Meanwhile the closed beta test is over. The game runs stable, as far as I know. Almost all known device issues have been sorted out. That's really nice!
Recently two previews have been published:
https://www.youtube.com/watch?v=ZStmHSkpvgs&t=2s
https://www.youtube.com/watch?v=jSgLxyFDYwc
All the comments that have reached me since december make me think: gameplay is fine!
But the feeling of the game could be better. According to gathered feedback, there seem to be 4 points which need editing:
1) Gunshots, impacts etc. are underwhelmingly puny I will fix this in two ways. First by increasing the sound pressure for all the crucial shooter sounds. By the way, this is not a matter of overloading sounds within an editor. This has to be done by adjusting a sound's output parameters. No problem. And secondly, screen shaking has to be increased significantly for both cases: when you take hits and when you fire weapons with recoil.
2) Explosion damage spoils the melee fun The salvage ram is useful, but the shockwaves from neraby exploding enemies are annoying and lower the ram's benefit. So I'm going to reduce that explosion damage. The smaller an emeny the more the damage will be reduced. The tiny chiseller will almost deal no damage at all when exploding. The explosions of bigger enemies give you time enough to move away.
3) The immediate background: how did we get into this void thingy? At the beginning you are thrown into the tutorial or into the first level. Suddenly you are surrounded by the void. It's like a mental blackout. The intro has to be carried forward in order to fill the gap.
4) No loot from killed enemies Everybody expects loot. If it's missing then you are disappointed. Also there is no reason to shoot the enemies unless they chase you. But with the prospect of (rare) loot you are driven by hunting fever. So I will add loot.
Rock Paper Shotgun
I got in contact with the gaming press. That turned out to be a very nice experience. But read for yourself on Rock Paper Shotgun The author is Sin Vega.
For the Reviews section on the store page I picked the following quote:
I like the plinky planging sounds when you fire big metal spears into the robots, and the saw blades and strange tentacular missile thing.
And on this occasion I added another quote from one of the Teleglitch devs. I got this feedback on my devlog on TIGSource, back in 2017.
One thing that bothers me is that the ship propulsion jets look like glowing plastic things glued to the ship [...] Other than that, it looks really good and it seems to get better with every update.
Furthermore I started a Teleglitch Let's Play ... https://www.youtube.com/watch?v=MQnlVcNe-N8
Announcing Release Date: 2 March, 2020
Release is less than 8 weeks away!
In the meantime you can watch the final gameplay trailer.
Impressions from recent work on the higher levels.
Surfacing sub-warp-artillery
Using up to 3 weapons of the same type
Mine launching turret
Torpedoes
Reaching the higher levels
The levels 7-9 are in the works. We're leaving ore and ice behind. The new environment is stone, and the robots are trying to fortify the area. Watch some impressions:
We encounter minefields and plating
Beware of bigger guards!
You launch ball-lightnings which strike everything on their paths
You launch plasma-nets which throw back, tie and burn attackers
Intro & Lore
I want to pass lore to the player in order to create background, atmosphere and a story.
I'm not quite sure how to do it best. But this intro is a first step.
https://www.youtube.com/watch?v=sxrYMmlZT_Y
New Demo Version available
After 5 months a new Demo Version is available on itch.io (42 MB, Windows).
And this is how the game currently looks like ...
https://www.youtube.com/watch?v=lmbRcdJX75o
Armory
Up to this point you were able to craft the following weapons in the first three levels (which the outdated demo spans):
Sawgun
Chiselgun
Chisel MG (upgraded chiselgun)
Barrelgun (for one-time use)
Recently I added the so-called salvage ram, which is a fallback melee weapon.
Further I defined simple explosive throwers:
Grenade launcher
Shrapnel launcher (upgraded grenade launcher)
Both are craftable from the first level on, provided that you have the ingredients.
The grenade launcher's ammo is just explosive (ANFO), whereas the shrapnel launcher's ammo requires chisels or sawblades too.
From level 4 on you'll need more firepower, so I provided a blueprint, which makes use of bolts and drill bits:
Boltgun
Bolt MG (upgraded boltgun)
HV Boltgun (sniping with high velocity; upgraded boltgun)
In levels 4-6 the theme is Constructing as you know. You'll encounter enemies with appropriate tools, which they use as weapons for sure. You have to fight webthrowers, boltguns and welders for example.
And finally you meet security units for the first time. They have real firearms but are fitted with laser scanners too, which you may notice from a distance.