sideways. Also removed the BRUISER MODE drawn text. This was to be a dynamic difficulty display, but we will be color coding the deathclock instead.
Managed to finaly fix the wall breaking bug. Enemies can't move between walls anymore, but they can still see through them. Pixel art graphics now look pixel perfect - crunchy and crispy. Repositioned the Minimap to take up the entire Top Left corner, and moved the enemy counter lower. Added Loot Chests, marked on the map by a yellow blip, and numerous minor fixes. I swear we aren't trying to time these updates with even numbers! Until next time!
Let us know what you guys think of the updates, it's pretty quiet on the forums.
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-04-23 00:58:12 CET ] [ Original post ]
Hey everybody. We have been taking some time off this week, so we won't have a new build ready to play. But, that doesn't mean we haven't been making progress.
Our minimap now registers player direction, but for some reason still remains mirrored.
We are going to try to introduce a security camera trap. These guys will spawn randomly throughout the maze, and pivot around scanning the area for YOU. They won't show up on radar, so you won't be able to run around blindly. Easy points to knock it down, but if it spots you it will add time to your deathclock, and possibly call in reinforcements. This way we can start to introduce a stealth mechanic into the game. Future variants could even be weaponized and mobile.
We also have some loot chests in the works. Simply walk up and activate to reap the rewards within. They might show up on your map if you are close enough, but you'll have to really delve for these ones.
Room Number 7 is back with a vengeance, but he will have to hold off a week longer if he reallly wants that top spot. Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-04-17 04:57:03 CET ] [ Original post ]
https://youtu.be/6_OpFabGt_Q
This week we crown King Of The Pump again to Juggernaught! Somehow he flew in under the radar and scooped the title away from RoomNumber7 again. The boards have been wiped clean, and the battlefield has changed! New tactics will be formed, and new enemies will be made...
This week we are introducing our Minimap system. This dynamic HUD layout registers your position, the exit teleporter, and all the enemy positions within range. It's still in a very early alpha phase, but it's working well. You can now get a fix on the pesky trap plant, and any enemies glitching through walls and coming up behind you. You'll notice the maze is now giving way to more open areas with more room to strafe around. We've readded some old lead assets to start paving a more realisic approach, and readded a HUD to help organize. Any feedback regarding the room data would be helpful, or any improvements to the map you would like to see, let us know.
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-04-09 00:53:02 CET ] [ Original post ]
https://youtu.be/AT47HeTXb5E This week we crown King Of The Pump (yet again) to: Room_Num...... Wait, what?! King 7 has somehow been DETHRONED. All hail the new champion! Juggerballz...er Jerggernut!..Errr Reaper 2! I'M THE JUGGERNAUGHT, BISH! 12:22 PM - DoctorChocolate: lol do you have anything to say to the people: *HOLDS UP MIC 5:15 PM - Juggernaut: Yes, I do. I want to thank you, for adding those annoying Mario fly traps, for they always make me want to replay and say "I'll GET YOU NEXT TIME". And lastly, I'd like to thank myself, for being such a great PAC king. *bows* 12:25 PM - DoctorChocolate: And what about the allegations that you yourself are a PAC Dev and that holding such a title renders it useless? 5:18 PM - Juggernaut: Being on the dev team(for doing almost nothing) may feel great, however, nothing can feel better than finally being able to kick 7's butt. 12:27 PM - DoctorChocolate: FINAL QUESTION who would win in a fight to the death? You or MR.TORGUE from BORDERLANDS???? YEAAAAAAHHHH!!!! 5:20 PM - Juggernaut: Me, obviously, because I have one thing Mr. Tounge doesn't. The title of being PAC KING. Booyah! 12:29 PM - DoctorChocolate: That feels VERY rehearsed! Somethings still feels fishy here... UNTIL NEXT TIME! EXPLOSIONSSSSSS 12:30 PM - DoctorChocolate: https://www.youtube.com/watch?v=BfIXGO09y3c 5:22 PM - Juggernaut: Greatest thing I'ver seen all week. Ha xD Will he defend his new title again next week? Will RoomNumber7 rise from the dead and zombifyes Jugz. Will Reaper and Juggernaught just get married already? Here's a list of recent changes: - Added a Tutorial image on the menu screen. Game is now MUCH easier. - Added more monsters! Broken exploder will ruin your day. Game is now MUCH harder. - Added an Objective marker to show you where to go. Game is now MUCH easier. - Added Lead Crawler to test scarier realistic enemies. Game is now MUCH harder. - Added Yummy snack perks to heal yourself with nutrious food! Game is now MUCH easier. - Darkened lighting and added specular to brushes. Game is now MUCH harder. - Fixed the starpower and hud icons when you go to next level. Added more ammo drops. Game is now MUCH easier. - Fixed game crashing bugs and other minor fixes. Forgot to make the trap plant more visible. Game is MUCH harder. Seriously though, the game is a little harder now. But only in an unfair, cheap way. Look past those flaws, for now, pretty please? Have a question? Ask us anything here! Want more information? More details here!
[ 2016-04-02 01:42:44 CET ] [ Original post ]
https://youtu.be/49Q2WeFJyvM
This week we crown King Of The Pump (yet again) to: Room_Number_7! It is clear that his pumping skills are beyond that of the average captain. Kudos! Will he defend his title again next week? Will the Brony team join forces? Will Reaper and Juggernaught just get married already?
We have been making some positive improvements to our maze system. Brush dimensions now match our texture dimensions.
We added a Trap plant that will only pop up when you are within range. He's super cheap at the moment, but we will make him more visible for future updates.
Shaders are now default OFF, and framerate is now a solid 60FPS for myself. There is some slight stutter with the generation of enemies, but other then that it's feeling smoother then ever.
Player settings have returned to default. Normal speed, jump height. Perks will begin to boost these abilities back up. Also playing around with some outdoor maze tiles.
Removed useless dirt chunks that fall when shooting a wall. I don't think anyone will miss them, or even noticed they exsisted. Fixed the stacking shaders between levels, and wiped the boards clean. I'm personaly coming for you this week R#7!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-03-27 02:02:06 CET ] [ Original post ]
Update 25 is an unfortunatly timed awesome milestone for us! Today we switch up the open world 'experiment' with our proceduraly generated mazes. This is a gamechanger! As a true Rogue-like fan this is very exciting for me. Give it a shot, see how far you can get and post any bugs you encounter on the way! Here's a list of recent changes:
- Added Teleporter at the end of the maze.
- More monsters, game is slightly harder.
- Removed decals for muzzle lag fix
- Removed kill lag, combat is now smoother.
- Minimized HUD further.
- Pixel art perks added.
I'm also playing around with a survival style game-type. I've been playing some Devil Daggers lately and it wouldn't be difficult to have a simular cage-match type survival game.
Leaderboards have been wiped clean! Maybe we should start giving out prizes to the top players...
Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-03-18 19:46:26 CET ] [ Original post ]
We've deen dealing with some personal issues this week, but that doesn't mean we haven't been making changes. We've reached over 2000 players, and to celebrate I'm giving you guys a glimpse into our randomly generated dungeon system. This maze program produces maps that are never the same twice, and we plan to load them full of other randomized elements. It's still in it's infancy, but it's coming along nicely. We don't have an update prepared just yet, as we aren't sure if we want to drop players into this build. In keeping true to the Rogue-Like genre, this will more then likely be the route we will end up taking. I feel like no matter how beautiful our static maps might be, they just won't compare to a truly randomized dungeon. We still plan to include open world aspects, but at this point in time it's just eating up framerate when we can be focusing on gameplay.
https://youtu.be/zBObAeevmr0
Also playing around with the shotgun tracers to see what kind of special effects or powers we could have them do. Bouncing shells that you could lead around corners seems like a more then appropriate fit. Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
[ 2016-03-13 00:38:22 CET ] [ Original post ]
https://youtu.be/Avid5M2i4F8 Early update, late blog this week. I realize some long-time players have pushed away from this newer design, and I understand why: It's nothing like our original Kickstarter or Greenlight campaign. So, we will be returning to that era of semi-realism, and I'd like to make sure we don't stray too far from that initial promise. Here's a list of recent changes this week: - Updated Frog model and animations. - Added NEW ENEMY: P-Bert - Enemies now flash red when hit, and when injured. - Sidekick added! Be nice to him, he's not invincible. - Positioned the 'Restart' button UNDER the 'Resume' button. - Motion blur toggle option is fixed - Moved the +12 ammo pickup text ABOVE the 'AMMO' text. - Removed "+" Crosshair completely. Kept red hit marker. - Long Draw Distance toggle button no longer crashes the game. - Reposition the shotgun into 'test3' style position. - Play a sound effect whenever the medpack is picked up. - Changed to better looking directional lighting. - More blood! - Fixed background printing statements. - Replaced motion blur with SSDO shader. - No more coupons! Investigating the kill lag. Tweaking the Bomber to have a better hit box, and with only 1hp. We forgot to wipe the Leaderboards this week, so you'll just have to do better then 600+ kill R#7!! Until next time! Have a question? Ask us anything here! Want more information? More details here!
[ 2016-03-05 07:18:34 CET ] [ Original post ]
Welcome back! The fixes are again, real. But, we're already encountering some new bugs. Please let us know what kind of framerate you guys are getting this week. This week we welcome back... some Perks! These guys will drop randomly from enemies, but they don't stick around very long so grab them fast. The Ammo Crate and Doctor's Bag will fully replenish your ammo or health. The Megaton bomb will instantly kill all the enemies on the map. And the Super Star will give you temporary invincibility! The map has been updated greatly. Surrounding islands have been removed for a number of different reasons, but I think everyone can agree this smaller version is more accessable. There seems to be a buggy hole somewhere at the top of the mountain, so beware if you plan on camping there. The death messages are now readable, and we've also added a fancy border to keep you from wandering too far out into nowhere. Fixed the run and shoot bug that would kill you instantly. Leaderboards have been wiped clean, and this week we crown KING OF THE PUMP to Room Number 7. Will he hold his title next week? Will he even be able to play the current build without crashing? Or has he already given up hope on the PAC team? Until next time! Have a question? Ask us anything here! Want more information? More details here!
[ 2016-02-28 03:56:38 CET ] [ Original post ]
Early post this week, and the updates are real. The framerate seems to be back to "normal" but we need you to test that out. We (drarem) have repositioned the main weapon to a new more actiony position. Cap'd the baddies so we aren't choking potatoes. Fixed the reloading sound effect so it's a little smoother in your earbone. Added a boundary timer that will axe your run if you try to go too far out of bounds. The dropped ammo and medpacks blink and disappear after five seconds. A restart button that sort of works! So pound that until it breaks. The leaderboards have also been reset! So, REXploitation and LEXploiter better get back to work! Hehe. The map has had lots of love poured into it, but we want to test it a bit more before setting you loose on it. Also, Dec_bot's guide might help anyone who's getting FPS issues: http://steamcommunity.com/sharedfiles/filedetails/?id=625477992&insideModal=0 If this still doesn't help, try going into the Options menu and turning off the Motion Blur and other effects. The update will be live in roughly an hour! I would like to remind everyone to please leave feedback if you have anything to add. Until next time! Have a question? Ask us anything here! Want more information? More details here! The final Key Grab? Get 'em while they still exsist! Man, I use a lot of exclaimation marks! 28FJN-F6KI6-CG3DA! AVD02-6MMN5-K3CID! 8C9IZ-Q0KJ2-RXDPD! NJLEJ-4DDGF-DATVT! F0ATD-FH2D3-GFMP3! 3JZ5M-02G6Z-GY3IH!
[ 2016-02-19 22:18:15 CET ] [ Original post ]
So in less then a week we went from having a working online pump fest hashing out, to a staggeringly broken framerate that just kills the game. We have been reverting to old backups, removing things, testing, testing again. Giving insights, proving them wrong, repeating. We sent the source to our Engines CEO to see if he can pinpoint what's happening. Our engine went through a few recent updates, and I am inclined to believe the problem will iron itself out in time. Rest assured as soon as we figure it out we will push an update. So, we have been funneling our creativity elsewhere!
drarem has whipped up a retro Spider to replace our headspooder. I would like to style this guy after a Skulltula from Zelda, or perhaps the Minecraft Spider.
We've also introduced the Exploding type enemy! This guy will shred 2 hearts if you are within the blast radius. I would like him to damage surrounding enemies aswell so we can use him like a trap or a decoy.
I would like to remind everyone to please leave feedback if you have anything to add. Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
I'm not giving out any keys this week, as the game itself is unplayable at the moment. Next week there will be 6 keys! (assuming we fix the problem)
[ 2016-02-14 23:50:23 CET ] [ Original post ]
Welcome to our first official Re-Build Update! Technicaly, this is like update 12, but I like to think this rebuild is like a totaly new game! I'm also happy to say we are now stock-asset free! Other then some of our rocks and grass, we have removed and replaced all our placeholders. This doesn't make it any prettier, but we have lots of time to improve visual quality. Some pretty new bushes and flowers have been added to lower FPS even further, so enjoy.
Leaderboards are now online! Press tab when playing to see who is King Of The Pump! I'm sure it will be very easy to exploit if you can find a way... ;) (Climb up high enough for invincibility) If you do happen to find a super easy exploit, please post them so we can work on making it more fair for everybody. This will also open the door to acheivements in the future, so I am very excited about that.
I would like to remind everyone to please leave feedback if you have anything to add. Until next time!
Have a question? Ask us anything here!
Want more information? More details here!
Marty, Caleb & Lauren'z Key Grab!
MHWIC-R8E4J-D9Y0R
67IXG-EZ4VP-X8MEI
8F0AD-BI9YE-80MI0
[ 2016-02-07 23:31:15 CET ] [ Original post ]
Because of our red-hot setbacks, PAC is receiving a total over and underhaul. Our Beta branch is starting from scratch, re-coding only successful features, and dropping otherwise useless or buggy ones. All clutter is to be removed, to return to a more natural state of maximum performace. All launch issues and Linux problems will be solved before moving forward. What does this mean for you? NO MORE CROUCHING - Do we really need this? (Believe it or not, crouching DOES make your spread tighter) NO MORE OXYGEN - WHAT IS KILLING ME I HAVE NO IDEA? NO MORE STAMINA - This feature was bugged somehow. NO MORE FALL DAMAGE - Eventualy we will balance this out. To compensate for the large hole where our monsters should be, we have whipped up a few original ORIGINAL enemies! Yay! - Velociraptor - Centipede - Female Torso Zombie Here's a few of my personal notes, to get an idea of where we are headed now: Make sure opendll working and linux working. Other startup crashes, Double E Glitch. Remove Leadwerks/Logos intro. Jump straight to main menu. one menu/intro song, not two. Menu BG will be in game shot of the current map, with water moving. Hitting start would drop you into an already loaded map. Map will load before main menu. Main menu will be transparent, and overlay on top of a camera angle preset on the map. This main menu BG will change with whatever map loads in. Add Iron Sights. Add Ammo Count. Add NEW 5 Heart Health system. No more %. 5 hits, you're dead. Medpacks heal 1 heart container. Start new base stats Start new perks from scratch? No more 02 and stamina. Unlmited stamina and 02. Sometning about these scripts may have been buggy anyway. Players dont enjoy these either. No fall damage! Players hate dying from slipping on a rock a few feet. let them make super hulk jumps without dying. Extend shadow range to 2. Incorporate bushes into tree randomizer Creat prop randomizer (small, large) Add light motion blur shader. remove +Xp animated text.. change to xp bar
[ 2015-09-10 03:35:43 CET ] [ Original post ]
Recent Changes: -Blood decals -Island Map V2.0 -Randomized Trees -New Splash -Holoshop Setup -Working Helltimer -Difficulty Text -Free Soundtrack DLC -Now working on Linux? (Unconfirmed, Please test) -Misc Bug Fixes -Other important things I will edit in when I remember them. Known Bugs:
- -Start with no weapon. Need to look downward at the floor to pick it up.
Keep up to date with our progross on Trello: https://trello.com/b/dn4MmshL
[ 2015-08-31 00:43:20 CET ] [ Original post ]
This guy will be replacing our current Lead asset. One down! Please notice how generaly spooky those fingers are. Oh man.
[ 2015-08-27 00:42:04 CET ] [ Original post ]
Recent Changes:
- Bulletholes!
- New resolutions: 1920x1080, 1280x720
- HUD has been completely redone. (Removed useless UI icons, modified some others.)
- The oxygen and stamina symbol now show up when you're low on them and start flashing.
- New default shotgun was added, with new animations and sounds.
- Fixed the alarm blare being too loud, same thing with the coin.
- Frame rate issues have been improved.
- Made the monsters have set speed, damage and size variables.
- Revomed stock assets to get ready to implement new ones soon.
- Doubled the stamina of the player and redid a bit of the scripting as well.
- Increased the time the perk messages show on screen.
- Fixed a crashing problem.
- Monsters fixes.
- Misc things.
[ 2015-08-23 14:31:31 CET ] [ Original post ]
Todays update is turning into tommorows update, until then check out what we've been up to: https://trello.com/b/dn4MmshL https://www.youtube.com/watch?v=SqhO8gynfrk&feature=youtu.be https://www.youtube.com/watch?v=KTUhH8FwyEQ&feature=youtu.be
[ 2015-08-22 22:17:47 CET ] [ Original post ]
Recent Changes: - Opendl launch issue fixed - perks now represented as cards - teleporters - way to the next map, up to 2 are playable. - added goblin rider, in about 12 minutes of gameplay - adding music and audio fx managing code - some bugs squashed, more added "With great updates come even greater bugs." -drarem :) Known bugs: YES! We found you already! Map 2 and 3 require you to pick up the pump with E. Map 3 will crash due to audio bug. Enemies won't spawn after teleporting to Map 2. Broken restart button after dying. Bulletholes have broken. Thanks, Lead! :( Coins falling through map. Broken restart button on main menu. Main menu won't dissapear? Rare bug. Thunder Thighs needs a perk card. Don't Starve perk deck icon is outdated. Text Messages are too quick to read.
[ 2015-08-17 22:34:04 CET ] [ Original post ]
Greetings traveller! May I show you my wares? I got the best deals, anywhere!
Alright, move along now! I gotta long day kid...
Time is money, friend! Be careful out there... Keep it real!
[ 2015-08-08 02:57:32 CET ] [ Original post ]
- Added a wave system. - Added limited time on item drops, they flicker out if not picked up in time. - Minor bug fixes.
[ 2015-07-10 14:02:44 CET ] [ Original post ]
"Beware that, when fighting monsters, you yourself do not become a monster... for when you gaze long into the abyss. The abyss gazes also into you.”
- Friedrich Nietzsche
[ 2015-07-07 02:26:16 CET ] [ Original post ]
Update 20150704 Hotfix for music/openal crashing. Update 20150703 Bug squashing, not all were spiders. - Updated menus/buttons - Added collision meshes to some of the cabins and trees - Made the credits button functional - Added perk: Mario's Cleats. WIth thunder thighs they work best. You can jump on top of bugs to kill or damage them. We could use a better model for those cleats as well as a 2d image, any takers? - Added two of Brandon's music tracks to the game. Thank you Brandon! - Thought I fixed the restart and resume, but no, still broken. - Cleaned up and streamlined some code, hoping for less lag. Update: 20150626 Note that the jumping has been scaled back, you now start out wimpy. Added: - coin drops/audio - perk: Thunder Thighs (higher jumps) - egg sacs, some spiders might be pregnant and it's hard to tell until you kill them - Megatron bomb, start out with 3 in the shop. You can never have enough. - internals: relocated some of the stats, added an armor stat but unsure if it will be used/useful. flushing out some bugs
[ 2015-07-05 02:52:03 CET ] [ Original post ]
https://www.kickstarter.com/projects/1367196571/pump-action-captain-beta-build
Hey guys, you still have 33 days left to preorder PAC over at our Kickstarter page. Right now a copy will only cost you $3, but we have other offers aswell. We have also joined Groupees.com as a product parter, in support of Devs effected by the Desura screw up. We will be shutting down our Desura page, so don't bother heading over there. Unless you like getting the run around.
[ 2015-06-26 01:53:03 CET ] [ Original post ]
- PAC [610.96 M]
Gameplay Features:
- Dive down the rabbit hole of procedurally generated dungeons where every step you take could be your last.
- Arm yourself with multiple classes of different shotgun types, and use them to perform trick shots for bonus points.
- Fight off an endless legion of monsters programmed to kill you. The longer you play, the harder it gets.
- Randomized security doors, cameras, drones, turrets, wall spikes and even bottomless pits ensure no two playthroughs will ever be the same.
- Collect loot, power-ups and mods that directly affect the way you play, making each attempt a brand new experience.
- Challenge yourself, friends, and the entire world on the Global Steam Leaderboards.
Development Roadmap:
- Trading Cards/Achievements
- Optimizing Visuals & Performance
- More Maps, Perks & Monsters
- Improved GUI
- Occulus Rift/Controller Support
- Community Driven: Be part of the process! Post your feedback and watch the game change shape over time.
- OS: Ubuntu 14.04 LTS 64-bit
- Processor: 2.0 ghz dual core 64-bitMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 4.0 ATI or Nvidia graphics card with proprietary drivers
- Storage: 200 MB available space
[ 6137 ]
[ 3463 ]