Posts Tagged ‘Viscera Cleanup Detail’

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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!


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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! ;)


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Viscera Cleanup Detail – Future Plans

Greetings mortals!

So we’ve been taking the last week easy. Our brother is still recovering, so that will obviously delay work ;)
We’ve been spending some time solidifying the vision for the full VCD however, so we want to let you guys know where we want VCD to go. Here we go then :)
———-

Central to the full game will be a selection of unique maps, each with their own premise/style/focus. Some example of these would be:
-Medical Bay
-Gravity Chamber
-Infested Facility
Each of these areas would feature slightly different gameplay and approaches. The game is still about cleaning up each place, but each place brings with it a unique focus and differing challenges/mechanics.

Beyond that, we will be adding more mechanics and polishing up existing functions. Here is a brief list of some planned features:
—–
-A tool for picking up several cartridges at once.
-Blood will take a little more than one “jab” to get rid of (could depend on size of splat).
-Better interaction between hands and objects.
-Fire mechanics (fires can be put out and can be started accidentally).
-Alien infestation and tools to deal with it
–Saw
–Flamethrower
-A radio.
-Dead bodies.
-Bullet holes and a tool to fix them.
-Broken equipment and ways of repairing it.
-Cataloging name-tags of deceased (more details on this down the line)
-The possible addition of a cart. A wonky cart.

And we have a bunch of other ideas still, but we want to keep a few surprises ;)
Also, there will be considerably more fixes and polish applied to current aspects, such as physics syncing and “clocking-out”.

Thanks everyone, I hope this sheds some light on things :)
May you ever clean the bloody halls!


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