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TIGSource ForumsCommunityDevLogsNetherWorld: Drugs, Sex and Pixels adventure game.
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Author Topic: NetherWorld: Drugs, Sex and Pixels adventure game.  (Read 9088 times)
DanBarr
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« Reply #60 on: May 28, 2018, 12:38:51 AM »

It’s been 2 months since NetherWorld Kickstarter campaign finished. During this time we’ve been working without rest on the project (especially the demo), improving several art&code aspects and rounding off the story to offer you a perfect summary of what NetherWorld final game is gonna be. We’re both nervous and excited to know your demo reactions and feedback!

We wanted to post a NetherWorld progress devblog every month… Okay, we didn’t, but here’s our April-May devlog!

First of all, let’s talk about User Interface starting with a cool headline:

>> USER INTERFACE <<

We’re gonna kick lots of boss butts in NetherWorld, so the combat UI has been taken very seriously.

NetherWorld has two different combat modes: Shooting and slapping, or in other words: ranged mode and melee mode, each one with its particular weapons (swords, shields, torches, handguns, long guns, flamethrowers…). Choose wisely according to the mess you got into.

This double combat system made difficult to decide how the weapon selector should be. However, we finally opted for a quarter circle in the top left corner of the screen. Besides showing the weapon list, its rotation will allow you to change weapons and the combat mode as well.

Here’s a prototype of how the circle looks when rotate (weapons and combat modes not included… yet).




>> OUCH! THAT HURT! <<


Another UI improvement we’ve introduced has been a damage indicator. That gives you the possibility to see how much damage you received from the last enemy hit.

The damage indicator is used in several games like Dark Souls and many others, and shows up as a white bar in the player HP bar. In this way, with a quick look you’ll know if you’re gonna be fucked up in the next blow or not.




>> LOVE IS IN THE AIR <<


Who loves our black and weird main character? In NetherWorld, nobody. But we do, so we created his first health recovery item: a red heart (wow, never seen it before! Just a tribute to the classics, you know).

This will help him to survive during crazy and intense fights against crazy and grotesque bosses.


If you’re wondering how the heart splits up in lots of pixels and every single one follows you, it’s simple: Vector Party! The purple vector indicates which direction the pixel has to head for to reach the player, and the yellow vector is the union between item’s center and the current pixel position.




>> CHANGING GUNS <<

Regarding to combat system, we had to make some tough decisions such as changing NetherWorld submachine gun. We were using an MP40 model before, but finally we changed it for the classic Thompson. Why? It was all about the colors and its contrast with the scenarios: The design of this gun on pixel art is much better-looking than the MP40 one.

Previously, weapons were a 20% bigger than the rest of NetherWorld sprites (comparing pixel sizes). Now we’ve decided to unify pixel size in all the game, including particles system.



Due to these changes, we also modified rural areas vegetation and some specific elements of NetherWorld enemies and creatures such as the tentacles of the lovely eye shown below.






>> ROTATION HESITATION <<


Thinking about NetherWorld objects rotation, we considered that a standard rotation would clash with the pixel art “essence” of the game. That’s why we’ve been working on a truly pixel art rotation system.

That wasn’t an easy decision: NetherWorld rotation system has experienced several (and important) changes during its development. In the beginning, the calculation to build a new rotated image for big objects like the gauntlet you’ll see below raised the 30k. After an optimization we got to reduce it to 10k.

We also developed a system to storage the rotated images, so if we already had “Object X” rotated in a certain angle, the next time we needed it we would use the stored image instead of doing the rotation calculations again.



This system is very useful in a lot of cases: For example, when having objects like many rocks in the same scenario, we can have identical models subjected to constant rotations (or rocktations?).




>> CLIMBING, DOORS & STAIRS <<


Did you know that our NetherWorld odd jellyfish couldn’t go down the stairs? Thanks to our rotation system (and some other magic tricks) now he can climb, move through irregular areas and get in buildings.








>> CREATING OUR PLATFORM-BUILDING TOOL <<


And last but not least… We introduce you another tool we developed while working on NetherWorld demo: Let’s make a little bit easier the platform building!

Although NetherWorld is not a platform game, we considered necessary adding some platforms during the main character journey to reduce the perception of just a flat horizontal scenario.



As you can see, our platform-building tool allows you to create in a few seconds an organic structure. Once the model is built, you can also modify the parts you don’t like manually.

>> FREE STUFF <<


Oh, did you arrive here? To show our gratitude we’ll give you (FOR FREE!) some ways to be the first to know about NetherWorld development!

Twitter: https://twitter.com/NetherWorldGame
Mail: [email protected]

…and don’t forget to subscribe to our wonderful mailing list here: https://t.co/28zpcJH8Lp

Thanks again for your support and see you soon!


NetherWorld Team

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DanBarr
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« Reply #61 on: December 13, 2018, 06:20:07 PM »

What has happened since our last April-May devblog? A LOT.

If you’re cold, don’t worry… We are back to heat up everybody with some cool stuff!


First of all, let’s talk about graphic improvements.

>> THE BOSS, THE BOSS, THE BOSS IS ON FIRE <<

While developing the demo, we saw some problems with the boss fire particles. We were using the same particles for decorative purposes (the demo boss is made of metal and blue fire) and for the fire attacks and explosions.

What happened? Our disgraced protagonist, Medoo, was really confused because sometimes he wasn’t aware of being damaged… Okay, it’s funny to see Medoo’s suffering, but if you’re playing Medoo, dying without knowing why sucks.

Luckily, this was easy to fix. We designed two different particles:

The “Ouch!” fire particle explosion (right), and the “Look-How-Badass-I-am” decorative one (left).



>> RED LASER REDEMPTION <<

Is… Is she hitting you with a fetus?



Well… Yes, but that’s a long story. Look at the laser sight. If you’ve ever worked with Unity, you’ll know how useful the “LineRenderer” tool is for things like this. The problem lies in having a cool HD red laser... in a (cool) pixel art game.

Hmmm... Something’s wrong here, right? Most of the feedback we received indicated that too. So... let’s fix it.



Thanks to the rasterization algorithm by our beloved friend Jack Elton Bresenham, we got a cute and fully integrated laser sight for NetherWorld firearms. In this particular case, a dusty Thompson.

Laser sight was an appearance improvement, but this hasn’t been the only change we’ve made in weapons. We’ve spent time and effort to assure you the best experience in the game, especially during boss combats.

I SWEAR I WAS AIMING THE BOSS!

A jellyfish shooting a Thompson is probably one of the best ideas we could ever have. At the beginning, it sounded fantastic to program a realistic recoil for an automatic rifle. However, we didn’t take into account that there's a bit difference between two human hands holding a Thompson and several slippery tentacles doing it... so the recoil was horrible. Being aware of that, we reduced the recoil parameters to avoid frustration, despair and suicide among the players while trying to shoot a target.

Here’s a Before / After gif to show the recoil evolution (Guess which is the bad and the good one):



>> WUIPONS <<

In the April-May Devblog you saw a prototype of how would the Weapons UI be. Well, since then our Weapon Selector has been upgraded and debugged for the demo.



>> OH… AND THAT’S IT? <<

We haven’t posted an article since May… OF COURSE the news are not over. We’re gonna make a quick list of SOME of the stuff we haven’t shown you yet:

>> UI Gamepad Builder Tool

If you want to play the game for Nintendo Switch... You’ll need a controller. We’ve created a terrific tool to make the "switch" (sorry) from keyboard UI to controller UI the easiest way possible.



>> Picking Objects System

As in every rich world and story, NetherWorld deserves cool objects with weird descriptions and a great way to pick them up. We’ve improved NetherWorld Picking Objects System adding new functionalities, like “Take this note from the wall”, or “Pick this gun from the ground and add it to the inventory”.





>> Menu

This is how NetherWorld menu looks like, at least in the demo… Hope you could listen to it Wink



>> Online Features

Wait... Is NetherWorld an online game? Are we gonna play a Battle Royale? WTF, OF COURSE NOT! NetherWorld is still a single-player game, but we wanted to add some cool online features, like worldwide leaderboards and what we call... The Intruders System.



Imagine that you and 200 other players are, at the same time but in your own games, getting drunk in the town’s bar. Wouldn’t it be cool that you could see them as a creepy spirit, or even as your wife memories recalling how disgraced you are?

NetherWorld Intruders System is still in alpha tests, but is basically a dynamic NPC position based on where player character is in the game. You won’t be able to interact with other players, but you’ll see them in a funny (or creepy) way.

>> NEW WEBSITE + STEAM <<

As you may know, developing a game is much more than programming. It entails boring stuff like paperwork, but also other fulfilling things like having a cool website. We’re glad to introduce you our NEW NETHERWORLD SITE! (https://netherworldgame.com/) From there you’ll be able to visit our Steam page too.

NetherWorld Team
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« Reply #62 on: March 26, 2019, 01:11:47 AM »

NETHERWORLD PIXEL BLOODSTAIN SYSTEM

Today we’re gonna talk about violence in videogames and how our helpless children are deeply influenced by tHahaha Just kidding. Now we have your attention, let’s talk about BLOOD in videogames, and the 2D pixel bloodstain system developed for NetherWorld.

TRADITIONAL BLOOD SYSTEMS

If we write about blood in videogames, Mortal Kombat has to be here. Probably, it was one of the first games that started to spread blood everywhere in the scenario. Considering its 90s console technical limitations, blood looked quite good.


What an awesome fatality, huh? If you look close to it, there’re blood splashes on the floor that start their animation when the blood stream is still in the air (left of the screen). Besides, the stains disappear quite fast. There isn’t much to comment here; they had more important worries in that time (and Twitter didn’t exist, so it was difficult to be a hater).

Do you remember GTA III? WHO DON’T? Let’s pay attention to the stain in the green frame below. We’re shot, blood drops hit the ground and a blood-drop-textured plane is instanced just there (Did they use a blood pool? If they did, we find it convenient). With this method, it isn’t possible to have infinite bloodstains, so they disappear progressively. The stains are also removed when the police car hides them from the camera (and hits us dramatically).


Okay, Hitman 2. We’ve just killed our target and left some bloodstains in the wall and floor. The method used here is different from the one in GTA III, and allows showing the stains in the scenario permanently. How do they do it?


Hitman 2 modeling has textures that can be modified in real time, and there’re previously-painted bloodstain images ready to appear when we decide to shoot anyone who deserve it (everyone).

Once the bullet goes through a body, the script calculates its trajectory. If there’s an obstacle behind the potential corpse, it’s time to determine the point where the bullet is gonna collide into the texture. Then, a bloodstain will be added on that texture’s exact location (GIF’s green squares).

What’s the problem here? Look at the orange squares. Textures are designed to wrap the 3D model in a natural way, but while a bloodstain looks fine in a 2D texture, things change in a 3D model. As seen in the GIF above, there’s the possibility (SPOILER: It’s gonna happen) that visual errors ruin the beauty of the scene (beauty in terms of graphics, not all the blood and killing people stuff… Just saying).

Moreover, having lots of previously-painted bloodstain images doesn’t seem to be the best way to solve that problem… or at least not the most efficient one.

PRBLOODBLEMS

As seen in the previous examples, most of traditional bloodstain-painting methods show two main problems:

1) Visual bugs tendency.

2) Performance problems (unless stains disappear)

How can we fix these problems in a 2D pixel art game like NetherWorld?

When talking about pixel art games, it comes to our minds a kind of game you could run in a calculator. Well… We’re in the 2019, not the 80s!

NetherWorld has scenes with high levels of illumination, shaders (e.g. grass movement), and also a varied particle system.

The more these particles collide and splash the scenario with cool blood streams, the better will be! MUAHAHA! (We’re not psychos, promise)

Nowadays, there’s a lot of stuff to consider if you want to develop a modern 2D pixel art game and make it feel visually attractive. From now on, we’ll call this stuff “firework resources”.

Here’s a NetherWorld scene comparison with firework resources and without them:


Well, one would fit perfectly as a set for school play… But we prefer the bloody one. Oh, did we said school play? Let’s talk about performance.

This Unity Forum’s thread shows how important is to have an optimized “Blood, blood everywhere” system in our game. If we create a bloodstain every time we kill an enemy, there’re tons of them and we also use “firework resources” in the scene, we’ll have fps drops. (As said before, GTA III made the stains disappear for the same reason).


Once both scenes are full of blood, we observe 3 differences between them: With NetherWorld system, we don’t create objects, blood overdraw is reduced to 0, and the number of tris doesn’t increase.


+ So... You want to make a pixel art game.

- Yep.

+ ...With massive blood levels, including quartered enemies and other kinds of bloody violence in several scenarios...

- Aha.

+ ...and permanent bloodstains.

- Eeexactly.

+ ...

NETHERWORLD PIXEL TEXTURE PAINTING SYSTEM
(We’ll focus on bloodstains, but this system can be used for dirt or other stain materials.)

“Pixel” is the most important word in this whole section. If we applied this texture painting method on an HD model, calculations would go crazy.

This method forgets about painting blood on textures by hand, and uses an algorithm that decides which pixel should (and shouldn’t) be dyed red in a particular radius. How does it work?

BLOODSTAINING TEXTURES (I): The grandma

Imagine you’re walking down the street in a dark and cold night. Suddenly, a wild old grandma appears and tries to rob you holding a knife. Poor granny… She doesn’t know we always carry a 9mm handgun called “Retirement”.

What should we do? Shooting her fucking head, of course. This article is about blood, not mercy.

From now on, the place where granny’s blood is splashed will be the point (a,b).


BLOODSTAINING TEXTURES (II): The Bloodstain Pattern

First of all, we designed a simple pattern: An X-pixel-radius circle in (a,b) position. This circle has a concentric rhombus inside, and several vectors go through it perpendicularly. This vectors are the traces or blood drops that will appear around the main bloodstain.

Unless you’re color-blind, you’ll see the pattern is divided by 3 areas: A red rhombus, a green circle and outside vectors.

Each area has different staining probability values:

Red = High

Green = Low

Outside Vectors = Medium

In terms of quality, we think this pattern allows us to obtain acceptable bloodstains. However, we don’t discard to go a little bit further and work on a more variable pattern, for example.


We have a bloodstain pattern, cool. Let’s use it!

BLOODSTAINING TEXTURES (III): Which textures can I stain?

All textures inside the radius will be suitable to be stained. This way we fix the “traditional method” problem of not staining parts from other object textures, even if they’re involved in the blood splash.

We love to get things complicated, so let’s try to stain a surface between 4 textures.


BLOODSTAINING TEXTURES (IV): Getting dirty

Okay, we know how to create a bloodstain, and where to splash it. But blood looks different depending on the texture that has underneath, right? How do we manage bloodstain colors?

While our texture painting algorithm is working, it finds a pixel that needs to be colored (following the staining probability values explained before). Once found, it reads the texture color in that pixel and obtains 4 numbers (RGB+A). This “A” value (Alpha Channel / transparency) will be very useful to determine if that pixel belongs to the texture (or group of textures) we wanna paint or not. If the “A” value is 0 or close to 0 (e.g. beyond texture’s edges), the pixel will be ignored.

“Wait… What’s RGB?”


RGB is a color representation space through a vector with 3 elements: Red, Green and Blue. All 3 are quantified in levels from 0 to 2^ (Pixel Depth)-1. If we’re working with 8 bits, we’d be talking about the Standard Dynamic Range (SDR) [0 – 255]. If 10 bits, it’d be a High Dynamic Range (HDR) [0 – 1023].

One of the advantages of this tridimensional vector space is the possibility of drawing a vector from one point to another. I you wanna change the color, you just have to move between the points.


We want to bloodstain a pixel. This pixel has already a color (its color texture), and we want to stain it a red. With our pixel texture-painting system, we’ll draw a vector from the pixel original texture color, and we’ll set the “pure red” value (255, 0, 0) as the end of the vector. Let’s see if it works:


Well… Is that blood or radioactive ketchup?

Okay, now we know 2 things:

1) Bloodstains are red.

2) But not THAT red.

In other words, we need this red to be more integrated in the original color texture. To get that, our system will look over the vector to find a color value close to pure red.


Much better now, don't you think?


Having all that explained... Is RGB the best color system for our Texture painting method? No, it’s not. In fact, HSV color model would probably work much better. However, we didn’t want to add more calculations for color space model conversions, and RGB results are good.


“Yes yes, blah blah blah... I want to see that system in the game!”

BLOODSTAINING TEXTURES (V): NetherWorld in-game examples

TEST Nº1:

The best way to show how a bloodstain system works, is killing a bloodball enemy.


TEST Nº2:

Hitting several enemies in the same area + shadows + extra illumination effects applied to the whole scenario.


Wow, this article has been pretty intense! Let’s sum up the most important points of this pixel bloodstain system.

SUMMARY

1) Select textures (objects) to stain.

2) Apply bloodstain pattern and define the pixels to stain.

3) Read the selected pixel color and move it through its RGB space to the desired blood color following your own parameters (“pure red” would be out of reach).

4) Apply the new color to the original pixel.

Did you like the post?

We love videogames and everything related to them. That's why we really hope you enjoyed this article. Give us your feedback in the comments!

We're also doing all our best to develop NetherWorld and spread the word about it. And we're happy to announce that NetherWorld has been nominated in the 3HM Awards!! Grin  We need all the votes possible, so if you wanna help us, that'd be awesome!

VOTE FOR NETHERWORLD IN THE 3HM AWARDS!

Thanks so much for your support and see you soon! Smiley
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Beastboy
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Happy birth day mom!


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« Reply #63 on: March 26, 2019, 06:12:31 AM »

I like it, seems crazy original crazy
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DanBarr
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« Reply #64 on: March 26, 2019, 08:35:04 AM »

I like it, seems crazy original crazy

Thank you Beastboy  Grin
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DanBarr
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« Reply #65 on: April 04, 2019, 05:47:47 AM »

First boss, on Switch!

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« Reply #66 on: June 10, 2019, 02:22:15 AM »

NETHERWORLD JUNE DEVBLOG 2019


NetherWorld has experimented great progression since last time we posted an update. However, first of all...

During these months we realized we didn’t explain how NetherWorld gameplay structure will be like. Let’s do it now!

Nope, NetherWorld is not a Metroidvania.


NetherWorld has 3 different game modes you’ll alternate during the gameplay:

>> STORY MODE
Cinematics, world exploring, talking to NPCs, interacting with/ buying objects, doing main and secondary quests…



>> MINIGAME MODE

Some places, objects or NPCs will offer you “services” to earn extra money or get materials.
These include drinking competitions, sex with young&old people, shooting stuff or even controlling a tick called Joe through filthy underground rogue-like dungeons)



>> FIGHT MODE

Time to kick boss asses! You’ll fight all kind of creatures switching melee + shield and ranged weapons (swords, shotguns, Thompson, flamethrowers and more!)



>> IMPROVING SCENARIOS (I): DEUMANVILLE <<


The town scenario has changed A LOT since we started its development. You’ll play it at night, but also in a beautiful sunset.




Deumanville is also the home of Medoo, our miserable protagonist, and the place where everything begins.

So we have the “Where”. Now here’s the “Who” that starts it all.

>> CUBICK <<



Cubick is a cokehead mage who’s hiding from the Mafia. Why? Don’t know yet. But what we know is he’ll be involved in all the boss town fights... And will involve you in them, of course.



>> TOWN BOSSES <<

We’ve fully developed the 2 bosses you’ll find in Deumanville. And you know what? You’ll have to face them unarmed. Yeah… Shit happens.

> Boss 1: Xenus, the Mafia Doctor




We tested it on Nintendo Switch too! (It will look similar to this… but without sword and shield).




> Boss 2: Cubick Party

There’s nothing more deathly than a party with Cubick. Wait... Is that a unicorn?



However, Deumanville is not the only scenario with changes.


>> IMPROVING SCENARIOS (II): MORDISCO DESERT <<

[SNEAK PEAK]



Howdy, strangers! The first desert scenario was cool, but it had contrast problems between most of its elements.



Our artist Erien has been working on a new design, which is still under development (particles, people, plants, decorations...). However, we’re very satisfied with this new direction.



We also developed a never-ending parallax system so you’ll be able to run through NetherWorld’s hottest place all you like. Enjoy the views!



In the next update we’ll show you more about the desert!



>> OTHER FEATURES <<


>> New Picking&Throwing System
This system was improved when developing Xenus mechanics. This way Medoo will be able to handle tough objects and throw them wherever he wants.


>> New dialogue system
Besides normal dialogues, now you’ll have the chance to ask multiple questions to some NPCs, and they will be able to change due to external events.



>> Look at these curves!
We want you to enjoy Medoo’s suffering no matter the situation, so we added some outlining when his body is hidden. Don’t miss a thing!



>> WE’RE FAMOUS! <<


Well, not really. But we’ve had the great opportunity to explain the project to wonderful people in different media, even in a live on Mixer! Check it out if you want!

> Mixer (Youtube LIVE) https://www.youtube.com/watch?v=ykNeIUzZ1z0&feature=youtu.be
> My Game Story https://mygamestory.com/the-big-interview-netherworld/
> Scouse Gamer 88 http://scousegamer88.com/2019/05/22/qa-with-hungry-pixel/

>> FREE STUFF <<


Oh... Did you arrive here? To show our gratitude we’ll give you (FOR FREE!) some ways to be the first to know about NetherWorld development!

> Twitter https://twitter.com/NetherWorldGame

> Website https://www.netherworldgame.com

Thanks again for your support and see you soon!


NetherWorld Team
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« Reply #67 on: April 08, 2020, 01:26:42 AM »

NETHERWORLD APRIL DEVBLOG 2020

During these last months we've continued working on the desert scenario, as well as developing the teleport system.Wanna see (and listen to) it?
LET'S START!

NEW CHARACTERS

Oraculactus
In the most remote place of Mordisco Desert, an ancient cactus awaits. The Oraculactus will be one of the several NPCs with multiple question system.



Sheriff Westwood
Westwood (aka “The Fucking Law”) is the fastest shooter in Mordisco Desert. You’ll find him in The Puke town, and he’ll have an important role in the main story.




Wormy Olesva
Sent to The Puke 15 years before, her existence relies on spreading the word about how great the Great Abbess and Wormpink are. Wormy Olesva will be key to understand some of the NetherWorld lore, especially religion.



Mafia Guys
Hmmm… Something makes us suspect these guys are not from this town.



Badass cowboy clichés
A western-inspired scenario is not complete without outlaws riding horses. The Nachos will also teach you how to shoot stuff standing on a horse.


Guacco riding a horse.


Mayo riding a horse.


Cheddy riding a hor…CHEDDY, C’MON! Not that way!


Ketch and Cheddy riding PROPERLY a horse.

NEW DESERT PLACES

The Puke is the only town in the entire Mordisco Desert. Depending on the spot you’re visiting, you’ll be able to buy weapons, fuck, get drunk, get into a mess… Here are some of the new places we’ve been working on:

Welcome to The Puke!
The crappy soul of a town summarized in a sign.



Ammoizing Gun shop
Howdy, stranger! Wanna get some shotguns?



Sheriff Office
“The smaller the office, the bigger the prison”. As you can imagine, Medoo will end up there sooner or later.



Wormpink Chapel
This old chapel was built long ago by Wormy Olesva, and includes two little rooms and a cemetery inside. Pink arrows and torches circle the only place where Wormpink can eat people’s corpses and souls and take them to the Holy Swamp. You’ll remember this place.



Froots, the No-Fruit Stand
The best fruit stand in Mordisco Desert… with no fruit.



Bonfire Gallows
We wanted to add some light to the traditional western gallows. The perfect warm up before hanging out with your bff Trouble! (The hanging guy has been removed to avoid spoilers)



THE GROOVE, THE SAND AND THE WILDY
OK, you’ve seen how the desert looks… BUT HOW DOES IT SOUND?

Here’s a sneak peek of Mordisco Desert scenario theme by courtesy of our amazing composers Rogue Sonics. ENJOY!




Like it? Tell us your impressions in the comments!

We’ll never be grateful enough for the incredible job these guys are doing with NetherWorld OST and sfx.

WORMHOLES
Yessss, we can FINALLY talk about this! One of the main mechanics in the game is a fast way to travel between scenarios. Portals? Nah…




Legend has it that Wormpink, the Life Puker, The Soul Eater, created everything. It’s basically a holy giant two-headed pink worm.


Maybe you don’t know if this god exists (yet), but you’ll find normal (?) palindrome worms in most of the scenarios you’re gonna visit. The mechanics are simple: One head eats something somewhere, the other pukes it somewhere else, and vice versa. Now replace “something” with “YOU”.
But where does each worm go to? Is there a kind of “worm chamber”? How many worms are you gonna use in NetherWorld?
Well…

…We’ll see it in the next update!


Oops... A bug in a worm.

see ya!




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« Reply #68 on: July 29, 2020, 06:22:34 AM »

NETHERWORLD JULY DEVBLOG  Hand Any Key Who, Me?
https://www.indiedb.com/games/netherworld1/news/netherworld-july-devblog-2020
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Happy birth day mom!


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« Reply #69 on: July 29, 2020, 07:08:26 AM »

I dont know how fun the gameplay actually is but the artwork is very interesting
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Suttebun
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« Reply #70 on: July 29, 2020, 08:52:28 AM »

Though the pixels are a little intense, this looks full of life man. Keep it up
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