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Death Goat
December 5, 2015 - Brian Ferrara

Thanks to all of you, Death Goat is out this Monday 12/7/2015!!

You can check it out right here:
http://store.steampowered.com/app/340770

We've rebuilt the game completely, added in twice the amount of music & snazzed up the graphics a bit. With your support, we hope to continue building upon this game, serving you up action, blood & METAL!!

Grab a copy, join our community and help bring about the second coming of the Unholy Goat Lord \m/

https://www.facebook.com/officialdeathgoat/

August 31, 2015 - Brian Ferrara

- Implemented core gameplay loop with infinite waves of enemies and player life system.

- Written documentation on how to configure the enemy waves from within Unity.

- Implemented blood decals to improve the visual experience.

https://youtu.be/k2ByD9kGg5Y

August 19, 2015 - Brian Ferrara

- Fixed some precision issues in enemy movement.

- Fixed orientation of death animations.

https://youtu.be/K7KP65eYZdk

- Implemented more complex worm behavior

https://youtu.be/fnUXrcjf46w

- Started work on implementing enemy waves.

https://youtu.be/WTf9KW9gaxo

August 17, 2015 - Brian Ferrara

https://youtu.be/67llL4xKPDg

Update #3:

- Created all enemy animations and animation controllers (except for the colored variations).

- Implemented enemy damage model with every enemy having an endurance attribute. Non-fatal shots make the enemies flash visually, while fatal shots trigger the death animation (currently hard-coded for the enemies that have more than one death animation).

- Implemented basic AI for every enemy type. Each enemy has an associated prefab specifying the properties and behavior associated to that enemy. This is demonstrated in the video, where we spawn all the different enemies in the level. Properties like speed and endurance can be modified from within the Unity editor while playing.

- The spiders (both big and small) and the pig always follow the player.

- The crawlers move in straight horizontal and vertical paths of semi-random distances.

- Krampus moves in short, random paths, sometimes planting a baby bomb along the way.

- The worms are stationary and currently always shoot the player (there is no retreating implemented yet). We plan on making them retreat when the player is very near, and appear again when he is at a distance.

Next update will implement enemy waves:

- Duration.
- Number of enemies: maximum number of enemies spawned at the same time.
- Spawn rate: frequency at which new enemies are spawned within the wave.
- A list of enemies.

Each enemy in the list of enemies will have the following properties:

- Prefab of the enemy in question.
- Spawn chance.
- Spawn delay: to allow for more powerful enemies to be spawned only at a later time during the wave.
- Speed: the speed of this enemy in this specific wave.
- Endurance: the endurance of this enemy in this specific wave.

\m/

August 13, 2015 - Brian Ferrara

Nothing like some live metal to keep the inspiration juices flowing (Fact: we are all filled with juice). Even better because I got to catch Holy Grail last night and hear the actual music from the game in person. Seriously, these guys are awesome & you should check them out next time they're in your town.

https://youtu.be/9y8XnMYzK-k

And now, lets get to that update:

https://youtu.be/q6CHyhGsRAI

- Implemented keyboard+mouse support

- Integrated advanced font rendering

- Implemented in-game score UI

- Implemented lit sprites, together with the player-attached light

- Implemented a basic blood effect

For the next progress update we'll clean up and generalize some of the code a bit, implement a robust mechanism to automatically detect the player's controller (giving priority to the gamepad if available), generate PC/Mac builds and start writing the technical documentation.

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