Dev Blog



6.18.2018  -  MULTISHOT'S GOT SOUL

Lots of progress in the last few weeks!

The creature train continues with Chris and Doug moving all sorts of new baddies in, and I've been neck-deep in the tutorial system.  As those of you in game development know, it always takes a ton of tweaking and custom code to do a tutorial well.

And of course, we continue with new rooms and content.  We thought we'd highlight a recent improvement to Multishot in particular.

Walloping enemies around is basically another way to do long range damage for us.  The viewers love it when you rack up pinball hits and kills by smashing baddies into other baddies and so our mutations (passive improvements to your combat abilities) will often affect what happens when you wallop creatures as well as when you shoot projectiles.

With multishot we got to thinking - "Boy, it is cool when you start firing around a bunch of projectiles, but what impact should it have on melee?"  After all, other mutations like Bomber affect both.  Well, what if it let you smack creatures so hard it knocks their soul right out of em and into other creatures for more damage?  The result:

Multishot working in melee as well as projectile combat

We're still cranking away and gearing up for the next round of testing, so thanks for keeping an eye on us!




We've been prototyping a slew of creatures recently, as demonstrated by things like our last update featuring the creepy / cute Wormbot.  This week we are showing off our first vehicle enemy - the Minitank!

Our tanks developed into some pretty interesting gameplay during prototyping.  Because they are hurling around high explosives willy-nilly, there's still a good way to defeat them if the run hasn't been kind enough to provide you with mutations of mass destruction.

Minitanks in prototype form!

If you can get the timing right, deflecting their rockets back into them, their friends, or really any hard surface they are unlucky enough to be parked next to can end the fight quickly.  Of course, getting the timing wrong will ALSO end the fight quickly... as you become a fine red paste which the cleaning bots REALLY hate having to scrub.

Obviously, we didn't just work on awesome tanks - we've been working on our intro level too!  This allows Gone Viral's master of ceremonies to make his first appearance in the game, and prepares us for our next rounds of testing.  Now is a great time to send in a beta application if you haven't already... hint hint.




The Wormbot putting the "cute" in "acute bugphobia"

As y'all know, we've been pouring new creatures and artwork into the game, so we thought we'd show a little test of segmented creatures (temp art, work in process, etc.). For us these are especially funky because they need to work well with the physics of wallops and harpoons as those are a fundamental part of combat for us.

If you break 'em in two, they need to figure out how to survive in their new formation. Each segment is a little animated creature trying to keep its place in line relative to the segment ahead of them and when one dies, the segment behind it steps up, becomes a new head, and keeps on trucking.

With that in mind, check out our little physics/combat testing of the segmented wormbot - so cute! And so deadly! Well, not now. After we add in the attacks. We're thinking turret guns along the length. Muahaha!




Gone Viral is all about trying to win the attention of as many psychotic viewers as possible since it's the best way to get Phat Loot and win your freedom from the arena. There's one minor issue - those same viewers are amused by bloodshed... and they are more than happy to shed YOURS.

Every time you gain a bunch of new viewers, they vote for what will happen to you. Sometimes that's airdrops filled with cool goodies, but often they vote to change up the arena and cause havoc! When the viewers vote to add some chaos, we call these Viewer Events. These change the gameplay (sometimes massively) of the next combat room, so watch out!

Viewer Events keeping gladiators on their toes

The NPC viewers you earn in the game are happily voting away to mess with you, complete with their own opinions on events and loot. But if you stream fo' realz, your real life Twitch viewers can join in the voting fun for your events and rewards!

That reminds me - thanks very much to those who have helped us test the real-time voting system during the last few dev streams! This week we're hoping to get even more more testing and feedback. We'll be streaming at Tuesday and Thursday, 3 - 6 PM PST. If you have spare time around then, please join in and vote for some chaos! We're beating on the system weekly right now and really appreciate the testing help.

So what are some specific Viewer Events? Each one tends to mess with you and the enemies in the room by changing up different aspects of combat. Here are just a few we have working in game already:

Arms Race - Everyone gets giant arms and increased melee range.

Nuked - Nukes rain from the sky, destroying the floor piece by piece over time. (kill quickly!)

Spin Doctor - All shots and walloped enemies fly in circles.

Multiplication - Everyone shoots multiple shots!

Our goal with these is to give the player some strategic choices along with random craziness. Knowing a Bombed event (where bombs rain from the sky) is coming up means it's a great time to fight the Bombadier boss since he's vulnerable to explosions.

An event that increases melee range might be great or horrible depending on what weapon you're wielding and what enemies you are facing. It's up to you to try to use the events as strategically as you can - or when the dice are stacked against you, just survive!

That's all for this week! There have been a ton of bug fixes, new rooms added, and new enemies set up with lots more to come. Check out our streams for the latest and greatest additions, and thanks for lending us your eyeballs.






We have been gearing up the production of our enemies as we get closer to early access! Here's an update on what's in process today - and where we are going.

Meet part of our spider family - all are in various stages of completion from grey-modeled through fully textured.

For simplicity, we share a limited set of skeletons with animations between various enemies - some of whom look quite unique despite the shared skeleton! As an example, all of these enemies use our spider skeleton, whether they are fat exploders like the Popper, or skinny projectile shooters like the Lightbulb Bot.


And there can be even more variations on a skeletion - these baddies all use our human skeleton (for those Unreal-philes, the "UEMan").

You can really get an idea of the variety possible from a single skeleton since this picture includes melee enemies, ranged enemies, casters in the front and even some legless guys in the back - all inherently sharing a single skeleton and often sharing animations.


Here are some big boys using the same skeleton - some of which are using jail doors as giant shields.


Even within a given model, there are other ways of adding variety. Every enemy in this picture uses the human skeleton, just like the previous sets.

Every one also is the same in-game race which we are calling the Oompa. (final name may vary) Custom weapons along with enemy model changes help to divide them into four distinct enemy types - snipers, grenadiers, diggers, and overseers.

Additional model changes give us a low level and a high level enemy of each type. Texturing will of course help separate them all even further since these guys are all brand new and thus all grey for the moment.


Here are a few enemies that use our turret skeleton. It controls our static turrets, and also the mobile turrets on tanks.


Here is a group of enemies that use our drone skeleton. Notice that they all fly. Making flying enemies look all sexy in game takes some extra animation (banking, reacting to hits/knockdowns appropriately, etc.) so putting them all on one skeleton helps.


The drone army is growing!


And finally our most basic of enemies - we call him the simple bot internally. One human skeleton, three difficulty tiers, all simple bot.

This was our original test case to see if we could have radically different proportions from the human skeleton. Even though he has itty bitty legs and no arms, he still totters around shooting laser bullets using human-based animations for a very inhuman critter. After that proof of concept, it was off to the radically-mutating--skeleton-races.

Thanks for reading! And don't forget to check us out during our Twitch streams - Thursdays at 5pm PST on