Crash Override cover
Crash Override screenshot
Genre: Indie

Crash Override

Quests Update - Dev Diary #8

What's being worked on for the next update?

The quests update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months.

Expect to see the first part released in several weeks. For now, this wraps up the weekly dev diary series on what's being developed.

Quests


Denizens found in the cybernet will have their own motivations and tasks they request of the player. Here are some of the types of tasks the player may be asked to perform:

  • Fetch
  • Hack&/
  • Combat
  • Timed Course
  • Obstacle Course
  • Data Runner
  • Escort
  • Follow
  • Join Up to Defeat

Quests will be central to the success of the player trying to save the cybernet from the mysterious threat.

Challenges


Mainframe operators need to know the player is right for the job. Sure, you have enough reputation, but is it deserved?

Challenges are a way for ops to know if the player is indeed worthy of their cred. Challenges can be any of the quest types listed above, and others to be discovered.

Rewards


Whenever a player completes a quest or challenge they will be rewarded. This may be in the form of Data, Rep, CPU, RAM, general items, equipment, or a key item. Key items are needed to progress through some areas and questlines.



Dev Diary Wrap Up


This weekly dev diary series was a lot of fun to write. A lot of new content and features are planned for the game. There may be future dev diary articles published, but for now the focus will be on adding everything discussed into the game for release.

Any questions, comments, or suggestions? Please feel free to discuss here, on the Steam discussion forums, or our official Discord server.

Quests Update - Dev Diary #7

What's being worked on for the next update?

The quests update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months. Expect to see the first part released in the next 4 weeks or so. This dev diary series will be published weekly to keep you up-to-date on what's being developed.

Denizens


In Crash Override, the player will meet other denizens of the cybernet on their quest to eliminate the main threat. These denizens will range from mainframe operators, security professionals, bots, people going about their day, the local pawnshop owner, Mom (and / or Pop), and others.

They can be encountered in the cybernet, in various SAFE locations in a 'frame, and other special places to be discovered.

Motivations


Everyone the player meets will have their own motivations and react to the player based on the current tendency and reputation of the player. Denizens will be the main quest givers in the game. It will be important to keep an eye on the current tendency and reputation to unlock certain dialogue and progression for some questlines.

NG+


Crash Override is meant to be played in new game plus (NG+). If you're not familiar, NG+ is a new game that is started after having beaten the game. The game keeps track of how many games you've completed, and increases the difficulty of challenges for each up to and including NG+6.

When NG+ is unlocked; new items, NPCs, questlines, and challenges will become available.




Next Week


Next week's dev diary we'll learn about the types of quests and challenges that await the player.

Any questions, comments, or suggestions? Please feel free to discuss here, on the Steam discussion forums, or our official Discord server.

Quests Update - Dev Diary #6

What's being worked on for the next update?

The quests update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months. Expect to see the first part released in the next 5 weeks or so. This dev diary series will be published weekly to keep you up-to-date on what's being developed.

Mainframe Spaces


Mainframes have virtual spaces that can be visited by surfers in the cybernet. These spaces are only available when a mainframe is running nominally and not while infected. Spaces reflect the type of owner or purpose they have as a mainframe.

This is to say, a security corp 'frame would have a space that will allow the player to train their skills or defeat waves of enemies in a controlled environment. Elsewhere, a mom and pop grocery 'frame (for accounts or store inventory) would have a small store with a selection of items to purchase.

These support spaces will help give the player an additional edge when preparing to take the fight to the ever encroaching infection. Each of these mainframe spaces is maintained by an operator.

Operators


Mainframe operators hold the digital keys to the kingdom. They are the owners and maintainers of the 'frames in the cybernet. When a player has secured enough Reputation they may attempt to secure a contract from an operator. This contract allows the player to gain access to defend the 'frame from any incoming infections.

Sometimes, an operator may require a challenge be met in order to secure a contract.

Operator Challenges


Challenges from operators could come as; a quest for an item, additional payment in Data, a virtual obstacle course, hack&/ mini-games, etc.. Completing the challenge will gain the operator's cooperation and access to the mainframe.




Next Week


Next week's dev diary we'll explore NPCs - who they are, motivations, reactions, and NG+.

Any questions, comments, or suggestions? Please feel free to discuss here, on the Steam discussion forums, or our official Discord server.

Quests Update - Dev Diary #5

What's being worked on for the next update?

The quests update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months. Expect to see the first part released in the next 6 weeks or so. This dev diary series will be published weekly to keep you up-to-date on what's being developed.

Obstacles


The core action game loop for Crash Override pits the player against a horde of glitches (mainframe corruption) in an ever branching series of connected areas. The player can collect weapon program upgrades, and key resources (like RAM, Data, and CPU fragments) to progress more easily.

The variation of play for each area is mostly due to the 27 different types of glitches, upgrade / resource drops, and the area randomization.

With the quest update, we'll see more variation in obstacles that can challenge the player. Here are just a few:

  • Voids (Pits)
  • Rapid Unscheduled Deconstruction (Flying Debris)
  • Obfuscation (Hidden Pathways)
  • Patterns (Puzzles)
  • Localized Time Dilation (Area Slowdowns)
  • Observers (Security Cameras)
  • Fixed Sentries (Wall Turrets)
  • Quest Related Mini-Bosses
  • Enemy Wave Lockdowns
  • Tile Traps

Subsystems


Subsystems are a way for players to affect or control obstacles they may encounter by way of a hack&/ (pronounced: hack and slash). Not all obstacles can be affected in this way.

Hack&/ Mini-Games


When an area is trapped there may be an access terminal in the area or nearby. Some entity types, such as glitches, may also have a subsystem that allows an access interaction. The player can interact with these access points to engage the hack&/ protocol. Hack&/ mini-games will allow the player to commandeer a turret, disable a trap, or even take control of glitches directly. The player character's Engineering attribute will determine how easy the hack&/ mini-game will be.

[img ]https://clan.akamai.steamstatic.com/images/42853708/3f40afec87c468e78b2776715ea90a4d586d6254.jpg

Next Week


Next week's dev diary we'll discuss mainframe spaces, operator challenges, and 'frame themes.

Any questions, comments, or suggestions? Please feel free to discuss here, on the Steam discussion forums, or our official Discord server.

Quests Update - Dev Diary #4

What's being worked on for the next update?

The quests update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months. Expect to see the first part released in the next 7 weeks or so. This dev diary series will be published weekly to keep you up-to-date on what's being developed.

Player Tendency


Normally, a player can do a run on a mainframe when they have secured a contract from the operator. This allows the player to access the 'frame with little effort and defend it from incoming viral attacks. It takes time to gain a contract during which the virus can spread.

Reputation is used to secure contracts. If no rep is available then no new contracts can be secured.

Players can engage in off-contract runs where data is sifted to provide access to a 'frame. This effectively uses Data instead of Rep to acquire access. Using data doesn't require a contract and the time it takes for contract setup. If the run is successful, the player gains reputation and double the data back. If they lose, they lose the data. If awarded, additional data can be used to purchase new avatars, upgrades, and weapon programs.

Off-contract runs affect the tendency of the player character. Tendency is a scale that goes from white to gray to black. Each time the player engages in an off-contract run their tendency will progress from white to black. Conversely, each time an on-contract run is successful the tendency will progress back towards white.

Some mainframe operators will not allow the player to gain a contract if they have the wrong tendency. NPCs may treat the player character differently depending on the current tendency. A military or police NPC may not like the fact that the character does "less-than-legal" runs (gray or black tendency) but gang members or hack&/ groups might be impressed.

Tendency will play a role when deciding the player character's path to stem the tide of the virus in the cybernet.



Next Week


Next week's dev diary we'll discover new environment obstacles to challenge the player along with the addition of hack&/ mini-games.

Any questions, comments, or suggestions? Please feel free to discuss here, on the Steam discussion forums, or our official Discord server.

Quests Update - Dev Diary #3

What's being worked on for the next update?

The quests update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months. Expect to see the first part released in the next 8 weeks or so. This dev diary series will be published weekly to keep you up-to-date on what's being developed.

Speed Boosts


Sometimes, in certain areas, there will be sections (indicated by arrows on the floor) where an avatar's movement will be accelerated. These boosts will allow the avatar to avoid danger, or cover bigger distances in a shorter time. This can be advantageous when trying to avoid a large AOE attack, or gaining distance from the ever-present crash wave.

Charge Ups


Each time a glitch is damaged by an avatar's attack a charge meter will fill. The charge meter represents the accumulated active code fragments gained from the glitches. This segmented meter will allow charge up effects based on what equipment chips the avatar has equipped. When an avatar is damaged the charge up meter is depleted.

There will be consumable items that fill the charge meter, and equipment that will give effects based on the number of segments charged. When an effect needs to consume a charge it reduces the charge up level accordingly.

This will be a risk reward mechanic where the player must decide if the risk of getting hit is worth it versus playing safe to preserve the avatar's charge up.

Camera Cuts


During a run on a mainframe a camera cut (and zoom) can occur to show special targets such as new enemy types, elite glitches, and important actions / items. These camera cuts (similar to bullet time where time is slowed down or stopped) will help to punctuate important events.

Glitch Variety


Glitches (basic enemy type) currently come in 9 different varieties (with 3 different sub-types each for a total of 27 overall types). Each type has its own basic stats and move set. Additional glitch types will be added along with a varied number of new game systems like elemental attacks (think rock-paper-scissors-Spock-lizard game mechanic), shields, critical attacks, etc.. These new game systems can also be area or CPU level based effects (more on this in a future dev diary).

Elite glitches will be an entirely new class of glitch. These will be much more robust and difficult to deal with. They will employ complex and patterned strategies when fighting the player. This is in contrast to the simple move to corrupt strategy of basic glitches.

With the new glitches will come greater area variety with larger hordes. Mainframe type will also affect the count and types encountered (more on this in a future dev diary).



Next Week


Next week's dev diary we'll discover the use of Data to do a "less-than-legal" run on an off-contract mainframe, and the in-game consequences of such an action.

Any questions, comments, or suggestions? Please feel free to discuss here, on the Steam discussion forums, or our official Discord server.

Quests Update - Dev Diary #2

What's being worked on for the next update?

The quests update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months. Expect to see the first part released in the next 9 weeks or so. This dev diary series will be published weekly to keep you up-to-date on what's being developed.

Medium Rezz


Rezz is the start of simulation in a virtual environment. When a player avatar is rezzed they are able to interact with the virtual system they are rezzed in (cybernet, mainframe, etc). When a player first rezzes their avatar in a mainframe they will find themselves rendered at low rezz. Low rezz is a CPU and bandwidth saving mode (where the avatar's environment is rendered remotely and streamed). When a mainframe is under attack by a virus it loses CPU power to the virus. So when low on resources the mainframe forces a low rezz avatar and environment.

Medium rezz is possible when enough mainframe CPU is available (either by default or liberated from a virus during a run). Once there's enough CPU power the connection to the mainframe can be auto-adjusted from low rezz up to medium rezz.

Once in medium rezz, the remote stream is upgraded to present a fully 3D 3rd person perspective with colour, and some other higher level rendering. As well, a new type of pathway becomes available - the encrypted pathway.

Encrypted Pathways and Areas


Special pathways become available, and are found connected to various areas, when the mainframe has enough CPU power. These corridors lead to bigger challenges and better loot. When you enter an encrypted corridor your avatar's view changes to a 1st person perspective.

While traveling through an encrypted area expect space to warp and twist. Though the move mechanic stays the same the visuals can become non-euclidean (curved).

Area Transformations


Area transformations, such as those found in encrypted pathways, are dynamic changes to the environment which can twist, turn, warp and otherwise change the expected line the geometry in the virtual space takes.

Pathways can turn up and over so glitches can be seen in an area that is now hanging upside-down above you. Or a security area can have a floor that undulates causing items and glitches to bob and sway like buoys on water.

This will be the basis for some new and interesting gameplay.



Next Week


Next week's dev diary we'll discover; speed boosting, charge ups, camera cuts, and more glitches to encounter.

Quests Update - Dev Diary #1

What's being worked on for the next update?

The next update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months. Expect to see the first part released in the next 10 weeks or so. This dev diary series will be published weekly (or at least close too) to keep you up-to-date on what's being developed.

Management View



A new UI is being added that'll allow for storing, retrieving, and using of items / equipment.

There will be a local item storage where you'll have a large inventory space. But also a remote storage where you can transfer item scripts to the mainframe before a run. There will be a hotbar that you can scroll through using the number keys or the d-pad. Also, equipment chip blueprints can be found, then fabricated, and installed into local memory.

Item scripts allow for one time use effects that can help even the odds during a run. Temporary shields, time dilation, additional armor, stun and healing effects are all possible.

Equipment chips provide specialized processing that allow bonuses to attributes:

Attributes



  • Luck (drop rates and attribute rolls)
  • Engineering (mini-game difficulty)
  • Cool (charge up loss over time)

Along with other possible more permanent effects for; defensive shields, additional armor, health regen and more.

Equipment chips can be installed for an avatar's; head, chest, hands, and legs.

Items and equipment will consume power unless they provide a net power bonus.

Weapon Switching



In part one of the next update, instead of having power consumption the same no matter the number of weapons installed, weapons will now consume power individually.

The new management view will allow turning individual weapons on and off. This will allow you to pick and choose what weapons, items and equipment to have active at any one time during a run.

Need the whip program to pierce walls but don't want to give up your extra shields? Turn off the basic shot weapon script and any other ancillary scripts. That way you'll have more power to draw over successive weapon fires.

Picked up and installed a new weapon but now your power draw is greater that your power recovery? You can turn it off to keep fighting.

This will lead to a lot of strategic thinking, along with many weapon, item, and equipment combinations.



Next Week


Next week's dev diary we'll discover medium rezz gameplay, encrypted corridors, and transforming areas.

New Trailer Released Today - Upcoming Dev Diary Series

New Trailer


A new trailer for the latest major update, the 'Cybernet Update', was released today on the Steam store page.



What's Next - Dev Diary Series


While preparing the first part of the next major update 'Quests Update' for release, expect a new developer diary series to keep you up-to-date on designs and plans for the game. This dev diary series will be published weekly (or as close too) to keep you up-to-date on what's being developed.

Cybernet Update is Now Available

The 'Cybernet Update' is now available!

With the cybernet update you can now surf, and defend, dozens of different mainframes, or 'frames, connected to the 'net.

A virus is spreading between 'frames. Why these infections are happening is a mystery, but if not solved, has the potential to collapse the world's economic systems, or much worse.

Gain reputation among 'frame operators by derezzing infections. Use that reputation to secure contracts on new mainframes in the cybernet. If things get tough, proxies can be used to help stem the tide, if only for a short time.

This update lays the foundation for an expansion of the story and dialogue.

What's Next - Quests Update


The next major update will be the 'Quests Update'. The quests update will add; NPCs to meet in the cybernet, further expansion of the characters and story, new locations to mainframes, revamped weapon management, consumable items, wearable equipment, an expansion from low rezz to medium rezz gameplay, and many new challenges to overcome while trying to derezz the virus. This will be a big update.

Discord: https://discord.gg/GcHvkndNKR