Necessary Roughness: The process and importance of adding weapons

NuchallengerDevlog, Features, Weapons0 Comments

Our last dev log (which was almost a year ago, phew!) tackled the evolution of our cameras. The zooming camera feature was a late addition to the game, but we felt it was absolutely necessary to have because it made the game look and feel way better. When we got the camera zoom to a point we liked, we had one last feature on our additions list – weapons. This was yet another feature we had wanted to add for much of the development, but it kept being put off in favor of more “core” elements to our fighting system. … Read More

Framing the Fight: The Evolution of Beatdown City’s Camera

NuchallengerDevlog

I talked about focusing on clarity of visuals in the last dev log, and as anyone who has worked on a camera, or seen a really bad camera can attest to, camera can play a big part in how you enjoy a thing. (I had shouting fits at Super Mario Sunshine) To that end, we wanted to add flair to our visuals because we have these cool tactical elements, so we might as well highlight them. To do that we decided very early on to to implement camera zoom to show off the coolness of the attacks being done, which has become … Read More

Too many cooks, but it’s enemies

NuchallengerDevlog

Hey everyone! In the lead up to launch we’re kicking off this new development blog (here’s the really old one) with one of my favorite parts of Treachery in Beatdown City – the enemies! Well, I mean I don’t like the enemies, as much as I like to fight them, because they are really obnoxious jerks and deserve to get their asses kicked by our 3 heroes. The Underlying Design A lot has happened since the initial kickstarter. Back in 2014 we had about 26 enemies planned for the first chunk of the game. These enemies have always been broken … Read More