Howdy folks! We live in a neat kind of symbiosis. I work full-time to develop gameplay experiences, you play it, and with your feedback and support, I can tweak my development to meet your expectations.
Following this logic, half of my working time is dedicated to improve old products, and the other fraction is consumed testing new ideas.
If an update changes to much the gameplay, minimum requirements or game pace, it spawns an expansion/sequel. If the new ideas fit a playable concept, a new product is delivered for you.
The "_RUTHLESSMOD" expansions
Targeted to the most hardboiled fraction of this community, it is focused on re-inserting stuff that I removed from the initial concept of a game to become more user friendly.
QUICKERFLACK_RUTHLESSMOD, for example, took more time to develop than the original game, has full_auto flak cannons, and up to 5 enemies with advanced prediction each map combo-ing with the regular enemies and a swarm entity that changes a lot how players have to deal with ammo management, combat navigation and risk. It is pretty intense! (and hard)
https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD/ I am working on a Trip to Vinelands expansion too, and I will be able to show it soon.
The NU stuff
2022 is all about everyone launching a roguelike...
It is hard to tell yet how "classic" is the pace of the project, but I guarantee to you that the procedural elements are working like a charm and it is a blast to play! I am still polishing it.
There are lots of stuff to come, and I am really really thankfull to be with you in this awesome journey.
PS: I am still working on the science project AccrO, and I will try to post a bit more of the game development routine on Instagram https://www.instagram.com/waltermachado.dev/
Howdy folks, this one was pretty complex to balance!
QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot).
To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere.
This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make.
Many many thanks!
UBERMOSH:OMEGA v1.99 REDUX
It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it.
This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance.
Check OMEGA again, and tell me how tight it is!
Many many thanks for the support.
Sometimes I have some trouble to explain stuff. You not?
AccrO is on version 0.13 now, you should try it. If it feels strange to play, I guarantee you, full acrobatic quads behave this way.
About "UBERMOSH"istic things (not exactly UBERMOSH, but that fast-paced arcade stuff, with pumping soundtrack, eye bleeding contrast and kinda dark vibe)... I am still working on some projects in this area, during the several hours the AccrO map is rendering, I move to another machine and work on it.
Some of my previous games can be found on Nintendo Switch, Omega is on PS4, there are games to launch on console... and a mix of other two games, like "ARCADE FUZZ" that is TTV3+WARPZONE DRIFTER.
I am recording an "INDUSTRIAL/SPACE ROCK/WEIRD METAL" album, and I have no idea when it will be ready. But I am working on it.
I am really missing the awesome community feedback of my "short-cycle" projects, which is not possible with the "long-cycle" ones like AccrO, but I will be back to short stuff as the next project.
Many many thanks, awesome people. Your support means a lot, and it is pretty amazing to explore new themes and audiences keeping some old school projects running at the same time =)
I hope you are all nice and safe.
https://store.steampowered.com/developer/waltermachado
GUNS?????
Have you noticed how big AccrO map is getting? And it is not a road and square kind of thing, there are lots of details that I keep adding to create new acrobatic and cinematic opportunities... and that makes one of my production machines rendering the pre-computed visibility for long times... creating a gap of several hours, that I have to wait before adding more stuff to AccrO. When I wait for the AccrO machine to render, I am working on a shooter on other machine, using the same 3D tech that we have on AccrO, but with the "UBERMOSH" fast-paced vibe.
Soon I will be able to show more stuff, I am am very happy with the new development tools and what is possible to make with this improved framework.
Many many thanks, please stay tunned
https://store.steampowered.com/developer/waltermachado
Another Update???
As you may know, Steam Early Access is a magic thing, that I like a lot. From following Early Access titles that I am interested in, to being the developer related to it (UBERMOSH, UBERMOSH Vol.7 and, AccrO), it is very interesting to see as a player the game evolving from scratch, and as a developer, it is pretty nice to have your company during this journey.
You may play Accro in the morning before work, and when you come back to fly during the night, new obstacles may be waiting for you.
I am inserting new rocks, some tiny life elements, pipes (like a machine under the ocean close to the island, that will make more sense when I insert the next stuff), and several physics and performance updates.
Any doubt? Please ask on the hub, I will be glad to help! AccrO is a mix of science project and love letter.
Wanna share your impressions? Please use the hub, I am always open for ideas (it can take some time to enter on the project due to the sequence to make it work), and if you like what are you seeing, a Steam review is super fuelling and heart-warming!
Thank you a lot for the support!
HIGHTIDE UPDATE
https://youtu.be/c7j5qGOzsuc
Howdy folks, I live a few meters from the sea, but the ocean sound is way louder these days. This makes me remember an episode with stormy weather in a fishing boat with a very aggro ocean and a reduced hope to reach home safe. As you may know, I survived and now I could recreate that aquatic violence, that may fit the AccrO vibe. Update 0.08 comes with various improvements, from tweaking the propeller algorithm to the high tide changing how to approach obstacles.
I am fulltime on AccrO, many thanks for the support, please share your impressions via Community Hub and Steam Reviews. Let's make something pretty unique together.
https://store.steampowered.com/developer/waltermachado
CINEMATIC UPDATE
I know, I know
I am updating it a lot. But I really really like Early Access and the beauty of Open Development!
...I like to call the AccrO 0.07 update, the "Cinematic Update"... it is pretty far from version 1.0, but it is the first version of "light" that looks OKish without breaking the flight perspective. I am still working on it and other various aspects of the project. Many thanks for the support!
https://youtu.be/fKCAAvGHW7Q
https://store.steampowered.com/developer/waltermachado
TWEAK TWEAK TWEAK
Why Early Access?
I like to see the game making as a science: ...hypothesis, testing, and no final answer.
My main focus with AccrO is to give you a simulator that will allow the transferring of the virtually acquired skills to the real world, where you can fly your hundred miles quadcopter OR just show how it is to fly a full acro drone.
The pillars of this experimental development are:
1)the quadcopters I destroyed during the previous years and the knowledge acquired during the process...
2)the new tests on the field and inside the simulated environment.
3)veteran pilots' feedback.
4)your support and feedback.
With this in mind, I present you version 0.06... rocks are less shiny, instead of the last minute of the golden hour, is 15 minutes before the light ends, I increased propeller an efficiency internal tweak, controls may feel more precise due to the extended compatibility update, it may run a bit better on some systems that struggled before, it will feel a bit "happier" because it is brighter, but not burning brighter, just a bit so the water will look a bit bluer and the rocks a bit "rockier".... talking about rocks, YOU rock! Many thanks.
Soon, more stuff (that I am already working on).
If you like the progress and wanna make a review or a suggestion on the hub, it would be awesome!