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!
It "feels" much faster now, not just the blur around your camera, but the physics interactions with quadcopter mass, some terrain shrinking and lots of data calculations to deliver that "fast as $#@#" vibe.
AccrO version is 0.03 now, there is a looooooooooooooooong journey before the 1.0 version, I am working fulltime on it and your feedback is priceless.
Special thanks to Cipriano, Bob, and Kassio for the tweak insights.
Do you like it? Have to re-set the thrust-to-weight and weight?
Please share your impressions via the hub or a Steam recommendation if you like how it is progressing.
Many many thanks!
Ludicrous Obstacles
Open Beta development has a chaotic and fascinating beauty, weeks ago I sent some of the AccrO footage to quadcopter groups and pilots and received some weird but astonishing fun suggestions, that I translated into new obstacles that are being inserted in the growing map. Two that I like to mention now are the "psychedelic geode" and the "knife-edge loop". I am testing more ideas and it would be awesome to receive your ideas for ludicrous obstacles! Many thanks for the awesome support!
https://youtu.be/J_xrA8F7q9E
https://store.steampowered.com/app/1366810/AccrO/
You (probably) know, sometimes I watch a movie, or listen to a neat beat... or drift a car... and it sparks the idea to share with you that "heart-pumping feeling"...that vibe ... that aesthetics.
I have broken a lot of full acrobatic drones... because that's what you do when you teleport your mind to that fast insect-like flying machine and try to do a flip while trespassing a gap, after a power loop. Then you hit a rock. And try again... (but faster for some reason). Break a motor, kill a camera, destroy carbon arms... then try again... (now on an even harder gap). Break. Try again...
Back to the human form, I came with this, for you:
https://store.steampowered.com/app/1366810/AccrO/
Yep, I am changing my development framework to bypass some limitations of the previous retro engine.
Will my art stop looking retro and the signature will be lost?
No, now it can or not look retro, it is an option, not a restriction. And there are lots of new stuff I want to develop with the new tools and share with this awesome community!
Many thanks for the support!
https://store.steampowered.com/developer/waltermachado
NU FRAME
Howdy folks... I have been working silent changing all my developing framework to be able to bypass the huge engine limitations I fought during the previous half-dozen years. With these new tools, I will be able to deliver new experiences for you.
I keep the signature artstyle and pace but with extra layers of complexity.
The first project is my attempt to deliver years of Acrobatic Quadcopter experiments into a realistic simulator, where you can see how it is piloting these crazy apparatus, train your skills, with the zero chance hit someone's head or busting the bank with hundreds of parts broken during the journey.
This framework will be my main gear to create the next arcade games too...
Here you can see something running:
https://youtu.be/35ZjyuXwzbY
I hope you are all safe and healthy,
Many many thanks!
https://store.steampowered.com/developer/waltermachado
QUARANTINE
Oh dude, what a change!
As I mentioned somewhere, my production is pretty experimental, fueled by curiosity, passion and the will to give back all the love and support I receive during the development journey from the community. "Half" of my ideas came from players' input and the other fraction came from outdoor experiences, like longboarding, drone racing, driving... and indoor actions, linked to music creation, electronics, and pc-games.
Due to COVID 19 Quarantine, I removed the outdoor stuff from my mix... and it started to change my "production vibe"... and how the game I am making right now will look.
I am not saying that I was super social offline, my main interaction offline is with my sweet girlfriend 99% of the time, but removing sports from my routine made me way closer to games and how it can teleport us.
So... I am making my most aggro sales now, on PC and Switch, hope you stay safe, play games, try creative indoor projects and have a nice time with the amazing people that are quarantined with you.
Many thanks!
https://store.steampowered.com/developer/waltermachado
That guitar tone...
Steam Soundtrack Updates are on the corner and for the audio and game developing enthusiasts, I would like to share a bit of my journey to find that signature guitar tone present on the games I launch.
https://youtu.be/Xch8Qh4P6Qc
This video shows my most recent pedal stacking. Most of the pedals were crafted using the "bc549" transistor, a couple inside "the Coil", another couple inside "Glitchsnake 2" and a starved one inside "the Ace"... with the signal exploding on the next to create that clipping/distortion effect. The "party next door" filtering was based on a studio effect very used on early Nu Metal tracks and it is just a 0.068uf cap. passive tone filtering. I also use a modded crybaby wah and a pre-distortion vintage bucket brigade delay. Some of my stuff will come to console in a few weeks and there are lots of new things that I am polishing for PC that I am very excited to show, but it is pretty alpha-state right now.
Hey, many thanks! Awesome support and a strong community that I am very proud to develop for.
REDUX???
UBERMOSH:OMEGA is the last volume of the arcade series UBERMOSH... and UBERMOSH is where I "live" since 2015... creating stuff, coding, drawing, playing...
After the "1.5 update" I started to work on the next "not-Ubermosh" stuff...
It was pretty "flowy" developing ...and my mind flashed with a new "Brainclap Stacking" for UBERMOSH:OMEGA.
Adding a new layer to a game that already works pretty nice is a huge step. It forces the re-balance of all the powers, characters, the creation of new sounds for the improved Brainclap, new smoke codes and, new tools for the enemies to counter that new power.
After a lot of work, the new Brainclap Stacking worked... more fun, and way prettier.
For the OMEGA volume, now we have smarter thugs. How smarter? The way they move and how they fight is looking more "veteran-humanoid-like". Smarter flanking, better trigger timing..., less predictable, and they will react a bit more aggro after some blood painted the ground.
Still OMEGA, but so far from 1.0 that I like to call it a REDUX (updated version with some core elements re-made).
I hope you enjoy it as much as I do.
Many many thanks for the awesome support!
https://store.steampowered.com/developer/waltermachado
MAGNUM OPUS
When UBERMOSH:OMEGA launched, it was my best work ever. Until now...because today I am updating it to ...UBERMOSH:OMEGA version 1.5!
The main focus of this update was to tweak it a bit more to make it even closer to the players' reflexes during gameplay.
How weapon follows the cursor, how much Brainclap animation will cover the screen, better Gamepad Support and fine tweaks to make it run smoother on slower machines (or people multitasking while playing).
Please test it. Have you tried finishing it with the gamepad? And hybrid controls...? Mouse aiming and gamepad running?
The game got amazing community support and feedback so far. Player's reviews are a balm to the developer's soul after hours and hours polishing content for your entertainment!
Many many thanks!
https://store.steampowered.com/developer/waltermachado