Some of you already followed our struggle to get everything set up, but now it’s done: World, this is Splatter. Splatter, say Hello World.
What you get is:
Lots of fun shooting monsters
Use flares to scare enemies
Story Mode with 4 to 6 hours of gameplay
Upgradeable weapons, boss battles, vehicle fights, side missions
Local Multiplayer modes with or against your friends
Arcade Mode to compete for worldwide leaderboards
But there’s more to come! Of course we’ll fix any critical issues, but we also aim for new content via free updates. If all works out nicely, the next updates might bring you:
New Arcade modes
New Multiplayer modes
New maps for the existing modes
For that to work, we need your help. See that Facebook button down at the main page? Use it! Because when you spread the word about our game, we sell more copies and maybe can afford to continue working at the game. I’d love to do that.
A lot of cool things happened to us lately! The first thing: we have been contacted by Good Old Games! Nothing is settled, yet, but the whole fact that *they* contacted *us* is incredible encouraging. So now we need to push even harder!
So what’s new? We struggled the last few days to put out a new build for IGF2013. In this build another two levels are touched up and polished, which is a good incentive to show pictures of it! Click for larger size!
The village map: sort of a “quest hub” where you can do side missions and dig up a few little secrets on the side. No shooting in this map, in fact you get your weapons taken away at the beginning and only get them back when you decide to leave. We played alot with small light sources to give the map a “Global Illumination” appearance, and I really like the outcome.
The beetle map: a side mission to explore a cave and find the source of the recent beetle invasion. Meet the beetles! They’re blind, but react on ground shakes. That means that your fear-inflicting flares won’t bother them! But it also means that, if you’re walking slowly and don’t do noisy things, you can get past them without a single shot!
We implemented the first Arcade game mode: the classic survival mode with “endless waves of enemies” gameplay, but each map has a special feature that you can exploit for better scores. The final score is then transmitted to online leaderboards. We are currently building a little framework for this, and intend to publish it as OpenSource. Thomas is not that experienced in PHP/MySQL, thus we hope the publishing will improve the security and reliability of the framework. In the end we hope to achieve a framework that everyone can use to host her/his own leaderboards.
Our first gameplay trailer is now online! It shows two minutes of gameplay from the story mode and the deathmatch multiplayer mode, all set to the beat of the Splatter battle music. I hope you enjoy it!
What strange creatures you meet when you leave your home at the wrong time… one jumped at me when I passed a dark alley, the other threw stuff at me from across the street. I took pictures of both before I dismissed them with my shotgun – have a look at the Media page to view them.