Hey everybody! Two things:
Here’s the official website for Not the Robots. Be sure to sign up for the mailing list if you want to be notified when the game releases!
Next, here’s a big set of promotional screenshots. There’s forty!
Oh and by the way, we’ll have a trailer for you very soon.
Okay, got a bunch of updates…
First of all, Not the Robots is complete.
Now obviously, I don’t mean absolutely complete – we’ll update it as necessary. For the moment, I have release-ready versions of the full game and demo running on Steam and Kongregate’s services…they’re just not publicly visible yet. I’m sorry that all of this has taken so much longer than I was expecting. At this point we’re just waiting for tinyBuild and Steam to finalize a release date.
A few people who preordered in person can already play the game, though! One of those people, a CasualConnect volunteer named Victor, sent me this picture of his badass 3D printed pen shaped like our player character:
He also provided the .stl file of the model, in case anyone else has access to a 3D printer. What a radical guy!
Contact me if you’d like to buy an early copy of the game and play it now – they’re $10 apiece.
Okay, tons of updates, but they’re not all about Not the Robots.
First of all, I got accepted into a really cool incubator program in Seattle called HouseOGames. David Carney is taking part, too, which means that after years upon years of working together, we’ve actually started working in person. We’ve also finally heard each other’s voices, which is an interesting change…
One element of this is that Robots has a pseudopublisher (tiny Build, the folks behind No Time To Explain), which will allow us to get the game onto Steam. Score!
I’ve only been here for a week or so, and only three out of the seven participants have landed so far, but it’s easily been the most productive gamedev week that I can remember. We’ve got a really impressive level of access to industry people, devices, software, etc. Time to get shit done!
I made some really satisfying changes to the music mixing system and we’ve got almost all of the game’s sound effects prototyped. Some of them will need to be replaced, but many are already sounding good enough to be included in the finished game. We’ll put up a video to show how it’s coming along soon!
The current goal is to have Not the Robots ready to release by my birthday, which is October 14th.
Not the Robots is on the verge of completion – it mostly just needs finalized audio and we’ll be all ready to go.
Here’s a screenshot:
Hey y’all – hope your Tuesday is going nicely so far. The game’s still inching towards completion – I only have one more significant piece of content to put together! David says he’s close to being finished with the sound/music, too.
People seem to like secret things, so I wanted to make sure that Not the Robots contained a whole shitload of mysteries and hidden content to find. Talking about it too much would spoil some of the surprise, but here’s what I will say:
One of the secret rewards contained in Not the Robots is a full sequel to one of my Flash releases.
( EXPLOSION SOUND EFFECT )
I made a new set of furniture pieces (somewhere around 30?) to help make progress in the Campaign mode feel more significant. I also tied the secondary objectives to Campaign progress, so the early levels only have a food goal, then later ones introduce the Sequence, then later ones add in the Tagger (which is easily the most demanding).
I’ll show the new furniture set in a video soon, but for now, here’s a quick screenshot. The vending machine is the only asset that only gets a texture swap instead of a whole new model, but here’s a new faceplate. Get your sip on™
Ahoy there! It’s been a while. Luckily for me, I’ve got plenty of cool new features and updates to show for it.
First, my only bad news: There won’t be any more public alpha versions of the game.
The good news: This means that we’re getting close to release.
I just got back from a conference called CasualConnect in Singapore, and I learned a ton of cool things – most helpfully, some details that allowed me to finalize the game’s eventual release strategy. I’m self-publishing this thing, so the launch plan needs to be really sound or else the game will get completely buried in the folds of the internet…at this point I’m finally feeling pretty confident about it.
But enough about that! Let’s see some changes to the game.
First off, a big one: There’s no more “Key” objective. This feature was implemented at the very beginning of the project, and at the time, it was a cool addition. Eventually, though, the rules of the game had changed enough that the key’s purpose was no longer being fulfilled.
Its replacement is the Sequence – a level contains a series of numbered pads, and you have to activate all of them in descending order:
Another big change is a new game mode, called Operations. These are the middle ground between Campaign mode and Challenge mode: Campaign mode is a “see how far you can get” arcade game that can take 30 or 40 minutes when players get good at it, and Challenges are single levels that usually take less than a minute or two. Operations are special trials with four to six levels each, and like Campaign mode, they contribute to your content unlocking progress.
Here’s a screenshot from an Operation that only contains Sentries and Spotlight traps:
Unlike the rest of the gameplay content unlocks in the game (which are very structured and consistent), new Operations are always awarded for completing specific gameplay Achievements (there is exactly one Operation per Achievement and they are always related).
This one’s minor, but it’s pretty so whatever – here’s the new effect for the Plus Version of the Teleport item.
There’s a lot of other new/better stuff, too, but a lot of it is stuff I can’t talk about and a lot of the other stuff wouldn’t be particularly interesting to talk about anyway.
Instead, I’ll leave you with a screenshot of the game running at its freshly updated maximum video settings:
Hey guys – a chill bro who calls himself ergman3 recorded a Let’s Play video of the Not the Robots gameplay alpha. This is the first video of its kind, so I’m pretty excited about it! He also gives some really useful feedback – a few of his suggestions have already been implemented.
This video shows the game pretty early on in the unlock progress, so there’s only a few of the enemies/items available. Who can make one farther in, with more content to show off?
Happy Tuesday! It’s been a couple weeks, so here’s a new alpha build for you. This might end up being the last of these testing builds with a significant list of changes…a lot of the remaining stuff is the “top secret” part of the game that I’m not going to show until release day. Maybe I’m wrong, though, and there’s still a shitload of things to fix up. Time will tell!
And if you’re the curious type, here’s the full list of changes:
- Added “object is about to be eaten” effect for clarity
- Effect is disabled when rendering in VertexLit mode (lowest lighting quality setting)
- Implemented wall decorations
- Secret things that can’t be shown yet
- Fixed a bug causing certain furniture to become invisible when eating something else
- Fixed a bug causing Stun traps to occasionally pick invalid targets
- Fixed a bug causing Sprint timers to remains visible after player death
- Fixed bug causing exterior walls to be invisible at certain (incorrect) times
- Fixed bug causing player lights to remain visible after losing
- Fixed bug that caused an unlock to trigger a level later than intended
- Fixed bug that allowed enemies to teleport items into Blocks
- Fixed bug causing sentries to teleport items less than intended
- Fixed bug causing buildings to be labeled incorrectly during Intermission
- Fixed some bugs regarding secret things that can’t be shown yet
- Backs of desks are slightly thicker (fixes clipping problem)
- Furniture tutorial triggers when close to first furniture, not touching it
- Lasers can no longer change direction after key is taken
- Trapped sentries rotate in place
- First level including sentries is forced to only spawn one
- Spotlight with no room to spawn reverts to two lasers (instead of a sentry…d’oh)
- New carpet and tiled floor textures
- Adjusted Little Bird’s intro monologue slightly
- Permawalls use nicer furniture shader instead of default Specular
- Elevator lights flicker with player/food meter
- Dialed down difficulty of later Campaign levels
- Made sure that only one gadget box spawns at a time until one has been taken
- Swapped unlock positions of Easy Wall and Hard Laser (wall comes first now)
- Eating is blocked until furniture tutorial is shown
- Also means crouch must be learned first
- Easy Lasers are still green for high beams, but blue for low
- Main Menu’s “Story Entries” button doesn’t show up until one is found
- Improved some secret things that can’t be shown yet