Posts Tagged ‘viscera’

  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Crunching the crunches: Rooks Keep, Viscera Cleanup Detail and the time demons

The way we have been working is not sustainable, especially the crunches just before release. Several days on my work log peaked over 15 hours and that is not really sane. …And that log doesn’t count lunch or any other breaks as work time (unless lunch is eaten with the other hand on the keyboard)

There has been a lot of this crunching because there have been many releases.
Going back to June, we finally pushed through to get Rooks Keep released which was met with a pretty depressing reception. That was not really surprising. We realised as development dragged on that it was a mistake to make such a big game with no clearly communicable hook, but we wanted it done.

Rooks Keep members enjoying a sunny morning

Very shortly afterwards, born from a thread of otherwise rather cynical contemplation, inspiration struck and we dove into Viscera Cleanup Detail.
After that we had the deal to do VCD:Shadow Warrior and that took longer than expected. Following that a major update for VCD and the insane idea of VCD: Santa’s Rampage came up. We could either cram it in before Christmas with a very tight deadline or wait a year (yeah, that’d work…)

Merry Christmas! Now you're all gonna die!

We crunched to get VCD v0.2 on the date we’d set for the end of November and went straight into VCD:SR for 2 more weeks. Arn started working on Santa after regular VCD work and I gradually started as VCD v0.2 neared its target. It wasn’t all *gruelling, but it was not healthy and the team needs a break.

All in all, it has been a pretty punishing schedule and it was all compounded by my eye surgery and subsequently complicated recovery which devoured lots of time before and around VCD:SW.

Nooooo! Not the face!

However, time management has been steadily improving – we somehow got 5 significant releases out on schedule in the last 6 months – but it’s not nearly good enough.
Getting this right is a major focus of mine for the coming year. Properly spacing out milestones and being disciplined about feature creep is going to be challenging, especially since ‘feature creep’ introduced some of the most interesting elements of VCD. Allowing space for unexpected changes and time to experiment will need to be done. This is challenging because it is planning around the unknown, combined with the perpetual certainty that there is not enough time to do everything already on the list.

This tank is rated ONLY for green monstrosity growing fluid, never use other types of monstrosity growing fluid!

It is also vital to make sure there is time to continue experimenting with new prototypes. Game jams and experimental projects are not just a way for studios to possibly scoop a new hit, for indies, I feel they are essential to long term survival, because the ability to produce crazy, unique and unconventional games is one of our best edges compared to big studios with massive production capacity. Making one new crazy game that stands out is great, but once that becomes old and done, we need to have something new up our sleeve and it better be damn good and it better not be the same as everything else. In order to reach that, many prototypes must be produced and discarded in the process. Somehow, those have to be produced while still developing the main, proven games.

That will be an interesting challenge and it won’t happen at once. It will be a continuation of the process that has (I think) been evolving and improving. I will just put more concious effort into it and try to push myself to better understand where the limits of the game development process are for us.

Yeah, considering the evil inside that machine, this is about as close as you wanna get

TL:DR – Less burnt-out devs, more crazy stuff, time will kill us all – don’t say I didn’t warn you!

 

 

*some of it really was; fucking physics, yeah you!


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Viscera Cleanup Detail: Santa’s Rampage out on Steam!

Yule Tide greetings, staff, we bring glorious tidings, though it may forever change your view of Christmas, Viscera Cleanup Detail: Santa’s Rampage is here for all to enjoy on Steam!
 

Buy now on Steam for $1.99!

 

Watch this Trailer of utter perfection to convince you of Santa’s dark fallout.

 
“Tragedy! Santa; the toy giving folk-hero, and purveyor of fine Christmas goods, has had enough. Endless requests from greedy children wanting more and more every year, tax increases, pressure from elf unions, bills, reindeer!

It is your duty, as an employee of Polar Sanitation Inc, to clean up the grizzly aftermath of Santa’s bloody rampage. Elves, reindeer and ruined masonry from Santa’s brief breakdown are all strewn across his famous workshop.

So don your cap, grab your mop, and get this place sorted out so the company can get a replacement in here ASAP, and restore Christmas for another generation!”
 

Some of the key elements in this glorious creation are(beyond normal VCD levels):
-Explore Santa’s Famous(now infamous) Workshop, many secrets it holds.
-Discover the sad yet ludicrous tale of what went down and led to the Workshop’s current state.
-Pick up poor dead physics simulated elves with smiling faces, yes, smiling faces!!
-Hidden Steam-Keys to some truly awesome Devolver Digital games!
-Many interesting interactive items that will surprise and horrify.
-Steam Achievements!
-Ludicrous oddities, and RuneStorm paraphernalia.
 

You can buy this glorious yet maniacal artifact for just $1.99 right now! Or if you Pre-Order the full Viscera Cleanup Detail game, you get it free!
Pre-Order now!
 

Otherwise, if you have already Pre-Ordered VCD, be sure to check your Humble Store account for the download!

 

 

Here are all the glorious images you must feast your eyes upon.
StuffStuffStuffStuff
Stuff
Stuff


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Viscera Cleanup v0.2! Med-Bay, Mutants, PDAs, TOILETS!!

Greetings Staff, well it has been a long long time in the making, but finally it’s here, Viscera Cleanup Detail’s Medical-Bay!
 

This level represents a significant step forward from the previously seen levels, which were more examples than focused environments.
 

With the Med-Bay, you’ll get to cleanup after some really sinister stuff went down, a crazed doctor has strayed from normality and birthed some abominations upon the facility!
 

The Med-Bay is only available to those who have purchased VCD, so if you haven’t done so already, then you really should now, for a small $7.00!
Pre-Order now!
 

Otherwise, if you have already purchased it, be sure to check your Humble Store account for the download!

 

 
And, in case you were feeling a sense of doubt, perhaps this list of main features will sway your foolish mind!

-Near-Fully realized evil medical facility
-Mutant Viscera and limbs!
-New Blood decals, and a more vivid placement
-Notes\PDAs: Readable notes you can pick up to tell the story
-Alternate water sources (Toilets, Toilets, TOILETS!!!)
-The Vending machine to ‘import’ items into the level
-Interactive 3D control panels
-A new and delicious and 3D Front-End(Main Menu) level
-50 Gajumbazillion possible character colors for use in MP!
-Inner voices of MS-Sam forever silenced
-Many more cool stuff you’ll have to find on your own
 

And why not a few tasty images to correct your mind.
StuffStuffStuffStuff


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Viscera Ketchup – Progress Report #3

Greetings custodians of the galaxy!

It’s time for another proper ketchup for VCD. What follows is an update of where VCD is now and some of the new content, and our thoughts on when we plan to get onto Steam.
So then, to the data log!

Med-bay:
Work goes on with the med-bay, which nears environmental completion now. Just take a look at the shots!
The med-bay was witness to some pretty evil science, hybrid mutant abominations and similar medical experiments. The map will reflect this story of evil science creating what they shouldn’t have.
Bogged-Down Prisoner 849 escaping Someone get the cattle prod! Who left these here? Looks sanitary...almost

 

Read the rest of this entry »


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Viscera Cleanup Detail: Alpha v0.15

Attention all workers, the station has been infected with a new and improved organism in the mock form of an alpha update, if you see it, alert security immediately. Do not be fooled by its innocent appearance, it is deadly!

 

Yes, well with that departure from normal proceedings out of the way, let’s list a run down of the major changes in this build.

 

Firstly we’ve taken big steps to improve the multiplayer syncing, and it’s running much much smoother now.
We have also reduced the chances of things ever falling out of the world and being unreachable.
 
Mops now clean up multiple splats at once, and they don’t disappear instantly.
Also in this update we see the punchout machine not only properly working, but also with a new mesh and interactive UI.

 

And many more things, here is the full changelog:
 

-Added fire spawning from broken lanterns
-Fix for buckets showing water after being spilled
-Punchout UI is now on an interactive screen on the Punchout machine, which also has a proper mesh
-Mop cleans multiple nearby splats at once
-Removed shadow casting from machine hatches
-Fixed divide-by-zero causing glowing white water
-Tuned the muck detector, it’s now much more usable
-Fixed mop not recognising using splat sizes
-Fixed bucket water plane – now stays level and doesn’t stick through the bucket
-Changed machine jamming limiter to use spree detection instead of time
-Player now bumps physics objects (bin, bucket, etc) when walking into them
-Added mechanism to prevent debris passing through world geometry
-Improved stuck debris culling mechanism
-Decreased number and rate of footprints from walking in blood
-Adjusted bucket and mop saturation limits
-Sped up debris light environment updates
-Fixed spinning view problem when standing on moving objects (Note: management considers ‘barrel surfing’ inappropriate behaviour for janitors)
-Replaced splat and debris actors in maps with newer, more virtuous kinds of actors
-Numerous fixes and improvements to debris replication and syncing in multiplayer
-Added blood footstep sound
-Improve hold distance and handling of horrid metal sheets and other objects
-Improved object holding and transform – off-center issues
-Made client players not die and leave corpses when clocking off
-Players can respawn if they die in single player
-Fixed the Map list closing when clicking the scrollbar.
-Fixed ‘Escape’ key not closing Map-List when it’s in focus.
-Fixed repeated ‘highlight’ sounds from playing when cursor moves over Key-Bindings.
-Changed and refined all UI styling.
-Added an ‘Always Run’ setting to options menu.
-Added Viscera sign to Main Menu and In-game Menu.
-Moved Options to its own menu.

 

We are also still working hard on the med-bay, many new features currently working or being worked on will present themselves once the Med-Bay is operational, this will feature a more specific focus and increase of current VCD mechanics. Until then, clean on noble latex-warriors!
 
Download
 
Also, do pre-order Viscera Cleanup Detail now for $5 while you can, or risk going without your safety respirator!
Pre-Order now!


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Viscera Ketchup – Progress Report #2

Hail all noble space station sanitation engineers and hygiene technicians, time for a small update on proceedings.

Progress has been a bit slower over the last two weeks with lots of other things going on. ShadowBlade, especially, has been preoccupied so there has not been much change on the maps.
There has been some advancement, though, and we are expecting to be able to get back up to full speed moving on from next week.

In the meantime, here is some work in progress
The supply vending machine:
Supply vending machine UI Supply vending machine UI Supply vending machine UI
This new machine (ignore the fugly placeholder mesh) will be able to provide the janitor with all kinds of equipment needed to clean up or repair and replace damaged parts of the facility.
If those pesky marines blew up all the video monitors or stole all the medical supplies, this is where the replacements would come from.
It can also provide new lanterns for working in the dark or anything else we come up with down the line.
In keeping with our design of having minimal HUD and on-screen UI, we have a system for putting the UI on a panel on the side of the machine. These in-world UI panels can be operated using the janitor hands.

Welding Laser:
Welding Laser
The laser will be used for repairing bullet holes, scratches and other types of damage or deposits that the mop can’t deal with. It may also have a few other nifty uses and devious traits.

There has also been work on improving the mopping and bucket when cleaning up scorch marks.

As always, there are also many other fixes and smaller changes and plenty more to come before the next version.


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

VCD Alpha v0.14 release – Sniffer

Welcome to headquarters. Today we’ll discuss some new hardware our tech division has put into production pertaining to the fields of mess-cleaning.

We present the latest invention, code named the ‘Sniffer’. Its sensitive and specialized nose can detect and seek out messes you’ve left behind, making it easier to reach for that promotion you always wanted, and maybe even that elusive employee of the week plaque!

All the details and more can be found in the release brochure.

Business aside, this is only a small update, as most of our work has been spent on various other features that are just not quite ready enough right now, but will hopefully be in the next update. :)

As ever, please consider pre-ordering while the price is still $5 kajiliwoppers.
Pre-Order now!


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Viscera Ketchup – Progress Report

Hail ya’ll!

So, we’ve been plenty busy on Viscera Cleanup Detail since it was Greenlit (thanks again!!). We’ll be getting another update out soon, but in the meantime, here is a progress report on what’s been going down.
—–

We’ve got a bunch of new systems in progress which are functioning already (but need plenty of polish still). These are:

-Bullet holes/scratches/etc and support for repairing them with a laser tool. The laser can also make it’s own holes if you’re clumsy ;)
-Fires. These can breakout when smashing lanterns or overworking your laser tool. This will be expanded as we go.
-Vending machine. Here you can order new pieces of equipment. This is still in it’s infancy, but it’s going well. It even has a nifty “on machine” UI.
-Scanner. This little tool can help you detect shell/bullet casings and viscera.

Other things:

-Radio. Fairly straightforward but adds some atmosphere. Next step is for us to find the right sounds for it to broadcast ;)
-Key bindings. Yep!

On the content side, we’ve been working on the new “medical bay” environment. We’ve got a whole bunch of meshes complete, but more to go still, and plenty of textures.
Here are some shots of it’s basic structure and look, still very much subject to change. Also, there are many meshes not yet added in ;)

Med-bay WiP Med-bay WiP Med-bay WiP

Med-bay WiP Med-bay WiP

And there we go! We’ll try and be more consistent with these progress reports from here on :)

Thanks everyone!

As ever, please consider pre-ordering it while you can!
Pre-Order now!


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Viscera Cleanup Officially Greenlit!

Hooray!

We’ve done it, Viscera Cleanup Detail has officially been greenlit by Valve and Steam Greenlight.

Greenlight

A huge thanks to everyone who voted! We’ll be working hard to get the game finished and improved, and we’ve got plenty more to come!


--------------------------------------------------------------
  • FaceBook
  • Twitter
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • RSS

Viscera Alpha v0.13 released!

The latest update has escaped the confines of its disgusting blood soaked space station! :)

Alpha version 0.13 features a low-gravity map, bloody footprints, incinerator fixes and more!

Have at it, cleaning crew! Viscera

Note that this is a full install, no previous versions are required. Best you uninstall any old version first. :)

Changelog:
—–
Maps:
-Added new map: Zero-G Therapy
-Fixed objects not being incinerated in some maps.
-Fixed objects falling behind stairs in “Section 8″.

Game:
-Fixed dispensors repeatedly throwing out gibs in quick succession.
-Fixed held objects dying from continued collisions.
-Fixed janitors dying suddenly from encroaching objects.
-Fixed non-mess objects(Crates, Barrels, etc) being counted as mess.
-Fixed chinese take-out box collision size.
-Added Blood-Cluster objects for Low-Gravity environments.
-Fixed Lanterns not being lit properly.
-Added bloody player footprints.

UI:
-Removed Password box from “Direct Connect” dialog.
-Listed keys in options menu. (cannot be changed yet)
-Added View-Bob setting to options menu.
-Added FoV setting to options menu.

Get to work! ;)


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