Author Topic: [CAMPAIGN] Dingovania - Update April 6, 2017  (Read 59848 times)

dingoZero

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #30 on: January 13, 2015, 02:13:31 AM »
I've added the new trailer! It's Friday in one alternate reality, somewhere.

Dai Tou Zai

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #31 on: January 13, 2015, 02:52:46 AM »
10/10
No i'm not blitzcrank, stop asking me.

Hipshot

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #32 on: January 13, 2015, 09:36:05 AM »
Wow.
I think a lot of people want to see a playable version soon =) Pretty much everything here looks cool!

Hipshot

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #33 on: January 13, 2015, 09:40:13 AM »
I'm only seeing one player though, can't you play it more than one?

ChrisN

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #34 on: January 13, 2015, 10:37:29 AM »
wow, what a great trailer!

I am totally hyped to play this

dingoZero

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #35 on: January 13, 2015, 11:09:29 AM »
I try to balance around co-op play. Some puzzles require cooperation, but are simplified if there is only one player.

I encourage everyone to play with friends.


Hipshot

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #36 on: January 13, 2015, 11:44:57 AM »
I started making one of those tents when I tried out graphics for the desert, no one has seen it cause it was never finished, but maybe you guys can take inspiration from the shading on the roof.


Dai Tou Zai

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #37 on: January 13, 2015, 12:45:41 PM »
I try to balance around co-op play. Some puzzles require cooperation, but are simplified if there is only one player.

I encourage everyone to play with friends.
too bad i don't have any friends that play/want to play hammerwatch anymore, looks like ill be going solo for this mission
No i'm not blitzcrank, stop asking me.

ChrisN

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #38 on: February 08, 2015, 08:22:05 PM »
still excited, I wanna play this campaign/level so bad!

Hipshot

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #39 on: February 09, 2015, 08:03:42 AM »
Me too! =)

nutria

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #40 on: March 14, 2015, 02:46:35 PM »
news? :)

we are waiting the new maps....itchy hands

t0werblade

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Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
« Reply #41 on: March 19, 2015, 06:27:47 PM »
We're working really hard to keep to our word in regards to a March release.
We'll definitely be cutting it close though.
Really close.

dingoZero

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Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
« Reply #42 on: March 31, 2015, 08:40:30 AM »
To the Hammerwatch Community,

Welcome to the Dingovania Beta!

This is roughly half of the campaign. It is comprised of two bosses and five main levels.

At this point in time, what you see is unpolished and somewhat imbalanced, so please leave comments and suggestions as to how to fix/polish/balance things. We have been testing for a week internally, but we’ve probably missed stuff.  It’s hard to balance when you know what is coming and how to overcome challenges; that’s why we need you.

We suggest playing through with infinite lives at first, and then afterwards playing without infinite lives. Additionally, the experience is best when you are playing local couch co-op. There are a few technical issues later in the campaign which inhibit gameplay over internet multiplayer. If you get stuck in such positions, post on the workshop or the official forums and we will give you tips on how to proceed.

The general structure of the campaign is fairly linear with optional side branches. These branches will evolve as we release more content. Our goal is to make the branches worthwhile by having them offer gold and, more importantly, upgrade tokens which allow the main vendors in the central town to sell higher tiers of upgrades. Although it is not impossible to beat the bosses without these upgrades, we encourage it.

At this point in time, some of the “breadcrumbs” meant to lead the player forward through the main quest could be confusing, so pay attention to dialogue. Also, the over-world is not as dense as it should be. Soon it will be a lot more interesting, but don’t be afraid to tell us what we have done wrong here.

Moving forward, we will be vigilant in the coming weeks. Expect balance and polish patches, bug fixes, and more content on a weekly basis. If you are worried that you will have to beat the same content over and over again to see new content, don’t fear. The next beta update will include a way to skip tiers and level up in campaign (this will be removed upon full release).

We are excited to see you break our campaign.

- Jon, Graham, and the rest of the Dingovania team.

TL;DR

We've released a beta, download is on the workshop and on mega.

Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=417040187

Mega: https://mega.co.nz/#!HMo2ELZI!pDHa1FiH_Um4535RL11GP9368xezrtwOkj_uWbpIprw
« Last Edit: March 31, 2015, 08:50:40 AM by dingoZero »

Hipshot

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Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
« Reply #43 on: April 01, 2015, 08:41:06 AM »
Some of these themes are of really high quality, especially the tombs theme and the assets in there, enemies, walls and spawners. Some other assets could probably use some work, like the trees in the forests, but I know, trees are difficult to design and takes A LOT of time to make.

t0werblade

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Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
« Reply #44 on: April 01, 2015, 08:10:25 PM »
What you will inevitably notice is that the quality of assets varies pretty seriously. It's really because we've been working on and off on Dingovania for a little over a year now, so our ability to draw things that look good in Hammerwatch has gotten a bit better over that time. I want to do an asset pass when we get closer to full release to try to clean up some things, but for now I think the focus is on finishing the playable content.