- Improved certain boss fights - First level has additional tutorial text - SFX adjustments - Increased points you get from defeating enemies - Opacity has been reduced for lanes you are not on for better clarity of the lane you are on - Removed some obstacles in a few levels
Samurai Sniper Adjustment
- Samurai Sniper lead to crashes for some people, updated her health as we work this out. - Removed some damages bushes in Brazil 1.
Dev Chat #2
Hello Everyone! CafeLovai here again.
I'm sure some of you may have noticed the title went from "Dev Log" to "Dev Chat". Since we are so close to finishing the game, I felt "Log" didn't feel appropriate. Alot of the work done is at this point besides some cutscenes and playtesting. Instead I want to use these weekly announcements to keep in touch.
We will make the official release date announcement later this upcoming week. I am looking forward to that!
In the meantime. Just wanted to talk a little bit about how these levels are made
The hardest part about putting all these levels together was figuring out the perspective haha! That actually took months of revisions as the game was being programmed. Once that was settled all the levels were sketched out with 4 different layers of parallax in mind. Foreground, "Playerground", Mid Background, and Far Background. There are some exceptions but this is basically how it works.
These levels parallax at different rates based on the speed of the player. It gives the levels alot more life if I say so!
In the concept art picture above we basically have Steve running on the foreground. The Mid background is the uncolored layer and the far background is the buildings in the back. There is no foreground here.
Alright let me not let this post be too long. Thank you for your patience!
If you have any questions or thoughts. Feel free to share!
Hello Everyone! CafeLovai here again. In the weeks leading up to release I wanted to see if we could give weekly updates on what we are working on and the content in the game. Still working out some bugs so the exact date will be revealed later.
Dev Log #1
All the levels are done and are currently going through multiple rounds of playtesting.
We also are finishing up the moveset of some of the later bosses.
Here is one of the bosses! [previewyoutube="Kz5Z3Jj7uqo;full"]
Thank you so much for all the support! It has been a blast showcasing the game. We mentioned before on some platforms that there are a few circumstances where the game may have to be delayed. Turns out those circumstances happened to some of the Dev's. Nothing tragic, just some work related things.
We don't want to hurt the quality of the game so we will be releasing in March. We apologize for the disappointment but look forward to making sure the experience is one to remember!
A date within March will be announced closer to that month.
Thank you again for all your support!
Stay Crazy, CafeLovai
Steve's Hardcore WorldTour Dev Livestream
Join CafeLovai, the artist and director of the game as he plays through the demo and talks about his thought process. Ask any questions or just hang out! Other members of the 4 person dev team may join in as well.
Steve's Hardcore WorldTour Dev Livestream
Join CafeLovai, the artist and director of the game as he plays through the demo and talks about his thought process. Ask any questions or just hang out! Other members of the 4 person dev team may join in as well.