Cogs and Cowboys cover
Cogs and Cowboys screenshot
Genre: Adventure

Cogs and Cowboys

Beta Update - Terrain Fix

Fixed:
  • Terrain POM (parallax occlusion mapping) and sand now render correctly

Beta Update - Dash Added, Small Updates & Fixes

New features:

Dash


Hold the grip button on the right controller to charge it up. Once charged, point the controller and release the grip buttons to dash to the location. Slow motion is still activated by the right grip, but only by a quick press and not a long one.
I will be adding more effects to Dash as time goes on, for now I just want people to try it out and give some feedback. Let me know what you think or if you have any problems in the FEEDBACK - BETA Discussion thread!

Updates:
  • New bullet hit effects
  • Updated UI elements
  • Player collision boundaries added to level


Fixes:

  • Fixed pointer not deactivating when selecting a gun


Known Bugs:

  • Dead enemies still show on radar (waiting for fix)
  • Explosive force of large enemy bullets pushes player around (may keep if it doesn't cause motion sickeness)
  • EDIT: Slow motion causes physics to go crazy (multiple times more force added, ragdolls fly high in the air)
  • EDIT: Above issue causes player to fly up in the air sometimes when teleporting in slow motion

Beta Fixes

-Small robot now actually shoots at you instead of everything else
-Various performance optimizations

Beta Fixes

-Small robot now actually shoots at you instead of everything else
-Various performance optimizations

Beta Update

This update fixes the keyboard. Some changes in the last update broke the UI system I was using but I've changed it over and it's working again so you can enter high score names now.

Beta Fixes

There were quite a few problems with the latest beta release due to me not being able to test it before pushing it. I've fixed most of them in the latest beta now. I have a busy weekend and will not be able to work again until Sunday night/Monday, so hopefully it's all working now (I tested it a bit and it seemed like most things were working).

One change, enemy robots now shoot faster (more rounds in a burst, more bursts) but also have a fairly small ammo capacity and take 10 seconds to reload. The accuracy is so bad right now they still won't hit you most of the time, need to figure out what happened there.

Due to problems with code and not enough time to fix it movement was reverted back to the previous way which means you may accidently jump around now and then by tapping the track pad. I'll fix that when I get the time, at least you can walk around now though right? :)

Level collision boundaries were scrapped and have to be redone, for now you can walk through most level objects. Just pretend you can't when you're playing for the true experience until I can redo them.

There are two known problems I don't have time at the moment to fix but will be getting to when I can:
  • Enemy robots have terrible accuracy to the point they are literally shooting at random things around you instead of at you, will probably redo them from the ground up since the bandits don't have that problem
  • Radar blips stay even after the enemy died until a new enemy spawns that can use them. If less of an enemy type spawns the next round, the extra blips will just stay attached to the radar

Beta Update

Most of what's in the beta right now was in the last news post. I haven't had a chance to test it yet though so if there's something game-breaking let me know ASAP and I'll revert the update so you at least have something to play.

Main changes:
  • Level now open for exploration
  • Movement reworked (still needs tweaking)
  • Added normal/upgraded shotgun (still needs tweaking, normal not tested)
  • Added updated enemy
  • Added environment objects (ship/structure on side of map)


Under the hood changes:
  • Weapon system reworked, now allows picking up weapons and placing them in the appropriate slots (pistol, rifle, shotgun, eventually throwable), replacing the one previously there (not tested yet, if it works upgraded weapons will spawn as drops around the map)


Still to fix:
  • Movement sometimes stops working
  • Anti-clipping script doesn't let you get very low to the ground (crouching but not laying down)
  • Optimization - Need to rework materials and LODs for better framerate
  • Map boundaries (not tested)

Progress Report - Level, weapon, gameplay changes

Hello! Here's what I've been working on this week:

Opening level to move around in


My intention was to have the update for movement uploaded already, but while I was testing it I gliched out of the barricade you start in and realized the game is a lot more fun when you can walk around the level while playing so I've decided to do that. I'll need a day or two to set up collision stuff so you don't glitch into things, but I think you'll agree it's worth it when you try it.


Gameplay Updates


I don't have a screenshot to show at the moment, but I added a radar attached to your right hand that shows you the position and type of enemies around you. It was something requested early on so I decided I'd go ahead and add it to see what you think.

Bug Fixes


Shotgun and Arc Cannon are no longer tied to framerate. I don't know why I had them that way in the first place, but if they seemed so slow to shoot/reload they weren't actually useful, they won't anymore. Before, playing the game below 90-100 fps or having any fps drops would cause these guns to become extremely slow, that no longer happens. I'll be working on getting the game to run faster overall as well, but I've noticed some people willingly turn up the graphics even if it means a lower framerate, so I'm working on changing everything to being independent of framerate (have to do the slow motion counter still so it recharges faster).

World Updates


I've been working on getting a more steampunk feel so I decided to add two things to the map, a ship that will eventually be yours in the story and some random thing on the side, I'll add more of those random steampunk things moving on.


Another view of the ship:


Weapon Updates


I also started on making the tesla weapons not look like realistic guns. Basically the goal is a normal version of each gun and a modified tesla version. Right now in the beta the pistol is changed to a normal pistol and the shotgun/arc cannon are tesla, so here is the tesla Double Barrel next to the normal version.


Enemy Updates


I'm not sure I like this as the standard enemy, so this is either going to be the higher level version of the small robot or the squad leader of them (that's a possibility now) or both

Beta Update

Switch to the beta branch (right click game in Library>Properties>Beta) to try out the new features!

Now in the beta:
  • Trackpad movement
  • New weapon (black powder pistol replacing lightning pistol)
  • New enemy - Bandit


Please post your feedback in the FEEDBACK - Beta Discussions thread! Thank you!

Progress Report - Fixes and Updates

Hello and sorry there hasn't been an official update in a while. Quite a bit has been changed for the next update:

Controller Movement:


Yes, it's finally in. I'm going to test it a bit more and then push it to the Beta branch.

Difficulty Reworked


Enemies now have half the health they originally did, making waves easier and faster. Damage is now location based as well, meaning hitting the chest does more damage than hitting limbs, and hitting the ends of limbs does the least damage (feet, hands). If you hit the chest/torso or the head enemies are much easier to take out now. More may have to be added because of this, if that's the case I'll add some more.

Balancing the Cowboys and the Cogs


  • Replaced lightning rounds in the pistols and rifles (arc cannon not included) with bullets and added muzzle flashes/smoke. Bullets fire instantly but do travel to the target because it looks better in slow motion. It's much better than the delay the old way had, almost instant when not in slow motion.


  • New Enemy: Bandit - A human enemy that you will see in the first chapter of the story. Shoots the more realistic weapons added, only does 10 damage per shot but shoots in up to 6 round bursts. Replaces the small robots for the first couple of levels to make it a bit easier.



Weapon Selection System


Currently on the Beta branch for you to try, weapon switching changed to actually grabbing them off your body. There's some bugs I have to fix, such as not being able to grab pistols at the start of the game, but it's there for you to play with. I'm still debating if you'll have an inventory to carry a lot of guns and assign them to each spot or if you will just pick up guns and put them there and drop whatever you had in that spot. That'll be tested with the story level to see which way would work best.