- Hotfix for 0.4 - 8 June 2018
Hello everyone! There were some issues with 0.4 not starting and the main menu not working. Those are fixed in this hotfix. Enjoy!
- UPDATE 0.4! - 6 June 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F25902294%2Fe5298f94b57046dc8239fb111c1572074618448d.png Hello everyone! I apologize it has been so long since the last update. I added quite a bit of features under the hood and then got caught up with things outside of development and never pushed the update. That said, I’m now doing it a long with some other things I just added. Here’s the breakdown of this update: Skill tree - Your watch now has a skill tree that you can use to upgrade various stats, such as how fast you can shoot, your reload speed, your health, shield, etc. New loot system - The new loot system uses a lot of math and probability to make loot drops better so you can’t run out of all your ammo and lose. New shot effects - The .gifs don’t show it well, but they have a cool distortion and particle effect that looks awesome in VR. NORMAL/FIRE WEAPONS https…
- Progress Report - Element Burns and Skills - 2 July 2017
Hello! Yet another progress report! Today I added a burn effect for when enemies are killed by elemental burns. They essentially scream and disintegrate based on the type of element burning them. In the future I'd like to add actual animations for each element type, but for now this will do. Today I also implemented a basic skill tree. You get skill points with each level up and can increase things like weapon fire rate, reload speed, pistol damage, rifle damage, weapon accuracy, and in the future even more options. At some point I created a bug causing the large enemy to not actually shoot towards you, so once I fix that and finish setting up the basic skill tree I will push this update for you all to try. Thanks, Nick
- Progress Report - Element Burns and Skills - 2 July 2017
Hello! Yet another progress report! Today I added a burn effect for when enemies are killed by elemental burns. They essentially scream and disintegrate based on the type of element burning them. In the future I'd like to add actual animations for each element type, but for now this will do. Today I also implemented a basic skill tree. You get skill points with each level up and can increase things like weapon fire rate, reload speed, pistol damage, rifle damage, weapon accuracy, and in the future even more options. At some point I created a bug causing the large enemy to not actually shoot towards you, so once I fix that and finish setting up the basic skill tree I will push this update for you all to try. Thanks, Nick
- Progress Report Part 2 - New gun in progress - 30 June 2017
Just did a progress report earlier today but then I started working on this and thought it'd be good to share. This is the Steam-Powered Gatling Gun Glove. Imagine having a gatling gun as your hand, and that's what this will be like when you grab it and put your hand (controller) inside. The canisters on the bottom are water tanks that are used to create steam and make the gun start firing. The things on the sides are train whistles. When you start shooting, it'll spin up to speed and the whistles will blow as it unleashes it's firepower. It sounds like being plowed by a train because that's what it feels like.
- Progress Report Part 2 - New gun in progress - 30 June 2017
Just did a progress report earlier today but then I started working on this and thought it'd be good to share. This is the Steam-Powered Gatling Gun Glove. Imagine having a gatling gun as your hand, and that's what this will be like when you grab it and put your hand (controller) inside. The canisters on the bottom are water tanks that are used to create steam and make the gun start firing. The things on the sides are train whistles. When you start shooting, it'll spin up to speed and the whistles will blow as it unleashes it's firepower. It sounds like being plowed by a train because that's what it feels like.
- Progress Report - Systems and Story Mode - 29 June 2017
Hello all, Just a quick progress report on what I have been working on. The radar issue (as far as my testing has shown) is now fixed and the radar no longer stops working randomly. The level system is now fixed, xp wasn't caculated correctly between level ups but now is. I have a new map that's roughly half done. I need to finish adding details and collision boundaries and then set up enemy spawns. I have another enemy type I will be adding in the near future as well. I have also been working on setting up systems for the story. I have added a watch to the left hand that can be used to open the Character, Quests, and Pause menus. They aren't fucntional yet though. As far as the story mode goes, I've been working on setting up the opening level and will be recording the dialogue shortly, I think you'll find it pretty funny. From there I will be making more levels and quests and just exp…
- Progress Report - Systems and Story Mode - 29 June 2017
Hello all, Just a quick progress report on what I have been working on. The radar issue (as far as my testing has shown) is now fixed and the radar no longer stops working randomly. The level system is now fixed, xp wasn't caculated correctly between level ups but now is. I have a new map that's roughly half done. I need to finish adding details and collision boundaries and then set up enemy spawns. I have another enemy type I will be adding in the near future as well. I have also been working on setting up systems for the story. I have added a watch to the left hand that can be used to open the Character, Quests, and Pause menus. They aren't fucntional yet though. As far as the story mode goes, I've been working on setting up the opening level and will be recording the dialogue shortly, I think you'll find it pretty funny. From there I will be making more levels and quests and just exp…
- Update .35 - Map expanded, leveling system - 17 June 2017
Hello! Map Size Increased This update makes the map roughly twice the size. There's still the same amount of enemies, but you are now free to roam the map as you fight them. Level/XP System In addition, I've added the basics to the leveling system, allowing you to earn XP and "Level Up," increasing your health with each level. You'll find this info on your left hand with your radar (tilt it palm up). Slight UI Update I've moved the UI on the left hand with enemy count, wave number, and points to be attached to the radar so it doesn't clutter your view when you don't want it. I've also fixed it incorrectly saying "1 enemies remaining." It now says 1 Enemy Remaining and Area Clear when there are no enemies nearby (look at the picture above).
- Update .35 - Map expanded, leveling system - 17 June 2017
Hello! Map Size Increased This update makes the map roughly twice the size. There's still the same amount of enemies, but you are now free to roam the map as you fight them. Level/XP System In addition, I've added the basics to the leveling system, allowing you to earn XP and "Level Up," increasing your health with each level. You'll find this info on your left hand with your radar (tilt it palm up). Slight UI Update I've moved the UI on the left hand with enemy count, wave number, and points to be attached to the radar so it doesn't clutter your view when you don't want it. I've also fixed it incorrectly saying "1 enemies remaining." It now says 1 Enemy Remaining and Area Clear when there are no enemies nearby (look at the picture above).
- Update 0.3 - Overhaul Weapons, Elements, Damage System, and more - 9 June 2017
Hello! This update adds many features and fixes many of the things broken with the previous version. Check out the new video on the store page to see this stuff in action! Or, just try it yourself! Weapons Weapons now behave like physical objects. Pick it up, drop it, throw it, holster it, no more clunky menus. Holsters have been brought back on your hips, behind your back, and behind your head. Weapons now have elements and a random chance to be explosive. Elements Weapons drop with a random chance to be elemental. There are four element types: Fire Electricity Acid Plasma Elemental weapons also drop with a random chance of causing an elemental event, causing burn damage over a couple seconds (look at the images above). Damage System The damage system was redone. There are now three types of targets Flesh Armor Shield These respond differently to elemental weapons: Fire = Very effectiv…
- Update 0.3 - Overhaul Weapons, Elements, Damage System, and more - 9 June 2017
Hello! This update adds many features and fixes many of the things broken with the previous version. Check out the new video on the store page to see this stuff in action! Or, just try it yourself! Weapons Weapons now behave like physical objects. Pick it up, drop it, throw it, holster it, no more clunky menus. Holsters have been brought back on your hips, behind your back, and behind your head. Weapons now have elements and a random chance to be explosive. Elements Weapons drop with a random chance to be elemental. There are four element types: Fire Electricity Acid Plasma Elemental weapons also drop with a random chance of causing an elemental event, causing burn damage over a couple seconds (look at the images above). Damage System The damage system was redone. There are now three types of targets Flesh Armor Shield These respond differently to elemental weapons: Fire = Very effectiv…
- BETA UPDATE .3b - 26 May 2017
Switch to the beta branch to test out: Elemental weapons holsters shields throwable weapons (literally you can throw your guns)
- BETA UPDATE .3b - 26 May 2017
Switch to the beta branch to test out: Elemental weapons holsters shields throwable weapons (literally you can throw your guns)
- Progress Report - Health system revamp - 16 May 2017
(a little teaser I made for a class project) Hello! I've been able to work full time on this project again (I haven't been able to for months) and progress has ramped up dramatically. The health system has been revamped. This needs testing, but there is now normal health, armor, and shields. These are affected differently by the elemental weapons. Normal health is affected most by fire damage. Armor is affected most by acid damage. Shields are affected most by electrical damage. Plasma damage is just all around better than normal damage. If the other updates haven't tipped it off, Cogs and Cowboys is moving much towards an RPG style game than a sit and shoot waves game. This was my long term goal but I've completely dived in now. Weapons are set up so their traits can be randomized when spawned, in later updates physical attritbutes and names will be randomized as well allowing for many…
- Progress Report - Health system revamp - 16 May 2017
(a little teaser I made for a class project) Hello! I've been able to work full time on this project again (I haven't been able to for months) and progress has ramped up dramatically. The health system has been revamped. This needs testing, but there is now normal health, armor, and shields. These are affected differently by the elemental weapons. Normal health is affected most by fire damage. Armor is affected most by acid damage. Shields are affected most by electrical damage. Plasma damage is just all around better than normal damage. If the other updates haven't tipped it off, Cogs and Cowboys is moving much towards an RPG style game than a sit and shoot waves game. This was my long term goal but I've completely dived in now. Weapons are set up so their traits can be randomized when spawned, in later updates physical attritbutes and names will be randomized as well allowing for many…
- Progress Report - Elemental weapons, loot drops, and more! - 10 May 2017
Hello everyone! No update pushed yet, but lots of progress has been made! Elemental Weapons I now have elemental weapons working. There are 5 types of damage currently set up in Cogs and Cowboys: normal, plasma, electricity, acid, and fire. In the future, different enemies will respond differently to these. For now it just changes the color of the damage text that flies out from where the enemy was hit. Burn Damage Burn damage is also working now, meaning hitting an enemy with a plasma weapon causes the plasma to stick to the enemy and continue to do plasma damage for a few seconds. Hitting enemies with fire weapons or explosives has the same effect, causing them to recieve fire burn damage for a few seconds. This will also apply to electricity and acid weapons when they are added. Burn damage works against the player too, and getting hit will reduce your health over a few seconds. Loot…
- Progress Report - Elemental weapons, loot drops, and more! - 10 May 2017
Hello everyone! No update pushed yet, but lots of progress has been made! Elemental Weapons I now have elemental weapons working. There are 5 types of damage currently set up in Cogs and Cowboys: normal, plasma, electricity, acid, and fire. In the future, different enemies will respond differently to these. For now it just changes the color of the damage text that flies out from where the enemy was hit. Burn Damage Burn damage is also working now, meaning hitting an enemy with a plasma weapon causes the plasma to stick to the enemy and continue to do plasma damage for a few seconds. Hitting enemies with fire weapons or explosives has the same effect, causing them to recieve fire burn damage for a few seconds. This will also apply to electricity and acid weapons when they are added. Burn damage works against the player too, and getting hit will reduce your health over a few seconds. Loot…
- Progress Report - Becoming a Gunslinger - 19 April 2017
Hello everyone! I'd like to give you a quick view of what I've been working on this week since the last news post. First things first: Hands Posted about this last week, but they're in and working now. Still have to work on weapon-specific animations, but for pistols they will grip the pistol, when unarmed you can make fists. Guns Weapon code has been COMPLETELY reworked. Weapon are now treated as independent objects. What does that mean? It means you can pick them up, throw them, juggle them, pretty much anything like that. Want to feel awesome when you've run out of ammo in one hand? Throw a gun over your head from your other hand, catch it, and keep shooting. It's great. Right now to hold guns you have to keep the grip pressed. I will most likely add an option to change that to a toggle, but for now I'm leaving as-is it because it makes throwing them much easier. Holsters Holsters no…
- Progress Report - Becoming a Gunslinger - 19 April 2017
Hello everyone! I'd like to give you a quick view of what I've been working on this week since the last news post. First things first: Hands Posted about this last week, but they're in and working now. Still have to work on weapon-specific animations, but for pistols they will grip the pistol, when unarmed you can make fists. Guns Weapon code has been COMPLETELY reworked. Weapon are now treated as independent objects. What does that mean? It means you can pick them up, throw them, juggle them, pretty much anything like that. Want to feel awesome when you've run out of ammo in one hand? Throw a gun over your head from your other hand, catch it, and keep shooting. It's great. Right now to hold guns you have to keep the grip pressed. I will most likely add an option to change that to a toggle, but for now I'm leaving as-is it because it makes throwing them much easier. Holsters Holsters no…