We've sketched and developed the entire swamp world space (with stub locations). Different from the desert, the swamp is a different kind of hell.
With non-stop rain and a lot of mud, the player will use a hovercraft to navigate on this area (you may keep driving the truck if you want, but it will be a little... challenging in some ways).
We're rushing to finish a playable state of this world as soon as possible. But it will only happen when we get the following items fully working:
- all playable locations
- the new ally to rescue (it's already done)
- enemy water vehicles (we're halfway on this)
- fine tuning on the player's hovercraft
- the boss (but we're still thinking if we may upload the swamp without it).
These are our weekly tasks.
As always, we're eager to hear from you guys. See ya!
Week 6 - New mounted weapon platform, A.I fixes
There's a new model for our mounted weapon platform. It's a higher platform, giving the shooter a better view. The heat bar indicator is out. Now, the platform itself will turn red, to show overheat:
There's some fixes on enemy A.I regarding when and how to handle a mounted weapon.
We're now working on the next world section: the swamp area.
Week 5 - The first boss battle
Finally, the latest update, the first boss battle of Dog Duty.
Next, there will be some minor fixes, and we will be drawing a lot for the next world section.
Week 3/4
Hello there!
We got some troublesome time last week. Our hardware was siting for days, waiting for repairs. But there's no iddle time: the first game boss was gaining shape on the desk.
The result is the Octo-Tank (or Cephalotank, we're deciding yet). It's a simple boss, but the gameplay may change, depending on which locations are cleared or not. Reinforcements will try to jump to the boss, and mount on 2 heavy guns on it's back.
There's other details, but we're rushing to implement the basic gameplay, and testing to get what fits well and what does not.
Just some more time!
Week 2: unexpected problems with hardware
Well, we got a little problem with our computer, that was blasted this week. Our updates got focused on eliminating bugs, among other things:
-little fixes on how the truck collides with everything
-new options on the game file screen
-few new sounds
-some bug fixes
-minor adjustments
We're eager to show more updates as soon as possible. We want to thank everyone who gave feedback, here on steam, and on twitter and youtube.
First Blood
Hi there!
It's been great to get feedback on Dog Duty. We're still working on most features/requests,but here's a list of additions/fixes for this first-time update:
-added a simple blood effect on bullet hit
-added a intro animation, to show why Kilmer was caged on game start
-removed gamepad mode (we will turn it on some time later)
-some bugfixes
There's a lot of additions to work on.
We urge our players to share your experiences on the forums. It's the best part of the Early Access process!