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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 »

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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!

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Viscera Cleanup Detail: Shadow Warrior

Greetings, humble greetings fellow custodians. It has been far too long since we last shuffled into the staff room. :)

 

However, we have by no means been slacking off behind the crates again! No, we’ve been working on a little mini-game crossover of VCD together with Devolver Digital and Flying Wild Hog. We bring you “Viscera Cleanup Detail: Shadow Warrior”.

Available to all who’ve purchased the new Shadow Warrior. You’ll get to cleanup one of the most iconic katana battle scenes of the game, with certainly over an hour’s worth of cleaning time, and various little surprises.

 

It also comes with various changes to normal VCD content, and some additions themed along the lines of Shadow Warrior, drawing on its universe to create some unique surprises. Even your trusty space mop has been replaced with a wonky-at-best bamboo mop! :)

 

It features some newer fixes and features that will be making an appearance in normal Viscera Cleanup Detail in due time, as well as 2 achievements.
A fair bit of the work we’ve done on VCD:SW will find its way into the next, and or following VCD updates as we start to release them regularly once again.

 

And on that note, work continues on the previously mentioned Medical-Bay, we’ve refined its concept and are now working hard on getting it well fleshed out ASAP, it will feature various advances from previous VCD levels, and some other interesting elements.

 

We apologize for the terrible delay with news, we have been just too caught up with VCD:SW, and sworn to secrecy until now.

 

Have these fine links, and do consider buying the new Shadow Warrior, it’s a great game, and if for no other reason, it comes with VCD:SW! :P

 

VCD:SW Info

 

As ever, please consider pre-ordering regular Viscera Cleanup Detail for $5 while you can if you haven’t already!
Pre-Order now!

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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.

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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!

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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!

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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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Rooks Keep Source-Code v1.01 unleashed!

Behold, mortal squires! The Source-Code for Rooks Keep v1.01 has finally been released from purgatory! :twisted:

It contains all the class files to use as a reference for making your own mods and maps, also included are several basic text files explaining how to add the various elements to the game.

Download on IndieDB

Note: The files included are to be used for reference ONLY, do not reproduce them, attempt to compile them, or in any way violate their copyrights, doing so will result in a brief and painful stay in the king’s arena, solely for the kingdom’s amusement.

Have at it, rogues! ;)

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