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  Superstatic  (Read 2532 times)
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Offline Sekaru
« Posted 2014-07-02 03:27:16 »

Hey. This is a project I've been working on since around September. The main feature of the game is your ability to possess and control your enemies. You do this by creating "copies" of yourself which (will) open up a variety of skills such as creating distractions, a combo-based chain kill, an AoE, etc (most of which I'm still working on implementing). Another feature of the game is full support for custom made maps - anything we can make, players can also make thanks to Tiled.

Screenshots (lighting is sort of a work in progress still, very subject to change):







Demo
A demo of the game is available here: http://sleepystudios.itch.io/superstatic
Offline kingroka123

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« Reply #1 - Posted 2014-07-02 04:11:06 »

Freakin' amazing! I had more fun in this game then I've had with video games for a long time. The one hit death really adds a layer of intensity to the game. Good show! I cant wait for release.

Online LiquidNitrogen
« Reply #2 - Posted 2014-07-02 04:47:08 »

Would it work to have the mouse pointer remain pointing to the same place on the screen when you walk around? It might be more intuitive, because when im walking around and trying to aim at the same time by brain has trouble co-ordinating. if it ended up being a certain distance away from the player (ie 1/2 screen height) it could be moved back to the maximum distance so that it doesnt get left behind.

The first life was quite nerve racking, but then after a while I realised that it doesnt hurt to be reckless because theres no punishment for taking a serious risk, so that kind of detracted from that intensity once i got used to it. Im not sure how you could avoid players becoming complacent like that. But even so, the guys still kept scaring me constantly Cheesy Awesome!

Didnt use the clone feature much, it seems a bit odd.

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Online ra4king

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« Reply #3 - Posted 2014-07-02 05:00:10 »

Excellent work, I really like the graphics effect of the text! I disliked the one-hit death, it got frustrating with the guards using machine guns.

Looking really good, keep us updated!

Offline Rayvolution

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« Reply #4 - Posted 2014-07-02 05:00:42 »

Very well polished game, and very fun to play! Kudos to you.

*but* my one and only complaint is it seems like an almost copy/paste ripoff of Hotline Miami.. right down to the controls, the killing, the gun swapping, and "one hit kill" action. I love the concept, (and I love Hotline) but I think you'll have to find a few more hooks to set your game apart from it. Else everyone will just call you a copycat. Shocked

Aside from that, it's a really, really fun game. Wink

<a href="http://www.youtube.com/v/2n_BinoS1Ug?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/2n_BinoS1Ug?version=3&amp;hl=en_US&amp;start=</a>

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Online LiquidNitrogen
« Reply #5 - Posted 2014-07-02 05:13:07 »

If you had a system where you might not die if the bullet hit you in the arm or leg, that would be interesting. (same with the enemies)

Offline Sekaru
« Reply #6 - Posted 2014-07-02 05:21:41 »

Freakin' amazing! I had more fun in this game then I've had with video games for a long time. The one hit death really adds a layer of intensity to the game. Good show! I cant wait for release.

Thank you! I can't wait too ;].

Would it work to have the mouse pointer remain pointing to the same place on the screen when you walk around? It might be more intuitive, because when im walking around and trying to aim at the same time by brain has trouble co-ordinating. if it ended up being a certain distance away from the player (ie 1/2 screen height) it could be moved back to the maximum distance so that it doesnt get left behind.

The first life was quite nerve racking, but then after a while I realised that it doesnt hurt to be reckless because theres no punishment for taking a serious risk, so that kind of detracted from that intensity once i got used to it. Im not sure how you could avoid players becoming complacent like that. But even so, the guys still kept scaring me constantly Cheesy Awesome!

Didnt use the clone feature much, it seems a bit odd.

If the mouse was static then you'd need to rotate around that specific point in order to aim. I might be totally misunderstanding but I can't see how that'd be more intuitive. Recklessness is advised! Combos should definitely be prioritised for both score and the fact that they give you charge back to use more of your abilities. The copies are there to make things easier. I understand that at this point in time there's no real incentive to use them but when I add more skills (shields, a chain-kill based on combos, an AoE, etc).

Excellent work, I really like the graphics effect of the text! I disliked the one-hit death, it got frustrating with the guards using machine guns.

Looking really good, keep us updated!

It's difficult yeah. You should be using your copies and moving when you shoot. There will be abilities like copy shields later on that will help with that too.

Very well polished game, and very fun to play! Kudos to you.

*but* my one and only complaint is it seems like an almost copy/paste ripoff of Hotline Miami.. right down to the controls, the killing, the gun swapping, and "one hit kill" action. I love the concept, (and I love Hotline) but I think you'll have to find a few more hooks to set your game apart from it. Else everyone will just call you a copycat. Shocked

Aside from that, it's a really, really fun game. Wink

Does Hotline have my copy system now!? Nah I understand where you're coming from and yes there's a fair bit of inspiration from both Hotline and the first two GTA games (although Hotline is newer so more people recognise that). There's a fair few things like the destructible environments and the grenades (which I'll be adding in soon) that will probably put those kinds of people to rest. Oh and our map editor (which was done waaay before theirs) allows for more customisation (i.e. your own tiles, your own sprites, etc). But I'm not competing, I'm hyped for HLM2!

If you had a system where you might not die if the bullet hit you in the arm or leg, that would be interesting. (same with the enemies)

I like the system - it's something that I loved about Deus Ex and a system that I used in one of my previous games. I have two problems with it for Technicolour though - the RNG dependency and the fact that if the first bullet doesn't kill you, the second or third will if the guard has an automatic weapon.
Online LiquidNitrogen
« Reply #7 - Posted 2014-07-02 06:54:12 »

I have made a little demonstration of what i was talking about with the mouse.

It turns out that you cant use it all the time, it needs 2 modes: normal mouse mode, and strafe mode for when youre about to perform a difficult maneuver and really need to concentrate on not missing your target.

wasd to move, hold left shift for strafe.

https://www.dropbox.com/s/91iwifxufeb980q/mouse%20strafe%20concept%20.jar

Offline Sekaru
« Reply #8 - Posted 2014-07-02 08:21:10 »

I have made a little demonstration of what i was talking about with the mouse.

It turns out that you cant use it all the time, it needs 2 modes: normal mouse mode, and strafe mode for when youre about to perform a difficult maneuver and really need to concentrate on not missing your target.

wasd to move, hold left shift for strafe.

https://www.dropbox.com/s/91iwifxufeb980q/mouse%20strafe%20concept%20.jar

Oh! I see! Yeah that'd actually be quite useful. I've put that on my todo (though likely not for the demo).
Offline Sekaru
« Reply #9 - Posted 2014-07-03 03:15:55 »

Updated the demo build in the OP. Fixed a few AI bugs and a few other miscellaneous bugs as well as some performance issues. Here's another screenshot:

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Offline Sekaru
« Reply #10 - Posted 2014-07-04 02:11:24 »

Not sure about the bumping rules on here but I've just added one of the new abilities to the game. The AoE explosion ability will allow you to destroy windows, destructibles and guards within a certain radius.

Here's a gif of it in action:
http://gfycat.com/CloseAmusedAmoeba

To use the ability, simply go to level 2, create a copy and press 2 when you want to detonate your copy.

Download:
https://www.dropbox.com/s/5k0tjdsrt6k0ueg/trdemo.jar
Offline Sekaru
« Reply #11 - Posted 2014-09-13 21:16:17 »

Been a good while since I've posted here. Lots of changes have happened. Due to legal troubles, we've had to change the name to Superstatic. There's also been two new levels added:

Chapter 6: "Ghost Stories"


Chapter 5: "No Man's Land"


I've also started a blog for the game. The first post is on why we changed the name, the new guns system (which allows modders to create and add their own custom guns to the game) and a preview of the new map in Chapter 6:



You can read all about that here.
Online ra4king

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« Reply #12 - Posted 2014-09-13 22:07:57 »

Congrats on getting an article written about this game by PC Gamer: http://www.pcgamer.com/2014/07/14/technicolour-rain-is-like-hotline-miami-if-you-could-possess-and-control-the-guards/

Offline Sekaru
« Reply #13 - Posted 2014-10-04 14:26:10 »


Cheers. The article really helped out a lot.

------------



New demo released! New features, new chapters, new enemies, new guns and new modding tools! Also included in this demo is a mod that someone worked on using the latest build. You can download the new demo here.

Trailer #2:
<a href="http://www.youtube.com/v/BYZqI1rFV9I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/BYZqI1rFV9I?version=3&amp;hl=en_US&amp;start=</a>
Offline Rayvolution

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« Reply #14 - Posted 2014-10-05 01:45:24 »


x2.

I've been fighting to get an article written about my game for about 2 weeks, non-stop. It's quite hard to grab their attention. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Sekaru
« Reply #15 - Posted 2014-10-05 09:02:08 »

Well what happened with us was that we had an "article" on WarpDoor which Phil Savage at PCGamer saw and therefore went on to write his own article.
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