- A delicious update... - 8 June 2024
Mostly for this release its some fixes to graphical glitches, small AI improvements and general stability fixes. A lot of small stuff but we feel its a great improvement, especially to the main menu visuals. We will continue to work on AI behaviour and other bugs for the next update! Fixed bugs: Menu visuals are now correct AI can now navigate through space left by destructibles after they are destroyed Known bugs: Game may get stuck on loading screen Tommy Gun enemy is janky and sometimes kills himself Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead Physics can force the player out of the world Framerate can really suck in general Controllers can not operate the pause menu, only show or hide it Inventory screen doesn't work Objectives screen is nonsense Random opening door sound when starting the level Enemie…
- Today's update is here - 16 May 2024
Fixed bugs: Mutagen in vats now kills player Title screen fix Fixes for barrel in starting area Known bugs: Game may get stuck on loading screen Tommy Gun enemy is janky and sometimes kills himself Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead Physics can force the player out of the world Framerate can really suck in general Controllers can not operate the pause menu, only show or hide it Inventory screen doesn't work Objectives screen is nonsense Random opening door sound when starting the level Enemies turn around too slowly End section buzzsaws do not always kill the player More animation jank than you can shake a stick at Weapon swap will not change to correct pose for gun arms
- Dev diary continues - Kickstarter, "Chicago Chase" and more... - 12 May 2024
More talking about Bad Blood, this time showcasing our video for Kickstarter and another project altogether. Enjoy! #2: https://youtu.be/Ec8HR1b1pIM #3: https://youtu.be/RGKJ_LuysGs Kickstarter: https://www.kickstarter.com/projects/redmarmoset/bad-blood-1926
- Dev Diary Begins... - 7 May 2024
We are glad to share with you our first dev diary, which is hosted over on YouTube. These are planned to be released on a weekly or bi-weekly basis, and we hope they will contribute to us building a community around BAD BLOOD: 1926, maybe even make us some money, and generally be entertaining as well... Highlights include discussion of our upcoming Kickstarter efforts, why anyone should bother making a dev diary at all, and a few callouts of less than favourable characters in the games industry. https://www.youtube.com/watch?v=5fjH3uPanYU
- Ultra widescreen and the main menu - 30 April 2024
The main menu should now work correctly in any screen resolution. We are working on fixing the other pieces of UI to work nicely in 21:9 and other ultra-wide aspect ratios. Enjoy! Fixed bugs: Main menu is difficult to use with aspect ratios wider than 16:9 Removed more unwanted outlines Known bugs: Game may get stuck on loading screen Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead Physics can force the player out of the world Framerate can really suck in general Controllers can not operate the pause menu, only show or hide it Inventory screen doesn't work Objectives screen is nonsense Random opening door sound when starting the level Enemies turn around too slowly End section buzzsaws do not always kill the player More animation jank than you can shake a stick at Weapon swap will not change to correct pose fo…
- Weapon and AI improvements, with more bugfixes - 18 April 2024
One of our favourite bug fixes lets players pickup the switchblade, which was previously falling through floor, never to be seen again. As well as fixing some bugs, we made some changes to AI behaviour, sped up the animations for changing weapon, and tweaked auto-switching. We've tried to tweak the AI so that it is less likely to shoot you in the back from miles away, at least on the easier settings. We have also added a few more rewards for players who explore more thoroughly, and removed some of the more dangerous enemies from easier settings - since we never intended them to be there anyway. Fixed bugs: Enemies will sometimes not move, can be worked around by restarting the level An intended speed run route skips a checkpoint No collision on switchblade drop (so it would drop through the floor) Fixed breaks in navmesh Known bugs: Restarting in the slaughterhouse may sometimes not giv…
- No more spawning underground - 16 April 2024
A couple more bugfixes, including for a very vexing problem that we seem to have made worse by trying to prevent the player being forced out of the world with physics... hopefully nobody will be seeing the underside of our level again for a long time! Fixed bugs: Spawning underground Outlines where we din't want any Known bugs: Enemies will sometimes not move, can be worked around by restarting the level An intended speed run route skips a checkpoint Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead Physics can force the player out of the world Framerate can really suck in general Controllers can not operate the pause menu, only show or hide it Inventory screen doesn't work Objectives screen is nonsense Random opening door sound when starting the level Enemies turn around too slowly End section buzzsaws do not a…
- Graphics quality, FOV settings and framerate... - 15 April 2024
Feedback on our demo from players inspired us to add quality settings and an FOV slider to the graphics options in the main and in-game menus. Hopefully this will improve the experience for all. Whilst improving the framerate without altering quality would be the ideal, we realise that we should have made quality settings available from the start. That being said, we have also improved the baseline framerate with some improved culling and physics settings, so that things are faster without looking any different!
- Fixes for slowdown and sensitivity in the demo - 15 April 2024
Firstly a big thanks to the fledgling community who have given us some great feedback. Although we still have some more to address, we thought it best to update as soon as we had fixes, particularly for the drastic framerate drops. Fixed bugs: Framerate drop when enemies are stuck off the navmesh or it fails to load Mouse sensitivity is now halved (gamepad sensitivity is unchanged) Upcoming planned fixes include adding FOV and quality settings to the options menu. Known bugs: Enemies will sometimes not move, can be worked around by restarting the level An intended speed run route skips a checkpoint Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead Physics can force the player out of the world Framerate can really suck in general Controllers can not operate the pause menu, only show or hide it Inventory screen do…
- Some demo bugs fixed - 13 April 2024
Fixed bugs: Controllers do not work as intended, only for skipping cutscenes Framerate drop when enemies try to run for cover The controller can now be used to play the game and navigate the main menus. The framerate no longer tanks to revoltingly low levels when an enemy runs for cover during retries, or multiple runs. Known bugs: An intended speed run route skips a checkpoint Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead Controllers can not operate the pause menu, only show or hide it Inventory screen doesn't work Objectives screen is nonsense Random opening door sound when starting the level Enemies turn around too slowly End section buzzsaws do not always kill the player More animation jank than you can shake a stick at
- The demo is live!!! - 13 April 2024
Finally, the demo for BAD BLOOD: 1926 went live in the wee hours this morning. We hope you all enjoy, and if you don't, please let us know why. Known bugs: Controllers do not work as intended, only for skipping cutscenes An intended speed run route skips a checkpoint Inventory screen doesn't work Objectives screen is nonsense Random opening door sound when starting the level Enemies turn around too slowly End section buzzsaws do not always kill the player More animation jank than you can shake a stick at We aim to fix the controller bug today since it is severe.
- Our demo is going to land soon! - 13 April 2024
This demo is the vertical slice we have been showing publishers and investors, and will continue to do so, to try and secure funding to complete the game's development. The term vertical slice comes from imagining the player's progress through a game along a timeline from left-to-right (or right-to-left). This means that it should show complete and polished functionality for a short section of the game. This equates to finishing a significant chunk of the game's development. It necessarily contains some horizontal slices, e.g. a weapon in the game will be used throughout this timeline, as will other features like enemy behaviours, player movement, pickups, and power-ups. We still have about 2 years to go before release, assuming we can fulfill our funding goals... So, why are we releasing this to the public at such an early stage? We are hoping that we can engage with interested players…