If anybody's noticed that the new trailer from the last update has vanished, it's because I noticed a glaring flaw that I couldn't live with (the mouse cursor was hanging out over the logo.) Here it is fixed for those who didn't get to see it (and those who want to go back and thumbs up it again, hint hint.)
Sometimes it gets me down that there's so much I want to do with this game that I may never have the time to do.
But it helps to look at how far the game has come. Remember this trailer from two years ago?
And now look at it:
The art ... the sensation of speed, weight, and momentum ... the number of levels ... it really has come a long way!
I have been living in fear of Spider-Man 2 fans saying 'meh, I'd rather just boot up my old Spider-Man 2 disc'. I can't speak for everyone but I know at this point, I'd much rather play Energy Hook.
And it's thanks to y'all for believing in it.
NOW: it's coming to Steam Early Access on August 13th, and I plan to get Steam keys into your hands on or before that date.
And you can still help me out!
Because here's the way Steam works these days - games that sell well get additional promotion in the Steam Store. Now, I'm pretty sure your keys don't count as sales, but what you can do is play the game opening weekend, so your friends can see you're playing and earning achievements, and maybe they'll buy the game.
And you can also give the game a great review on the store.
I know, you've already given so much, and here I am asking for more. I'm sorry. As you can imagine, after putting over three years into this project with the little funding I've had I've taken on more risk with this game than is wise. Now, even if it tanks on Steam I won't regret doing it ... I've been living the dream! ... but it sure would be nice if didn't tank!
Also - I will be streaming a launch party on Twitch TV August 13th with my friend Tim Keenan of Misfits Attic - coincidentally, they're launching their very-cool-sounding game Duskers on the same day, so we're doing a superhero team-up. And executive producer Jakub Koziol will be there too. We haven't nailed down a time yet, but I will let you know!
Agh! So nervous! Thank you everybody.
I've gotten test builds for Windows, Mac, and Linux up on Steam, and I'm looking for a few brave souls with several hours to spare to get early early access to the Steam version and do some real playtesting-type-playtesting. I think I just fixed the game's most nasty crash - it was happening every several minutes - so I'm hoping people will be able to play with mostly uninterrupted joy at this point. I'd like to see playtesting on all platforms - shoot me an email if you're up for it! firstname.lastname@example.org
Also, getting achievements in there, and looking to have some interesting ones beyond "You made it to this level". Those of you who have tried out the game, what do you think are some good achievement ideas? Let's use the comments in this update to brainstorm!
The Steam launch is getting so close I can taste it.
Hey everybody - after a bunch of false starts I got updated builds onto Humble that I believe aren't rubbish. Alpha 4.31, codename Mukor.
One of the biggest changes in the new update is the MUKOR cheat - anywhere in the menu or the game you can type MUKOR to unlock all the content. So if you're having trouble finding or getting to some of the levels, that's your key. If you do find yourself using the MUKOR cheat, I'd appreciate it if you shoot me a quick email at email@example.com letting me know why you felt compelled to do it, though. ;)
And I'm drawing a line in the sand - my next update will be on Steam. Hopefully I'll have that ready before July is over - that's what my new, working schedule tells me - but the kids are almost done with school - I don't know how much that's going to slow me down!
Here's some other stuff that made it into this build:
* Various tutorial improvements
* Fixed the "spawn multiple ragdolls when you eat it" bug (I'm going to miss that one)
* Fixed the "get launched into space when you run up the edge of a building" bug (I'm going to miss that one, too)
* Fixed some problems with the ragdoll shaders
* Got most of the billboards and the Hall of Presidents in (if you just got me your billboard or president art in the last few weeks it's probably not in yet, though - sorry. Next update!)
* You get trick points for 360's
* Lots of improvements to challenge levels: calling them 'good enough to ship'
* All the trick attack challenges have leaderboards now
* Made it easier to step into teleporters
* Changed order in which levels are presented and unlocked
* Ground movement tweaking - but it's still not there yet, the curse of letting the physics drive the animation instead of the other way around: it's great for the air but not so much for the ground
* Tweaked the unlocking system (it used to be too hard; then too easy; now it's Just Right)
* Fixed global fog translucency issues in Misty City
* Splash sounds when you hit water are back
* Doesn't respawn you too close to the edge anymore (that was the worst, the endless loop of respawning and falling and respawning...)
* Fixed crash bug going from first level to challenge levels and back (it still crashes sometimes but that's Unity's fault; I've got a bug report in)
* Gave Grav Ship Dock an underside
* Made it so you can do tiny-ish jumps again in charge jump mode
* Made it so the landing sound volume is proportional to the speed you hit
That's most of them! Sounds like a lot when I list them all out like that; I've been busy! Cheers!
Hey everybody, just got a new build of the game up on Humble, so download away.
One of the biggest things in this build is I believe - I hope - that I'm done tweaking the character's movement parameters. I pulled back a little from the over-the-top jumps and airspeeds of the previous build, but pushed forward on the ground, making it much easier to do ground movement. You kind of drove like a truck before. It's better now. Not that the game is about spending time on the ground. (That's why I didn't notice.)
Another big thing is the medals for being backers (but they're just text right now) and the platinum-colored Omega gear, for you high-level backers. I'd appreciate it if you play the game and register with the same e-mail as your kickstarter e-mail and make sure you've got what's coming to you.
If you've registered before you'll have to register again. The leaderboards have been reset.
Another big thing in this build is Rift DK2 support. Enough said, I think.
Here's how you can help, going forward:
I'm in the process of segueing from calling-it-alpha to calling-it-beta, so what would be super-helpful now are critical bug reports. If the game crashes on you, zip up that crash report folder that gets created in your energy hook directory and email it to me. (firstname.lastname@example.org) If you come across anything that's like "I can't believe he's going to ship it that way" e-mail me.
And here's my road map, going forward:
My next big goal is to get it to the point where I'm willing to call it feature-and-tweaking complete and all that is left are critical bugs. Then I'm going to call it Beta and put it on Steam Early Access.
After that, I'm going to get the Playstation versions done and ship the Playstation and Steam 1.0 versions simultaneously.
How long is that going to take? I still have almost no idea - that's why bug reports *now* are super-helpful; they help me estimate how much work I have remaining to do - but now that I've been rigorously tracking my progress for a month (you can check out my spreadsheet here: https://drive.google.com/file/d/0B52cQuwRijG8QjM4RjdWOVhtOHc/view?usp=sharing) I can make a wild-ass guess - if my progress of the last two weeks is indicative, I'm looking at 30ish more weeks of work before it's simply ready for Early Access. But I will probably bite the bullet and punt on some things I want to do to make sure it's out this year. (I kind of want *some* income this year... :P)
All right! Enjoy the new build!