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Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: PC Mac Linux iOS Android OUYA
Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: for PC, Mac, Linux, iOS, Android, OUYA
Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: for PC, Mac, Linux, iOS, Android, OUYA
4,534 backers pledged $150,745 to help bring this project to life.

Call-in Livestream + Build Update

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Happy holidays, dearest backers!

We have two things to talk about — one awesome, and one boring. But before we get started, we wanted to wish everyone an amazing holiday season, however you choose to celebrate it! Although we will probably have at least one more update before the new year, this is our best opportunity to say that we hope your holidays are filled with friends, family, food, fun, and obviously lots of time to play videogames.

Call-in Livestream

We here at Pixelscopic will be having a bit of a holiday get-together this Thursday, and we would like for you to join us via our Livestream from 2pm-4pm CST! We’ve invited all of our local contractors to come by and join in the stream, and we want you to call in!

Yes, that’s right! Call us on Skype and ask us questions! It’s like an AMA but with video and audio and things, all broadcast via Twitch.

Here’s how it will work:

First, tune in to http://twitch.tv/pixelscopic on Thursday at 2pm CST.

2:00-2:30 — The Pixelscopic team will do introductions and talk about the current state of the game, and what we are working toward.

2:30-3:00 — Several of our most active forum moderators will call in to ask us questions about the game, and tell us what they think of the recent builds.

3:00-3:50 — every 5 minutes or so we will take a call from one of YOU! Ask us questions about the game, about the team, whatever you want! All you have to do is pick a time slot and call us on Skype at username “pixelscopic”. To sign up for a call slot (and so we know that you’re legit), please add your info to this schedule: https://docs.google.com/a/pixelscopic.com/spreadsheet/ccc?key=0AlVTZiRSjNf2dG5ucWQwaU44ZTdlUnFUc1psSFpLWmc#gid=0

3:50-4:00ish — We will take a few last minute rapid-fire calls from anyone who wasn’t able to grab a call slot. This will be a free-for all, so we’ll just take whomever we can. We will also be answering questions on the Twitch chat panel throughout the stream as we can.

We’re really excited to try this call-in segment, so please tune in and give us a call!

Next Build?

So back before Thanksgiving, we mentioned that we would be finishing a new build the following week… but that week has come and gone, and unfortunately the build is still not finished. We’ve been working as hard as ever, so you may be wondering - what’s the hold-up?

The most important goal for the upcoming build is to implement at least one example (but probably more) of every single base weapon type, and randomly spawn them for collection and use in the game. This is no simple task; it requires that our weapon skeletons are correctly pulling database info, swapping graphics, and then behaving the way they should… which means that a large quantity of animation files, game code, scripting data, and art all have to be talking to each other. It also means that the entire inventory system, and things like item use count degradation, throwing items out of the inventory, etc. has to be working.

In short, this is one of the “motherload” systems that needed to be implemented, and since it touches so many aspects of the game, it was really hard to estimate. So while we are getting very close, it’s still not ready yet. But it will be finished soon, in all of its awesome glory.

In the meantime, here’s an animated GIF showing the character cycling through various placeholder weapons - it’s kind of a hack for testing, but isn’t too far off from what you will see in game when it’s finished.

Dieithrio, DeafTard, and 8 more people like this update.