v0.4.6: Localization Update

language.gif

Hello 你好 Hola Bonjour Hallo Merhaba مرحبا

Guts and Glory is now available in other languages! 

It now has human translations for:

  • Chinese (Simplified)
  • Chinese (Traditional)
  • Spanish
  • French
  • German

And Google Translations for:

  • Japanese
  • Korean
  • Russian
  • Italian
  • Turkish (some human edits)
  • Arabic
  • Estonian
  • Portuguese (Brazil)

Please visit this post, if you want to help revise the Google Translations so they make more sense, or if you want to add NEW languages to the game!

Live Translations

In addition to static translations, I also added live Google Translations for Community Tracks, so players around the world can share their creations with minimal barriers (requires internet connection, of course).

The game should automatically adjust to your computer's system language, but if it does not, just visit the Settings Menu and you can select a language there.

*** Please restart the game if you change the language manually. ***

Automatic Translation Updates

As new human translations / revisions become available, they will automatically sync to the game once per week, as long as you have an internet connection.

Other Minor Changes

  • Concrete Pathways (sidewalks) are now the correct scale. You may need to edit any levels you already placed these in.
  • Fixed FPS Counter on/off toggle when returning to Main Menu.
  • Removed "Change Track" button from Level Editor's Quick Play mode.
  • Moved overlapping checkpoints in "The Main Event" level, which seems to be causing a waypoint bug for some users.
  • Updated Credits List.
  • Added a MPH / KPH toggle in the Settings Menu

Special Thanks

Thanks to these incredible people for volunteering their time to help with translations:

Anjet HSU - Chinese

Maxime Riou - French

Richter Fabian - German

Jake Muller - German

Leandro Botella - Spanish

Jael Alonso - Spanish

And "oyuncu" for some Turkish contributions.

THANK YOU!

Localization Volunteer Update

A quick update on translation statuses.  

Only the following languages still need human review/revisions:

  • Korean
  • Japanese
  • Russian (1 person currently working on this; could use secondary reviewer)
  • Italian
  • Turkish (have received some minor revisions)
  • Arabic
  • Estonian (1 person currently working on this)
  • Portuguese (Brazil)

However, if you wish to submit another language not currently supported, I will add it to the game in a future update :)


A very special thanks to everyone who has volunteered to help!  It's amazing to be able to break down language barriers so more people can play without guessing what buttons they are actually pressing and have a more enjoyable experience.

The new update will be on Steam either today or tomorrow (MST), including credits list update.

Wanted: Localization Volunteers

GaG_Multilingual.png

Multi-lingual Volunteers Needed

Want to help translate Guts and Glory into other languages?

  1. Download this document.
    • Go to File-->Download As... to save a copy.
  2. Add / Edit the language translations you want to contribute.
  3. Email your changes to hakjakgames@gmail.com with a note about what you changed.

That's it!

As I receive new translations, I'll have them verified by a second party as soon as I can and manually added to the master document, which will automatically sync to the game weekly.

NOTE:  Variable placeholders {anything in curly brackets, like these} should not be edited.  Thank you!

v0.4.6 is Coming

Version 0.4.6 will upload to Steam this Thursday or Friday, with an option in the Settings Menu for over a dozen languages, as well as a MPH/KPH toggle.


Google Translate

Current translations in the document above are done using Google Translate.  This works okay for some languages, like Spanish, but not well at all for more complicated translations, such as Chinese.  So I apologize if some translations do not make any sense or say something weird.  That's why I need your help :D

Level Editor objects are currently translated live using Google Translate to save time during development since that stuff changes a lot right now.  Proper translations will be added for that as it gets closer to Full Release.

Community Tracks will always use live Google Translations, since that is the only way.


Current Languages

Below is a list of the languages that I currently have setup and need volunteers to help edit, but new language translations are welcome too:

  • Chinese (Simplified)
  • Chinese (Traditional)
  • Korean
  • Japanese
  • German
  • Russian
  • French
  • Italian
  • Turkish
  • Arabic
  • Estonian
  • Portuguese (Brazil)
  • Spanish
  • Spanish (Mexico)*
  • Spanish (Argentina)*

*my understanding is that Spanish can be spoken quite differently in various parts of the world, so please correct me if I'm wrong here and can remove these variations.


Credits

Volunteers who contribute translations/edits that are used in the game, may also have their name in the credits, if desired.

Thank you for your help and please let me know if you have any questions!

v0.4.5: Workshop Content Update

Over 30 new items!

New Workshop Content

This update is all about adding new content to the Level Editor so you can build even better challenges for people around the world the enjoy!  There are a bunch of new outdoor props, including interactive objects like tables, chairs and the classic green recycling bin.  There's a fancy new water fountain with animated water, a garden planter, and more construction props which come in really handy.  I've also added a couple more vehicle props, including a flatbed truck (with changeable colors) and, by request from several players, a big yellow school bus.

The new over-sized Hazards from the Gumsy and Gomar Theme Park levels have also been added.  These hazards will automatically change direction when they hit something, so they are more versatile.  Unfortunately scaling does not work for these, so they are a one-size-fits-all hazard.

And, by request, Flip Pads have been added as well.  They come in 3 different strength variations and I'm sure they'll be abused to hell in the Community Tracks xD

Below is a list of new items:

New Special Items:
- FlipPads; 3 strength variations

New Hazards:
- Giant Hammer
- Giant Baseball Bat
- Giant Blender

New Props:
- Vehicles: Prop Truck (dynamic; w/ simple color change)
- Vehicles: Prop School Bus (dynamic)
- Pathways: assortment of modular sidewalk parts (cement)
- Industrial: Construction Barrel (dynamic)
- Industrial: Construction Barricade (dynamic)
- Industrial: Concrete Barricade (static)
- Industrial: Metal Support Bars (simple)
- Industrial: Control Panel (non-functional; static)
- Industrial: Air Conditioning Unit (static)
- Industrial: Wooden Crate Large (non-breakable; dynamic)
- Industrial: Warehouse Shelf Sets 1-3 (static)
- Industrial: Wooden Pallet (non-breakable; dynamic)
- Outdoor: Patio Chair (dynamic)
- Outdoor: Patio Table (dynamic)
- Outdoor: Patio Umbrella (dynamic)
- Outdoor: Park Bench (static)
- Outdoor: Garbage Bin (static)
- Outdoor: Ashtray (static)
- Outdoor: Water Fountain Fancy (animated)
- Outdoor: Drinking Fountain (static)
- Outdoor: Marble Planter (static)
- Outdoor: LampPostProp (dynamic)
- Outdoor: Recycle Bin (dynamic)
- Buildings: Special: Pavillions 1-3
- Buildings: Special: Pillar Dome

 

Yay! Sidewalks!  Now the pedestrians can be safe, right?

*Sidewalk Warning*

By request I also added sidewalks to the editor at the last minute.  Unfortunately, I didn't realize that the scaling was off until just now.  So if you use these in a level, please be advised that the scale will be reduced in the next update, so it might affect any level that uses them and need adjusted.  I'll do my best to avoid that, but please be aware.

Crowd Pleaser

You wanted more peds, you got more peds!

I did some minor optimizations and doubled the limit on pedestrians, so you can now place 2 of each character in a level!  Even more characters will be allowed in the future, after I do some of the bigger optimization updates.

However, it's not recommended to group all of them together as you see here, since low-end machines may experience a brief FPS drop if they all get mooshed at once.

Double the peds, double the fun!

v0.4.4: Gumsy and Gomar Theme Park

--- Update will be posted to Steam on March 16th (MST) ---

The Yang Family has finally reached their destination: the Gumsy and Gomar Theme Park!  The final four Yang tracks are now available.  Can you complete the Car Parkour course in one run?  It will put your car driving skills to the test.

Gumsy and Gomar is the most popular children’s show on television, dedicated to teaching kids about safety—by demonstrating all the things not to do!  It’s kind of a parody on Itchy and Scratchy from The Simpsons (big fan!), as well as poking some fun at Five Nights at Freddy’s (not a fan! But I admire the developer for his success).

Plus the theme gives me an excuse to add some wackier content like oversized hammers, giant baseball bats and The Blender from the original Yang Family Demo.  I received a few requests to add Flip Pads, so I went ahead and built some of those too.  All of these new items will be added to the Level Editor in a Workshop update next week!

Lessons Learned (#gamedev)

I learned some painful game development lessons this week.  First, it’s essential to have good version control setup.  I accidentally released the wrong build of a patch to the Settings Menu update, causing some confusion to new players installing the game for the first time.  Luckily I was able to get this cleared up by the next day, but sorting out the bugs ate up a lot of time.

Second, I am never making multiple Maps for one Track Group again.  John and Jimmy’s tracks all shared one large map.  Same thing for Earl.  But when I built the Yang tracks, I wanted them to be on a road trip, which involved building 4 different maps… which created 4 times as much work.  While I’m very happy with the end results, and glad that it brought more variation to the game, I also wish I had planned it a little differently so I could have had more time to develop other aspects of the game.

What’s Next?

Here are the next updates planned, in order:

  • Big Workshop content update
  • Localization beta (Google Translate)
  • Linux version
  • Kickstarter In-Game Rewards (this will be in multiple parts/updates)
  • Localization final (proper translations to Spanish, Chinese, and hopefully some others)
  • Larry
  • ________ <-- Community Votes!

Community Votes

When Larry’s update is near release, I will start posting Community Vote announcements.  I’ll post 2 different development paths, with concept art and content outlines, and you can weigh in on which one should be built next and what content would be involved!  I'm hoping to do these on a monthly basis.

Patching Things Up

EDIT [3-6-17]: Remaining reported settings system bugs should now be fixed.  Just uploaded a small patch today.

Just want to give you guys a quick update on things....

While I originally intended to use this week to build the final four Yang tracks, implementing the new Settings and Control system became more involved than I anticipated.  Because Steam games can run on a such a wide variety of machines, it took a while to track down some of the bugs and get them fixed.  But thanks to everyone who reported issues and helped me test the patches, the new system should be quite solid now, although there may be a few special cases here and there.

Another community member, Zeron, discovered a serious bug in the Level Editor.  Specific combinations of load/quick play/save would break the link to the Workshop version of that level.  This meant the level could no longer be updated, and would have to be uploaded as a new item instead.  Fortunately, I was able to get this issue fixed the same day and already uploaded the patch yesterday.  This patch also removes the need to re-save a newly loaded level to enter Quick Play.

Click the image to visit Zeron's track page

Click the image to visit Zeron's track page

If you get a chance, check out Zeron's track here.  (The old version could not be updated due to the aforementioned bug.)  He's taken it upon himself to host some Community Challenges and keep a manual leaderboard of best times.  His first track is a very challenging one, so if you're looking to test your skills and compete against others, this might satisfy you until official Leaderboards and competitions are added to the game.

Now that the urgent bug issues have been resolved, I can finally return to doing the fun stuff--like making these Giant Hammers for the new Yang levels.

As soon as the final four Yang tracks are complete, I can focus on the Linux build, remaining Kickstarter Rewards, and then the 4th character, Larry.

For those who like all the details, here's the most recent change log:

v0.4.2.2
-Fixed Level Editor metadata save bug that caused Workshop links to be lost under certain conditions.

v0.4.2.1
More Settings Menu fixes:
-Fixed Shadow Projection type not saving between reloads.
-Fixed LOD Bias slider not adjusting to quality presets; fixed slider resetting on scene reloads
-Fixed Global Volume resetting when scene changed
-Fixed level load cams being reset back to origina on some tracks.
-Improved Main Menu GUI text clarity

v0.4.2.0
Fixed Settings Menu bugs and other improvements:
-Fixed default settings
-Fixed LOD Bias minimum too low
-Fixed Auto-resolution/full screen reversion after respawn/new level
-Fixed shadow cascading bug (caused glitchy/blobby looking shadows)
-Fixed road shader errors (Yang Track #1)
-Fixed Boost Meter dissappearing bug
-Some improvements to video capture compatibility (some OBS issues persist; new settings will be added later to remove post-processing FX that may be interferring; will revisit this issue later)
-General Qualtiy Presets now change the applicable sub-settings to match
-Revised Quality Setting presets
-Escape key now exits the Setting Menu too
-Improved loading screen checks for reliability on slower machines
-Improved Music Manager (please report if music tracks suddenly stop playing; check audio settings first please)
-Upgraded FPS counter; faster and more accurate; also moved to bottom middle of screen so it can be used in Level Editor
-Added Anti-Aliasing post-processing settings (experimental... G&G uses Deferred Rendering, which does not allow 'true' AA processing but has other benefits)
-Removed Texture setting (found no real performance savings and caused GUI issues)
-Removed Settings Menu from Pause Menu to improve stability across machines and make future troubleshooting faster and easier

Fixed bug that caused blue Workshop button to not activate Steam Overlay when returning from a level.
Improved car destruction:  More impact points and detachable parts.  More reliable collision detection.  Optimized processing time.  (more work needed for very high speed collisions)
Swinging Hazards (except Wrecking Ball) now auto-reverse on collision.  (Wrecking Log and some upcoming new Hazards)

NOT IN PUBLIC BUILD:
New Special Items:  FlipPad
New Hazards: Giant Sledgehammer, Giant Baseball Bat, Giant Blender (last 2 improved versions from Yang demo)

v0.4.1: Control Customization and New Settings Menus

NOTE: mouse mapping is experimental and needs more work

NOTE: mouse mapping is experimental and needs more work

What’s New?

  • New Settings Menu
  • Controller Mapping and Sensitivity Settings
  • Improved car handling
  • Minor optimizations & bug fixes

IMPORTANT NOTE: You will need to adjust your Settings next time you enter the game. Defaults are low quality.

Control Customization

Control customization, expanded controller support, and improved handling seemed to be top priorities, so that’s what this update is all about!

You will find that your settings have reset next time you launch the game. This is because the temporary Settings Menu has been completely replaced. This new system is more professional and allows for a lot of room to expand the options as things grow. It should also be more reliable than the old settings and work better on different aspect rations and resolutions. It’s all brand new though, so if you run into any issues please let me know.

Control Menu

There is now a full control mapping and customization system!
I completely un-installed and re-setup all of the controller support plug-ins and mappings. I discovered a few issues with how it was setup initially, so this should be a nice, clean install of all controller support features.
You can finally map your own keyboard and controller buttons! There are also sensitivity settings, so you can adjust how smoothly steering works, etc.

Mouse control support has been requested several times, so I added options for mapping that as well. However, it is very experimental right now and may not work for everyone; more work to be done on this feature, but just wanted to get some feedback on it so far.

Mountain Pass 1 & 2 can be fully completed at full acceleration.  Can you do it?

Mountain Pass 1 & 2 can be fully completed at full acceleration.  Can you do it?

Vehicle Handling

I spent several more hours tweaking the car handling controls.  I softened up the steering, reduced the assists, increased standard braking slightly, and adjusted wheel frictions and physics settings.  This fixed the problems with turning the vehicle at mid-high speeds without drift, and made handling feel more natural overall.  It’s still a drift-focused vehicle though!

I also spent a little bit of time tweaking Earl’s ATV handling.  He still has “drunken controls”, but I did soften things up a bit to make it a little easier to handle.  Maybe more work to be done on this later, but let me know what you guys think.

Bike handling is the same.  I’ve found that on some controllers it handles very differently than others though, so you may want to tweak the steer sensitivity settings accordingly.

Spikes

I noticed a lot of people have been making the spikes very large.  This broke how the spike mechanics worked, so I did a quick fix on that.  Basically, the spikes have an invisible collider box around them.  Any characters that touch that box get stuck by the spikes.

I will create a new “High Quality Spike” object in the next update that will have individual colliders for each spike so they will behave more realistically if scaled large.

Other Stuff

I did some minor optimizations on the new Yang tracks to stabilize and improve FPS some.  In a future update I’ll be giving all levels a major optimization pass, but I just haven’t had time to do that yet.

The first Yang track has an experimental new road shader.  Still working through some issues with that not displaying properly on all graphics cards.

Fixed a handful of bugs, including one that kept all relevant vehicle options from being presented in the Official Tracks.

Shadow Distance can have a significant impact on performance.

Shadow Distance can have a significant impact on performance.

Settings

There is no automatic quality adjustments system setup yet, so the default settings are fairly low quality.  You’ll want to take a minute to adjust the settings when you first launch the game.  In particular, you’ll want to set Quality, Resolution, and Shadow Settings.

Below is an explanation of some of the more obscure settings:

Anisotropic Texturing: Makes textures look better at extreme angles.  No need to set to anything lower than “Force Enable” unless you are running that game at or below minimum requirements.

Texture Quality: For low-end setups.  No need to lower this unless your graphics card has low memory or you’re running the game on a very low-end machine.

V-Sync:  Turning v-sync on can tank your FPS!  Only use this if you experience “screen tearing”.  That’s when images look cut/staggered on the screen.

Realtime Reflections: I have this highly optimized, so you shouldn’t need to turn it off unless running on low-end machine.

Shadow Projection: only need to adjust this if shadows seem to be rendering strangely for you.

Shadow Quality: I will add another option to this later for even higher quality.  Generally two cascades will give you good results.  You can turn this off if you have FPS issues though.

Shadow Distance: This can have a significant performance on FPS stability.  Reduce this distance if you have FPS issues.

I will be putting together new development plans and timelines soon and will share those with everyone as soon as it's ready.

v0.4.0: Steam Early Access Release

At last, the day has come!

Guts and Glory is Coming Your Way!

GaG is launching on Steam’s Early Access program tonight at Midnight (February 16th, 12:00AM Mountain Standard Time).

Guts and Glory is coming to town!!!

Tell your friends.  Tell your favorite YouTubers and Twitch streamers.  Hell, tell the world!  Your support is critical because the bigger the launch is, the bigger I can afford to make the game and continue developing it full-time. 

Getting lots of people playing and talking about the game during week 1 is super important for success!

Move out the way!

Pedestrians

Version 0.4.0 introduces the first Pedestrian prototype characters.  Also known as Non-Player Characters, or NPCs.  These guys don’t have any brains yet (AI) so they just stand around right now, just begging to be hit.  I’ve had way too much fun with these guys already, running them over with the car or knocking them down hills and listening to them shout and scream.

There are 6 different NPC characters so far: 2 adult males, 2 adult females, and 2 teens.  Each has their own unique look and high quality voice audio sets.  I still need to add AI to them, so they will wander around and run away from danger.  Currently they’re all a bunch of wusses that “faint” if you come too close to them.

Oh, and I also added these guys to the Level Editor!  Limited to 1 of each type for right now, until they are further optimized.  More characters and higher limits to come.  Have fun :D

Hang on Jimmy

Welcome to Pleasant Park

Pleasant Park is a new Map where beginners can learn the basics, returning players can get a refresher course, and everyone can learn how to master new skills, stunts, and characters.  I’ve added 5 new Tracks to this area, including a sandbox level where you can just drive around the park like a crazy, running people over and getting a feel for controlling each vehicle.

Well... that didn't go as planned....

More Tracks will be added to this Track Group over time, including car drifting and stunt tutorials and how to control Larry (the rocket chair character that is still in development stages).

Slow down - Construction Ahead

Family Vacation

The Yang Family is finally taking their long-awaited road trip… but little do they know, Mr. Yang has financed their trip by signing them up for the Guts and Glory Games!

Version 0.4.0 brings you the first 4 tracks in this new adventure, taking the Yang family through dangerous, winding mountain roads and a night at a creepy motel.  The end of the final level gives some hints at their destination and what it may contain in one of the next updates.

Shortcut!  Wait, watch out for the---  oops

Car Controls

I spent many hours tightening up the car controls and adding some physics assists.  Drifting in the car is now a breeze.  Simply steer hard to the left or right while holding the gas at high speeds or low traction and you’ll engage the drift mode.  Pressing the e-brake can engage drift manually as well.

If you want more control on high speed straights, simply let off the gas and you can steer without engaging drift as easily.

Creepy night level

New Music

New music tracks from a handful of composers has been added across all levels.  They really bring diversity and life to the tracks, making you feel like you’re in a movie action scene or just bringing some funny irony to the situations.

Check out the Credits list in-game.

High speed bike decapitation moves yo

Level Editor Content

Complexity limits have been increased so levels can be bigger and more detailed and a bunch of new content has been added to the Level Editor so Community Tracks can be even more awesome. 

New stuff includes:

  • Pedestrian Characters
  • 3D Letter and Number Blocks
  • A bunch of new Ramps and Loops
  • A large collection of Bushes and Hedges, w/ several variations of each
  • New Industrial Buildings and Props
  • Some prop Vehicles
  • And more!

Ouch

More Screams

More voices have been added to the main characters and I fixed a bug that caused passenger voice audio to often not work.  Also, Jimmy finally has a real voice—not my terrible attempt at creating one.

Early Access Release

The Early Access release on Steam launches tonight at Midnight (Mountain Standard Time), so I’ll be staying up late chugging coffee for that!  I’m super excited to see what everyone thinks of the game so far and hear your feedback.  I’m also really anxious, which is probably normal for any release.  Literally hundreds of hours have gone into this project, so now I just cross my fingers and hope it all pays off and I can continue developing games for years to come!

I look forward to chatting with you all about the game.  Wish me luck!

Feel free to hop onto any of the following groups and join the discussion or just stop by and say hi:

GaG Steam Community

GaG Twitter

GaG Discord

And more links at HakJak.com.

v0.3.10: Bloody Good Times

This week I gave the blood system a complete, epic overhaul, added broken bone stumps, improved the ATV physics, added very helpful new Level Editor tools and more LE content.

Paint the Town Red

Gone are the blood effects that looks like they were from an GTA Vice City; the entire blood system has been completely replaced!  I’m very excited to present to you the brand new blood effects for Guts and Glory!

Blood can now cover just about anything, annnd it can stay on-screen longer!  The goal here was to create an effect similar to Nintendo’s Splatoon game, where the spatter covers anything, no matter how complex the geometry beneath.  The splatters are also animated to actually look like they splatter outward, instead of just instantly appearing.

The blood particles have also been replaced.  They are now animated, more 3-dimensional-looking, and randomized.  They also spurt out periodically, like a burst artery, and eventually drizzle down to nothing.

The blood is stylized, rather than trying to make it look dark and too realistic, but I’ll add settings for those who wish to change things like that.

What a mess...

The bloody little details

Bones and Settings

I’ve also added some experimental broken bones that appear where limbs are torn/broken off.

Gibs and guts will be added later, with options to turn them on/off.

Later I will  also add an option to the Settings menu, so you can you can tweak these settings to your liking, such as: changing blood size, amount and color, how long it stays on-screen, bones on/off, gore on/off, etc.

Wheeeeeeeeeee!

ATV Physics Overhaul

I reset all of the ATV physics settings and built it back up again from scratch, with lots of testing along the way.  It was time-consuming, but worth it.  The ATV now controls better and handling is easier.  Oh, and Earl can finally do the loops!

Let me know what you think of the new ATV physics and if further tweaks should be made.

Move objects around super easy with the new Smart Move tool!

Move objects around super easy with the new Smart Move tool!

New Level Editor Tools

New Tools, Modes and improvements have been made to the Level Editor to make building levels even easier and more fun.  My favorite is the new Smart Move tool.

Smart Move Tool

I’m really happy with this one!  The Select Tool is now a “Smart Move Tool.”  Using this will move objects around the scene intuitively.  It automagically rotates items to match the surfaces of other objects you drag it across, making it a lot faster and easier to build complex stuff.

The Move Tool is now finished with planar and absolute movement settings

The Move Tool is now finished with planar and absolute movement settings

Planar Movement

The Move Tool now has planar movement.  This just means you can click and drag objects on multiple axis at the same time.  To move an object on a plan, just click and drag the small squares near the middle of the movement arrows. 

Just another improvement to make building levels easier!

Global/Local Mode

There is now a Global/Local Mode switch.  This allows objects to be moved in universal up/down, left/right, and forward/backward directions, rather than just according to the object’s rotation.  Very handy when building levels!

Snap-to-Grid

Grid snapping now works for rotations too.  All rotations snap to 22.5 degree rotations, allowing for both quick alignment and fine control.

New Level Editor Content

Trees and buildings are now 25-45% cheaper to place (ie- they don’t fill the Complexity Meter as much).

As usual, new content has been added to the Editor.  This week I focused on adding more to the Nature and Building categories.  I added the following:

·       Nature: Trees: 4 new trees, including large broadleaf types.

·       NEW Category: Nature: Rocks: 25 types, including large cliffsides and small detail rocks.

·       NEW Category: Buildings: Industrial.  Includes a huge warehouse with variations.  Useful for creating small, enclosed tracks or quickly separating an area of your course off from the rest.

·       3 new Terrain Textures that blend well with the new Nature content

Bug Fixes

As usual, I stomped out several bugs along the way.  You can view them all here.

There are two issues not fixed in this update.  The Level Description field does not work well for long text, small windows, or aspect ratios narrower than 16:9, and the Workshop URL link sometimes points to the incorrect page.  These issues will be resolved by next update.

SPLAT!!

Early Access Release Date

Steam Early Access for Guts and Glory begins February 16th! 

Help me to keep working on this game full-time by telling your friends about the release date and adding it to your Wishlist.  Thank you all for your support!

-----VERSION 0.3.10-----
Blood and bones update, new Level Editor Tools and content, and ATV physics overhaul.

v0.3.10.2
LE: Buildings: Industrial: added huge warehouse with multiple variation settings
LE: Buildings: Industrial: added opened and closed generic warehouses
Added new Level Editor Object Category: Buildings: Industrial
Added 3 new Terrain Textures that blend well with new most of the new Rock objects: Stone 6, Gravel 1, and Sand 1
LE: Nature: Rocks: added 25 new rock models ranging from cliffs to detail rocks.
Added new Level Editor Object Category: Nature: Rocks
LE: Buildings: Garages: reduced base complexity cost from 15 to 10; total cost reduced by 25%.
LE: Buildings: Houses: reduced base complexity cost from 30 to 10; total cost reduced by 30-40%.
LE: Nature: Trees: added 4 new trees (more complex than the older trees though).
LE: Nature: Trees: reduced base complexity cost from 30 to 10; total cost reduced by 25-45% each.
Updated blood particles for hanging hooks to new blood system.
Added object pooling to blood splatter for better optimization.  Set to 300 splatter limit for now.  (User settings will be added later to adjust this limit so blood stays longer.)
Replaced old, flat blood splatter decal system with new, dynamic decals system; allows blood to splatter on any surface and stay longer.
Updated in-game Bug Reporter.
Fixed GUI layout that caused level name input field to not be visible if screen size too small.
Fixed bug that caused all Vehicle Classes to be shown if certain GUI menu combinations were done.

v0.3.10.1*
Added visual bones system.  Severed limbs and stumps can now show bones and can be broken/twisted out of place.
Blood spray now spurts in intervals, like an artery burst.
Replaced blood particle system with better looking, highly optimized version.
Updated dismounts for each character based on limbs needed to actually control the vehicle.  (Only Larry had this feature before.)
Added a new music track to Redneck Robin Hood level, by Frank Liu.  (More tracks from Frank will be in the Yang track group update)
Increased grip strength for all Characters by 1. (So they don't die as easily from impacts or high falls.)
Improved ATV physics, suspension, tire frictions, steering and handling in general.  Earl can finally handle loops, and steeper hills.
Increased Track Descriptions on buttons from 128 to 222 characters.
Improved camera handling and consistency on loops.

v0.3.10.0
Added "Smart Move" Tool.  Move objects around the scene intuitively; auto-orients object rotations to surface normals.
Added planar movement to Move Tool; user can move objects on 2 axis simultaneously.
Added Global/Local Mode switch button; allows objects to be moved and rotated in absolute space.
Snap-to-Grid mode now works for rotation of objects.
Fixed bug causing local save/load menu to sometimes not appear after returning from QuickPlay mode.

v0.3.9: More Level Editor Improvements and Content

Although I was able to spend a day and a half working on the new "blood, guts, gibs and gore update," priority bug fixes ended up taking over most of my week.  The gore update is coming along well, but won't be finished until about Feb 3rd.  I want to do it right and live up to expectations here.  In the meantime, I've added several new things to the editor.

Build your own happy communities to host Guts and Glory games

Residential Suburban Buildings

You can now add suburban residential houses, garages and even a chapel to your custom levels!  You'll find these under the new Buildings category, in the Level Editor.

I received lots of requests to add more props and pre-made content to the Level Editor.  This takes a little bit longer than you might think, because I have to make sure each asset that is added is optimized and carefully calculate the "complexity cost" for each, since I have no idea how they will be used or abused in level creation.  Since they are new items, I erred on the higher side for now, and can probably lower the cost of adding each item in a future update.

Eventually I'll be adding some runtime optimization features that combine meshes, materials, etc. to dramatically improve level performance and allow for bigger, more complex creations.  Until then, I'm purposely keeping level complexity limits somewhat limited to ensure Community Tracks run well on everyone's machines.

Spruce up your levels with some Spruce trees!  ... err... Douglas Fir trees

Trees

I also added a new Nature category to the editor.  For now, it's just a basic set of Trees to spruce up your levels, but I'll be adding much more to this over time.  

As you add trees, they'll automatically grow/shrink at random to give things a more natural feel.  You can still resize and rotate them yourself, of course, but this feature just makes things a little faster and easier by default.

Trees also adapt to Terrain changes, so you can place them once and forget about them.  Paint your mountains and hills, and the trees will automagically adjust themselves accordingly.

Calculating complexity costs for these is trickier, because the Unity engine has its own way of handling and optimizing trees that I haven't figured out how to utilize yet.  So for now, trees are kind of expensive to place.  You can use them for props and sprucing up levels, but probably not to build a big forest... yet.

Terrain Physics

Terrain friction physics and effects now work for Community Tracks.  This means each texture type behaves like it should.  Mud is slippery and flings mud off your tires, dusty trails have lower traction, rock textures have high traction, etc.  More terrain texture types will be added in future updates.

Keyboard Shortcuts

Added several new keyboard shortcuts to the Object Mode in the Level Editor.  This really helps speed up level creation, and makes the process more enjoyable in general.  I tried to offer multiple layouts for this, to appeal to different preferences.

Terrain editing shortcuts will be added later.

Level Editor Improvements

I also did a lot of other improvements to the Level Editor and Workshop integrations.

  • Workshop Level Names are now separate from local file names.
  • Level Names can now be any ASCII characters
  • Level Descriptions limit changed from 128 to 2000 characters
  • Camera controls much more smooth and consistent
  • Camera re-positions itself to where you left off when entering QuickPlay Mode.
Now you can build a detailed map once and use it for multiple tracks!

Now you can build a detailed map once and use it for multiple tracks!

Upload as New

I also added an "Upload as New" button.  This is very useful if you want to build a detailed level once, and then use that map to host several different Tracks, similar to what I do with the Official Tracks.  This way you can create challenges of increasing difficulty, or even tell a story.  

For example, you could create a detailed environment called "Haunted Woods."  Then build several tracks using that level as your base:  "Haunted Woods #1", "Haunted Woods #2" etc.  Each level could be harder than the last and tell a tale about this haunted woods environment you created.

As the Level Editor gets more optimized, level sizes can get bigger and more detailed.

Community Tracks keeping getting better and better :D

Workshop Overlay

I added a Workshop button to the Community Tracks menu.  This opens the Steam Overlay directly to the G&G Workshop.  You can now search and subscribe to new workshop levels while in-game!  No more need to go to an external web browser and then return to the game.

Bug Fixes

Thanks to help from beta testers, we rounded up a ton of bugs and killed 'em!  The boss bug, if you will, was one that caused a user's Workshop levels to be overwritten by new uploads if you happened to do things in a certain order.  Another big one was levels being "broken" if the user changed the level name after upload.  To fix this, I had to re-write much of the Workshop file management system.  Boring stuff, but now the big bugs are fixed and everyone's levels should work as expected.

Full list of bug fixes is below.

v0.3.9.1
Checkpoint # now shows via ToolTip when mouse cursor is hovered over any Checkpoint, for easier checkpoint management.
Terrain friction physics and FX now work in Community Tracks (ie- mud behaves like mud, dry dirt is dusty, etc.)
Community Track Names can now be any ASCII characters.  32 character limit.  (Local save file names have same context restrictions though.)
Community Track Descriptions extended from 128 to 2000 characters; first 128 characters will be shown on in-game button list; full description shown on Workshop page.
Replaced "break link" with "Upload as New" button.  Allows multiple Tracks to be uploaded using the same base level file.
Added a Workshop Button to the Community Tracks Menu.  Brings you directly to the Workshop via Steam's overlay.
Added a Workshop hardlink URL to the bottom of the Community Tracks Menu too, for external browsing.
Added confirmation pop-up when user clicks "New" or "Main Menu" buttons and there has been any possible un-saved changes.
Level Editor: camera controls are now smooth and consistent; much easier to navigate scenes.
Level Editor: camera now resets to same position and rotation as it was before entering QuickPlay mode.
Level Editor: NEW Object Category: Buildings: Residential Suburban:  Houses, Garages, and Special
Level Editor: NEW Object Category: Nature: Trees.  With 3 tree objects.  (Set Complexity Cost fairly high until it's been tested and optimized further.)
20% boost refilled to Boost Meter when player respawns.  (Set to 30% full if < 25% when player hits checkpoint.)

v0.3.9.0
Fixed bug that caused Community Tracks to not load in Play Mode if the item Name was changed in the Workshop after upload.
Fixed bug that sometimes caused Workshop link at bottom of Level Tab to show incorrect name.  (However, these will not match if you change level name after upload.)
Fixed bug causing Workshop Upload Success Message to sometimes not appear after a successful upload.
Fixed bug causing Steam Overlay to sometimes show improperly/freeze on low-end machines.
Fixed bug causing Character Selection Menu to show after every respawn on some tracks.
Fixed bug causing limbs to sometimes not dismember when they should and cleared connected audio playback error.
Fixed bug causing "Personal Best Time" to not save correctly / show correctly on selection menu after changing file names.  (This may erase old saved times, but I did my best to preserve them.)
Fixed bug causing Earl to randomly eject from his seat when climbing steep angles.
Improved Workshop file system for better reliability and speed.
Minor GUI improvements.
Level Editor: Object Mode: New keyboard shortcuts:
    Delete: Backspace, or Delete
    Select: 1 or V key
    Move: 2 or Space key
    Rotate: 3 or R key
    Scale: 4 or X key

v0.3.8: Physics Materials and Level Editor Improvements

Today I'm uploading the first update to Guts and Glory on Steam.  Man, that feels good to say!  This update brings a host of new features and bug fixes to the Level Editor.

Beta Branch (IMPORTANT)

Going forward, if you want to access the very latest build of the game, you'll need to opt-in to the Beta branch on Steam.  It's super easy to do.  Just go to your Steam Library, right-click Guts and Glory, then go to Properties and select the Beta tab.  Detailed instructions here: http://steamcommunity.com/sharedfiles/filedetails/?id=182912431

If you wish to wait until updates have been tested more before installing then don't do anything.  You'll receive updates automatically about a week or two after they've been battle tested by others.

Physics Materials

All Building Blocks and Physics Blocks now have a Materials option in the Level Editor.  Each Material will change the texture, mass, drag, and other physics properties of your Block.  Turn a Block into Metal and it be behave like a heavy hunk of metal.  Turn it into Rubber and watch it bounce across the screen.  Turn it into Foam and it will be light and fluffy.  Making a Block larger or smaller will also change its physics behavior.  The goal here is to create something similar to Little Big Planet's materials system.

Materials also affect wheel traction on vehicles.  Plastic is a little slippery, and "Grippy" material behaves like grip tape on a skateboard.  Each has its own nuances.  Audio and particle effects will be added later.

Now you can make giant metal rolling balls of death, falling stone spikes, foam pits or a ton of other creative stuff.

More Materials will be added in future updates.  I just have to figure out a more efficient system of adding them first--currently I have to update each Block manually.

Snap-to-grid mode is brand new and just a little buggy

Grid Snapping

I got several requests for this feature.  You can now turn global grid snapping on/off in the Level Editor by pressing the Grid Snapping button in the top ToolBar.  This will shift any item you're editing to the closest 0.5 meter increment, making it a lot easier to line-up objects or fine tune your tracks.

This currently only works with the Move tool.  Rotation, and maybe scaling, to be added later.

Checkpoint Manager: those little colorful circles in the lower left corner

Checkpoint Manager

The Level Editor now has a Checkpoint Manager in the lower left corner of the screen.  As you add/remove Checkpoints, this will show you how many you have on the map.

Click any of the Checkpoints to make it your temporary Respawn Point.  Next time you press the Quick Play button, you'll automatically start from that Checkpoint instead.  This will make play-testing your levels much faster and easier.  (Shoutout to Kr4zy Z4ch for the recommendation.)

The Checkpoint Manager also ensures there are no missing Checkpoints before the level can be uploaded to the Workshop.

Hazard Glitches

Saw Mills, Hanging Hooks, and Wrecking Balls are now static during level editing, for easier handling.  The ropes no longer spazz out if they pass through other objects during editing, and saws don't break apart.  In general, moving objects around is much less glitchy.

Landmines

Landmine bugs should be fixed now.  There was an issue causing them to sometimes spontaneously explode for no reason the first time you enter a Community Track.  

Another bug caused them to sometimes fall through objects during editing.  To fix this, landmines are now static during editing, so you can manipulate them just like Blocks.

Landmine textures have been changed to bright yellow and red.  They were way too hard to see on grassy maps.  They still only have a red glowing light in the dark though.

Landmines now have a Sleep mode.  Yes, this means you can put them on walls, ceilings, or suspended in the air.

GUI Improvements & Death Bugs

There is now a "Next Track" button for Official Tracks.  I ran into issues with adding this for Community Tracks, so that will have to wait until another time.

Bugs such as the play mode HUD ("Ready? Go!") getting stuck on screen, disappearing buttons, and stretching for some aspect rations should now be fixed.  Also, animations have been removed from file menus in the Level Editor to speed things up.

There was also a bug that sometimes caused the game to think the player was dead after a respawn.  This should be fixed now as well.

Falling into infinity is no more!  Going off the map will auto-respawn your character now.

More Materials will be added in future updates... any requests?

Other Improvements

Thanks to your feedback I was able to track down and stomp out several bugs and make other improvements.  Finish Point flags should stay up better, some difficulty curves have been improved, fences are stronger, skids marks work slightly better, and headlights now automatically turn on at night.

Change Log

Going forward I will also start posting my development change logs, for those of you that like to see all the details.  (That 4th number is just my internal versioning system.)

v0.3.8.1
Added basic Music & Global Volume control sliders, under Settings Menu.  (Does not save settings to PlayerPrefs.  Temporary solution that will be replaced by more comprehensive Settings and Audio systems.)
Added global grid snapping mode.  On/off button in top toolbar.  (Does not yet work for rotation or scaling.)
Added Materials options to Building & Physics Blocks.
Materials change the Texture, Friction, Mass, and Drag of the Block.  (Audio feature will be added later.)
Scaling Physics Blocks now changes the total Mass of the object (ie- larger physics objects are now heavier and slower than smaller objects).
Materials on Physics Blocks affect Wheel traction, audio, and particle fx.
Reduced ToolTips pop-up time for 0.5s to 0.4s.  (Will later add Settings option to turn on/off, plus Tutorial/vidoes.)



v0.3.8.0
Fixed SawMills glitching/breaking during level editing.
Fixed Wrecking Ball rope glitching/breaking when intersecting other objects during level editing.
Fixed Hanging Hook rope glitching/breaking when intersecting other objects during level editing.
Fixed LandMines exploding unintentionally when starting some levels first time.
SawMills, Wrecking Balls, Hanging Hooks, and LandMines are now static during level editing, for easier handling.
LandMines now have a physics sleep option.
Changed LandMine texture to yellow and red for better visibility.
Slightly reduced odds of floating skid marks; may need to replace with new system in the future.  Low priority.
Improve Finish Point flags so they are less likely to fall over in Community Tracks.
Made fences a little stronger and less likely to knock down other segments.
Headlights now automatically turn on/off by default for night/day.
Falling out of level boundaries automatically respawns at last checkpoint.
Removed pop-up menu animations to speed up workflow in Level Editor.
Reduced difficulty of Whiplash level to improve difficulty curve.
Added "Next Track" button for Official Tracks.
Added an unlock override feature in case someone gets really stuck on an Official Track.  (Hit Next Button in Pause Menu 4x.)
Added "Respawn Selector" GUI in Level Editor.  Quickly see how many checkpoints you have, and easily spawn at any of them for play-testing.
Added system to check for gaps in Checkpoints before they can be uploaded to the Workshop.  Helps to ensure level can actually be completed.

Steam Private Beta

What will YOU create in the new Workshop Level Editor?

After more than 400 hours of game development since the Yang Demo was released, I’m happy to announce that the Guts and Glory private beta is finally ready on Steam! It will begin this Friday, January 6th, at 7:00am MST.

A Steam Key will be posted to your HumbleBundle Download page on this date.  If you lost that link, you can request it again here using the same email address you use for Kickstarter.

This version is open to all Kickstarter Backers of the Golden Prestige Pack and higher levels, and limited Press.  There will also be a few keys given away to HakJak Newsletter subscribers the following week, so sign-up now if you haven’t already!

Currently running on Windows and Mac.  I’ll be working on the Linux build very soon.

Create infinite new challenges!

Level Editor + Steam Workshop

I wanted to get this into your hands as soon as possible, so please understand this is a “bare bones beta.”  It’s as raw as they come.  The primary feature of this version is the brand new Level Editor and Steam Workshop integration.  It’s only the beginning stages of the editor, but is already powerful enough to build some very cool stuff.

Level creation is very easy.  Just hit the “Create” button on the Main Menu to get started.  Hover the mouse cursor over any button to see a Tool Tip explaining how things work.  As you build, you can press the “Quick Play” button at any time to instantly play test.  Once you’re finished, you can upload your level to the Steam Workshop with a single button.

I will be adding more to this very quickly, and I can’t wait to see what you guys create!

Track Groups: each tells a story... well kinda...

Official & Community Tracks

Tracks are now divided into 2 sections: Official Tracks and Community Tracks.

Official Tracks are now placed into Track Groups.  Each group loosely follows the story of a specific character(s) and theme.  Each track the groups is also locked until you complete the one prior.  Don’t worry though—I toned back the difficulty levels on many of them, and revised or replaced others!  Any levels you completed already in the alpha (v0.3.3) should already be unlocked for you, if you’re playing on the same computer.  Not a lot of new content in this section yet, as my focus has been on the Level Editor and community tracks.

Your Personal Best Time is now shown directly on each level button.  Leaderboards will be added later as well.

Community Tracks will show a list of all the levels you have subscribed to on the Steam Workshop, as well as your Personal Best Time for each.  Just hit the “+” or subscribe button on a level in the Workshop.  After you subscribe to new levels, they will be added to this list if you leave it and return, or just hit the Refresh button in the upper left corner.

The new Vehicle Classes legend is shown on the right

Vehicle Classes & Controller Support

Vehicles are now divided into Classes.  This will make it easier to build new content and tracks designed around specific types of vehicles.  You can also set which Vehicle Classes are allowed in tracks you create in the Level Editor.  This is much faster and easier than having a long list of all characters that will be in the game. 

Controller support has also been added to everything except the Level Editor.  So you can finally kick back and play without messing with the mouse!

Play God.  Create and destroy!

Steam Store and Community Pages

I’m in the process of building the Steam Store and Community pages right now.  I should have them done today, and will submit to Valve for approval.  Once approved, you will be able to share screenshots of the game on Steam Communities, see the public Workshop page, add the game to your Favorites for future notifications, share with friends so they can add to their Wishlist, etc.   This process can take up to 5 business days.

Until then, the Steam Workshop page may be a little harder to find.  If you can’t reach it through Steam Search, then just upload a level and it should take you there; the first time you upload a level, it should take you directly there in your Steam overlay.  Just bookmark this page for now, or wait until it is published publicly by Valve in a few days.

Turn up that glorious new music!

Music

Guts and Glory now has an epic, custom theme song created by Ressa Schwarzwald! I think you guys will love it!

I’ve also added several custom and licensed music tracks throughout the game, with much more in the works! They really add a lot to the game and bring the levels to life. I love the irony created by the new music in the Rooftop Hop track and Industrial Power too.  

Music options will be added to the Level Editor soon as well!

Thank you for all your support!!!

Thank you for all your support!!!

Awards

I am also very honored to say that Guts and Glory has received a couple video game awards! It received IndieDB’s “Editor’s Choice” Award and also placed in “Player’s Choice: Best Upcoming”.  

HUGE THANKS to everyone who voted and has supported this project! When the days get long and I get stuck on some really difficult code, seeing your support is a huge motivation.  

A Final Note

I apologize for the long gap of time between last update and this one.  Adding the Level Editor and Workshop integration was one of the biggest challenges so far, and I've just been absorbed in it for the past month or so.  It's mostly been a lot of technical stuff that doesn't offer much "show and tell" for an update.

However, now that this part is complete, it lays the foundation for the game and sets things up for rapid development going forward.  I should now be able to do much more frequent (and fun) updates, and I look forward to your feedback to help shape things to come!

Level Editor Early Preview

The past couple weeks I've been hard at work implementing the new Level Editor for Guts and Glory, and I'm happy to say it's coming along great!  While there is still much work to do, I wanted to give you guys a quick update on the progress so far.  Check out the video above for a timelapse preview of the level editor in action.

The goal here is to make building levels as easy and fast as possible, while providing for lots of flexibility and power to create anything you want.  The Level Editor is really the heart and soul of this project, so a lot of attention will be dedicated to developing it further over time.

Quickly set a checkpoint to save or not.  This creates respawn points.

Currently, it has the following features:

  • Terrain creation, editing and painting.  Make mountains, hills and valleys with ease--or just a bumpy motocross track.  Create plateaus, smooth the terrain, and paint grasses, dirt, mud, etc.
  • Assorted building blocks to create any architecture you want.
  • Assorted physics blocks to create all sorts of interesting physics sandbox scenarios. Even put them to "sleep" so they don't activate until you touch them.
  • Textures that change dynamically to object sizes (like Little Big Planet) so everything looks good no matter how big or small you make them.
  • Easy color changes
  • Lots of Hazards and Special Items you can drag and drop into levels with ease, then tweak settings.  For a good example of this, see the MegaFan in the video above.
  • Easy Waypoint management.  Drag and drop waypoints onto any surface and easily mark if they are saving checkpoints or just regular waypoints.
  • Fast test plays and editing.  Jump into the track with the push of a button, play test it, then back to the editor just as easily to finish.

Next up I will be adding dynamic Materials, similar to Little Big Planet.  This means you can turn basic blocks into bricks, metal, foam, ice, etc. and it will behave like that material should.  I also plan on doing the same for the terrain, so dusty trails, mud, ice, etc. behave like they should.  This should round out the basics of the level editor and make it ready for the Beta.

The Challenges

Adding a level editor to Guts and Glory was harder than I anticipated.  As I built the game, I tried to plan ahead and structure everything with this in mind, but it's impossible to predict how everything will work ahead of time.  I won't bore you with the nerdy details, but basically several parts of the game "broke" as I started to integrate the editor.  This set me back a few days, but all is well now!

What's Next?

There are a few things I need to finish before the Level Editor is ready for the Beta:

  • Add a "complexity limit" bar, so levels don't get so large they crash lower end computers
  • Finish the file management system
  • Finish the user interface and some minor bug fixes
  • Update the Timer to record user made level times

I'm hoping to knock those out over the next couple days or so.  Then I will do a stripped-down build of the game and start learning how to upload it to Steam, integrate it with the Workshop, etc.  My goal is to have the basic Level Editor fully functioning in time for the Beta, so players can start building and sharing levels right away!

Before the Beta is ready I will also need to select which "official" tracks stay in the game, polish them up, and finish the main level selection menus so they are map-centric instead of one giant list.  I also have some more work to do to get Larry fully ready to play, and really want to add the control customization as soon as possible.  Fingers crossed that I can get all this done before the Beta starts next month, but so far it looks like things are right on track!

Kickstarter Post-Mortem: Guts and Glory

As most of you reading this probably already know, the Kickstarter for Guts and Glory successfully ended on October 16th!  1,125 amazing people pledged a grand total of $34,053 to make this game more epic, bringing the total funding to 112% of the target goal.  After pledges that didn't clear, and the Kickstarter and processor fees, that should put it right around the the target goal of $30k.  Now I can afford to work on the project full-time until Early Access release (crazy?  maybe... but sometimes you gotta take big risks if you want big rewards right?), and will soon have some more resources to make the game bigger, better and faster!  

A screenshot from the demo track shown at TwitchCon, prior to the Kickstarter

So, for those of you interested, here is a brief Guts and Glory Kickstarter Post-Mortem:

  1. Momentum and hype are critical.  In retrospect, I wish I would have done this Kickstarter smack dab in the middle of the Steam Greenlight campaign, when new internet traffic was at it's peak and people were trying the open pre-alpha builds for the first time.  Running the Kickstarter when the hype was at its peak would have been much more efficient and effective, as the 2 campaigns would feed off each other.
  2. Kickstarter is less appealing for indie games than it used to be.  Thanks to so many projects that have burnt their backers, or made pie-in-the-sky promises, people are less trusting of backing projects than a few years ago.  There are also many more active projects competing for those dollars at any given time.  Despite the fact that G&G had incredible Greenlight stats, #1 rank on IndieDB for several weeks, a well-known indie publisher, and very strong YouTube support, it didn't just "take off" as quickly or easily as I was hoping it would.  Many people wrote me simply stating that they loved the project and were stoked to buy it, but simply didn't want to hassle with the Kickstarter process.
  3. Digital-only Rewards are a great option, as long as you give them enough value.  Most campaigns seem to have a lot of physical goods involved.  This quickly eats up a ton of the funds raised for production, shipping, VAT, etc.  I wanted to ensure that as much of the funds raised as possible went directly towards making a better game, rather than making T-shirts, so I opted for digital-only rewards.  (Thanks, TinyBuild, for steering me in the right direction on this one!)  Much to my surprise, the top tier ($1k level) rewards actually sold out!  So in the end, it paid off, and now I can focus purely on the game immediately, rather than producing and shipping a bunch of physical stuff.
  4. Different communities, different cultures.  The Kickstarter community and culture seems much different that what you generally find on Steam.  I believe more mainstream/family-friendly titles, in general, would do better on Kickstarter than "edgier" games like G&G.  The vast majority of pledges came from first-time backers.
  5. Make the $25 reward a "no-brainer" in value.  Pack as much as you can in there to make it very appealing.  This is the average Kickstarter pledge amount, so this should be your primary target reward.
  6. Cross-promotions can help a ton!  Over halfway through the campaign, I was able to offer a sweet cross-promo deal with the folks at Dynamic Pixels, thanks to my publisher, TinyBuild.  Those that backed at the $25 level or higher would receive early access to the alpha build for Hello Neighbor, another highly anticipated indie game.  It worked wonders and gave that extra push needed to cross the finish line and help ensure success.
  7. Success breeds succcess.  As soon as the Kickstarter funding goal was hit, there was a huge spike in traffic and pledges after that.  People want to be part of something that is a guaranteed success, so the lower you can set your goal and the faster you can hit, the more funds you're likely to generate.

There's a lot of work involved in running a Kickstarter campaign.  It takes up more time than I expected, but it was a huge learning experience and ending up paying off.  Hopefully these key takeaways will help others looking to start their own Kickstarter in the future.

Since the Kickstarter has ended, I've already fulfilled the first couple rewards.  The first was the package of "Glorious Goodies": exclusive wallpapers, a printable poster, and a fun papercraft.  HumbleBundle has an awesome rewards fulfilment system, so that made the entire process a breeze.

The second one was much more fun: the Yang Family Demo!  This is basically a big physics sandbox map for players to try out the Yang Family and their car for the first time, explore the map, and wreck in creative ways.  This car has been one of the most anticipated characters, so using them as a backer incentive has worked out well, and has also been a good source of feedback.  It also taught me that I will need to make optimization a priority going forward if I want to add the gobs of physics-based content I'm planning for the full game.

Prototype AI cars in the Yang Family Demo

Now that I have the immediate rewards fulfilled, I can wrap up some misc. work this week and then go into next week focusing fully on developing the game further and preparing for the Beta Access release.  That's where things should start getting really interesting....

Bringing a whole new meaning to the term "blended families" in the Yang Family Demo

Larry and his Rocket LawnChair

Kickstarter ends in 3 days, claim your glory before it's too late: https://www.kickstarter.com/projects/hakjak/guts-and-glory

Wow, it's been a busy month!  Running a Kickstarter is hella hard work, but it's looking like it all may pay off soon.  There are just 3 DAYS LEFT and it's 87% FUNDED!  That's cutting it close, so I really hope enough new pledges come in to meet the goal.  Kickstarter is an all-or-nothing platform, so if it comes up even $1 short of hitting the goal then everything is refunded and no rewards sent out.  So crazy!

Luckily you guys have been amazing support.  As the deadline nears, tweets and posts have increased, and many backers have even increased their pledges, pushing us closer to that sweet finish line.  These next 3 days are both exciting and nerve-racking.

It's easy to let all the power of this thing go to your head.

I've been hard at work on the 4th character for the game:  meet Dr. Lawrence Walters, also known as "LawnChair Larry!"  He was once a very successful rocket scientist, but one day discovered the wonders of LSD and lost his mind.  Now he's building his own rocket-powered contraption from spare parts so he can compete in the Guts and Glory games and reclaim his former life--or just feed his addiction.  He's not quite sure yet.

Getting the physics and controls to work well for a vehicle like this was a big challenge.  At first, it just wanted to fly all over the place uncontrollably like a balloon losing its air!  (Thought I was playing Goat Simulator for a minute, haha!)  But eventually I found a way to integrate it into the rest of the vehicle physics system and stabilize the controls.  It's so much fun to just fly around on this thing that I probably spent more time than I needed "playtesting" it.

Added a sweet new shader for the rocket flames as well, which really brings them to life.  I'll upgrade the vehicle boosters to something similar as well.

Up, up, and awaaaayyyyy!!

I've also been working on a new map for prototyping, playtesting, and benchmarking changes.  I call it "Map X" and you can see it in the trailer above.  This will be a part of the Beta on Steam, so everyone can rapidly test adjustments made to vehicles on a wide variety of settings.  There are track areas for each class of vehicles, include a large car course with a large loop and jumps, terrain friction testing areas, and more.  I'll continue to expand on this map as needed during development.

I've also done some bug squashing and a little bit of optimization work.  Discovered that having v-sync on by default is a terrible idea as well, so if you have low FPS, try turning that off.  My friend's computer went from 30FPS to 300FPS just by doing that!  Also, in future versions of the game I plan on adding some legit bug reporting and analytics features so I can fine-tune things much more efficiently.

That's it for now!  I'll be setting up an official Steam Store page/Community Hub soon and adding a control customization system.  Once those are done it will be time to start building a level editor!

Thanks again to everyone who has supported the Kickstarter and fingers crossed that we hit that goal before time is up!

“Hello, Neighbor!” (Alpha Steam Key for G&G Backers)

Back Guts & Glory on Kickstarter and get a Steam Alpha Key for this epic game too!

Back Guts & Glory on Kickstarter and get a Steam Alpha Key for this epic game too!

Back Guts and Glory and Get an Alpha Steam Key for Hello Neighbor

Great news!  The brilliant minds behind the innovative game “Hello Neighbor” have agreed to do a sweet cross-promotion deal.  Now, anyone who backs Guts and Glory at the $25 level or higher will also get an Alpha Access Steam Key to this amazing game!

What is Hello Neighbor?

If you haven’t heard of this awesome project already, Hello Neighbor is a Stealth Horror Game about sneaking into your neighbor’s house.  You play against an advanced AI that learns from your every move, so the more you play, the smarter he gets!

What dark secrets is this guy hiding in his basement?

I'm gonna get you!

Developed in Unreal Engine 4 and coming to PC Summer 2017

Features:

- Stealth Horror

- Procedural AI

- Pixar-style visuals

- Extremely tense gameplay

I'm so excited for this game and happy to do a cross-promotion with them!  Check it out and help me spread the word about this awesome opportunity to help two great projects at once!

Back Guts and Glory and get your Hello Neighbor Alpha Key too!

(see Kickstarter page for details)

TinyBuild Publisher + PS4 and Xbox One Versions Coming!

Guts and Glory is about to get a whole lot more glorious!

I'm happy to announce that I've partnered up with indie game publisher tinyBuild to bring Guts and Glory to the next level!  Thanks to their marketing muscle and console porting expertise, PS4 and Xbox One gamers will also be able to join the bloody good times!

IMG_0113.PNG

Guts and Glory will now have a multi-platform launch next year, but you don't have to wait to try it! There's currently an OPEN ALPHA available for FREE on IndieDB.com. It's only in early development, so there will be lots of improvements and new features to come. Give it a try and let me know what think!

Guts and Glory, coming to PS4 and Xbox One! 

Guts and Glory, coming to PS4 and Xbox One! 

The game will soon go into Private Beta on Steam. This beta will be available only to Kickstarter backers and select partners (i.e. - verified Twitch streamers, etc), so jump in while you have the chance, try new content before anyone else, and help shape the future of this game!

Help me spread the good news, try the Open Alpha, and back this baby on Kickstarter if you like what you see and want to help make Guts and Glory bigger, better and more glorious!

- HakJak

Let's KICKSTART This!

Let's make G&G Bigger, Better, and FASTER!

Let's make G&G Bigger, Better, and FASTER!

Kickstarter begins September 15th!

New, FREE UPDATE will be released before then on IndieDB.com!

There will be both FREE and financial ways to support the Kickstarter and add new features to the game, so every visit to the page helps :D

Here is a link to my profile page if you want to Follow me on Kickstarter.  A link to the project will appear there once it's live.


Some of you have been wondering what I've been up to since Guts and Glory got Greenlit. How much progress have I made on development?  How much content will be available when the game launches on Early Access?

Well, unfortunately this month has been slow for development due to one big reason:

My demanding day job :P

I typically work 50+ hours per week, meaning most work on the game only happens on weekends or very late/early in the day.  Lately, this has increased to around 60+ due to a lot of changes!  It's time to make some tough choices....

The time has come for me to take a leap of faith. TO QUIT MY DAY JOB AND WORK ON THE GAME FULL-TIME!!  To make Guts and Glory bigger, better and faster than I ever could part-time!

But to do this I need your help!  

So I'm launching a Kickstarter next month and I hope you will drop by and support it. Even if you cannot afford to back it financially, there will be many "Community Rewards" setup that will help bring new things to the game for FREE!  It's also a great chance to get in on beta testing, nab exclusive content, or even become a character in the game!

So please help spread the word about the upcoming Kickstarter for Guts and Glory, and remember that every share, like, tweet, and donation helps to make the game bigger, better, and faster!

Thank you for your support and I hope this Kickstarter is a ton of fun!

- HakJak

GLORIOUS GREENLIGHT!!!

Let nothing stand in your way on the road to glory!

Guts and Glory has been given the Greenlight by Valve!

Time to stomp the gas pedal and race towards an Early Access release in Spring 2017!  My goal is to have a Level Editor, Steam integration, more Maps, a bunch of official Tracks, new Hazards, and some fun new surprises in store for you by then!

I might even drop another freebie on the way  ;)

Again, I want to sincerely thank everyone who has supported this project!  It has been amazing!  In the coming months, when things get harder than reaching that last checkpoint in 'Cannons on Main Street' or your first time down 'Chapel Hill', it will be all that support that will carry me through.

My promise to you is to give this project my best efforts to make it a long-time favorite in your gaming collection.  I will do my best to make it something worthy of your hard-earned dollars, and something you can enjoy over and over again!


More to come!
Be sure to favorite this game and follow me on Twitter/Facebook/etc for the latest info, or sign-up for the newsletter here.  (Note: I will be setting up a new newsletter system in the near future so I can keep up with the growing list.)


Thank you!

- HakJak