Community Vote #3: Pedro and Priorities

Pedro, a favored getaway driver for The Cartel... or at least he used to be

Pedro, a favored getaway driver for The Cartel... or at least he used to be

Community Vote #3 has begun!

Vote on Steam to decide which version of Pedro will make it into the final game.

Also, help decide which of these features gets added next:

  • Guts
  • Blood/Gore Settings: increase, decrease, or turn off
  • Desert Theme: textures and props
  • Snow and Ice: textures and props
  • Time of Day + Lights with color options
  • Special FX: fog, dust, smoke, embers, etc.
  • More Materials: lava, death fog, transparency, etc.
  • AI Vehicle Updates: more types (Mad Max anyone?), updated models, ragdoll drivers
  • Level Editor optimization: double level size limit
  • Camera Switch: toggle between characters
  • Orbit Camera: move mouse to look around; snaps back after you stop
  • Community Track Leaderboards
  • Pedestrian AI: simple wander and flee behaviors
  • Driver Ragdoll Movement: apply forces to flop around in a given direction
  • Steam Avatar Box: add your "signature" to levels by dropping in a resizable cube with your Steam Avatar icon on it.
  • Tutorial Videos / Guide
  • Zero Gravity Zones
  • More Hazards: _________?
  • More Special Items: _________?
  • More Props: _________?
  • Other...?

Comment below or on Steam to cast your vote and help prioritize development on Guts and Glory!

VOTE NOW AMIGO!

v0.5.4: Big Summer Update #2

Big Summer Update 2

Today marks the release of the second major update in a series of Community Vote events where you, the amazing Guts and Glory fans, get to vote on the content you want to see in the game!

Zoe Zoom, stunt woman extraordinaire

Zoe Zoom, stunt woman extraordinaire

Zoe Zoom

Class B Vehicle

Nobody knows where she came from, but everybody loves her! Zoe Zoom has captured the attention of fans across America, and soon the world!

Already famous for her death-defying stunts like jumping a school bus full of children across the Grand Canyon, Zoe is ready to claim her presence on the global stage by entering the Guts and Glory games.

In last month's Community Vote #2 event, she won the vote by a huge margin.  You guys really love this one!

Her stunt bike is built for high speeds, maneuverability, and landing extreme jumps.  On flat ground she can reach speeds of over 100 mph with her rocket boost alone!  Similar to the bicycle, you can use the Roll buttons to lean extra hard into a turn, rounding corners very sharply at significant speeds, and her shock system can absorb some fairly rough falls.

Zoe is ready for any stunts you throw her way!

Leaderboard glory!

Leaderboard glory!

Steam Leaderboards

Leaderboards are here at last!  Compete with your friends for the best track times, or fight for a place in the glorious Global Top 10.  Times are tracks to the millisecond, so every move counts.

Leaderboards can be sorted by:

  • Personal Best Time vs Global Rank
  • Friends vs Friends
  • Global Top 10

***** Log In Soon *****

The first time you log into Guts and Glory, your best times for each completed Official Track will be automatically uploaded to the Steam Leaderboards.

Leaderboards are currently just set for Official Tracks.  Later I might add more boards for Stats / Community Tracks.  (There's a limit on the number of leaderboards Steam allows, so this is a little trickier to execute.)

Can you beat everyone's best track times?

Break all the thinnnngs!

Break all the thinnnngs!

Mass Destruction

I did a huge optimization pass on all of the destructible items in the game, boosting their performance by as much as 50%!  This allowed me to finally add these objects to the Level Editor.

Destructible Items

There are now 31 new Destructible Items in the Level Editor!

Navigate to Props-->Destructible Items to start using them now and add some more chaos to those Community Tracks.  There's a wide variety to choose from, including Glass, Chip Boards, Fences, Dishes, and the classic Wooden Barrel.

Change Log

v0.5.4.3
- Fixed Leaderboard time formatting bug.
- Leaderboards now close automatically when "Next Track" button is pressed.

v0.5.4.2
- Added Steam Leaderboards for Official Tracks: Personal Best, Friends, and Global Top 10
- Added "Leaderboards" button to Pause Menu (Leaderboard will also pop-up 2 seconds after completing a level, with notification if you achieved a new high score)
- Added legacy updater: polls for local track time saves and uploads them to the Steam Leaderboards for Official Tracks.  (Only runs once per machine, during initial application launch.)

v0.5.4.1
- Added Zoe Zoom and her stunt Motorcycle (new Class B vehicle)
- Optimized Destructible Props (30-40% more efficient)
- Level Editor: New sub-category: Props-->Destructible
- Added 31 new Destructible Props (glass, chipboard, fences, bottles, vases, etc.)
- Added controller support for hats menu in character selection screen.
- Removed "Gear" UI from Community and Level Editor scenes (un-used legacy UI).
rocket woman

Now go forth and build some insane stunts for Zoe!!

v0.5.2.2 patch + Music Box

35 glorious tracks

35 glorious tracks

The Level Editor now has a Music Box!

This means you can finally add background music to your Community Tracks.

Just drag-and-drop the Music Box object into your scene and select a song. If the player comes within 30 meters, the music will automatically play!

Place at the Start Point if you want the song to play immediately.

Place Music Boxes at different points along your track to change the mood!

There's a total of 35 songs to choose from so far:

  • Roarin Good Time
  • Casual Day
  • Casual Afternoon
  • Dreams of Glory
  • Speed Metal Mayhem
  • Clockwork Princess Carnage
  • Pep in Your Step
  • Treacherous Trail
  • Road of Your Dream
  • Glory Run
  • Sandbox
  • Heroic Quest
  • Adrenaline Drums
  • Magic Movie Boy
  • Strange Family
  • Creepy Motel
  • Restless Sunset
  • Redneck Joyride
  • Industrial Cowboy
  • Psychedelic
  • Sundae Reggae
  • Syncope
  • Funk It
  • Throwback
  • The Streets
  • Fight to the end
  • Chiptune Happy Go
  • Platform Action
  • Loopy Dooper
  • Excuse Me
  • Family Field Trip
  • On Our Way
  • Plucked Away
  • Prepare for Battle
  • Timeless Hero

There's a wide variety of tracks to choose from, including themes such as happy-go-lucky, speed metal, country, funk, horror, action movie and more!

Add music to your existing levels and make them even more glorious!

Patch Notes

This update fixes some bugs as well:

  • Fixed the "X" and "return" buttons on the Community Tracks pop-up menu and Character Select menu
  • Fixed Hat selection GUI aspect ratio bug that caused some Characters to be unselectable at square/portrait aspect ratios
  • Fixed bug that causes Community Tracks pop-up menu to freeze/become non-interactive for some players
  • Removed Larry from Yang tracks (unfair time advantage)
  • Hid News text on Main Menu when level selection screens open
  • Un-pausing the game now auto-closes the Community Tracks pop-up
    menu
Twitter header

Twitter

Follow me on Twitter to get the latest updates, #gamedev work-in-progress previews and other nerdy nonsense.

#GutsAndGlory   #GaG

Level Design Contest - $20 Steam Card

There's still time left to grab that Summer Sale cash!

There's still time left to grab that Summer Sale cash!

Only a couple days left to enter the Level Design Contest!

1st Place Prize is a $20 Steam Gift Card plus some sweet DLC keys.

Other prizes for 2nd and 3rd runner-ups.

Only a handful of entries so far in this brief contest, so odds are good!

DEADLINE JULY 2nd

------Check out the details here-----

v0.5.2: Big Summer Update #1

New characters Jack & Jill + AI Vehicles = 1 crazy combination!

New characters Jack & Jill + AI Vehicles = 1 crazy combination!

This Summer is all about community content. More characters, more hazards, and more awesome Workshop content so you guys can keep making bigger and better Community Tracks. Let's build some glorious new community challenges!

Meet Jack and his sister Jill, the newest challengers to enter the Guts and Glory Games

Meet Jack and his sister Jill, the newest challengers to enter the Guts and Glory Games

Jack & Jill

Jack and Jill went up a hill… and then they rolled down in pieces.

This week Guts and Glory gets a brand new set of Class A characters! Trying to make it to the finish line with sister in tow can be a real challenge… but if you just get tired of her you can disconnect the rope at any time! (Just press the new Eject button once.)

Jack and Jill are just two fun-loving kids. Brother and sister, actually. Unlike most siblings, they get along well together (most of the time) and love to go on adventures any chance they get. As long as they’re back home in time for dinner, their parents pretty much let them do anything they want.

While getting slushies at their local convenience store, they saw a poster for The Guts and Glory Games and signed up the same day (there’s no age limits, after all). Now they could go on “the ultimate adventure” and win a ton of money! Great idea, right?

Jack rides a child’s version of the popular Golden Goose brand of bicycles, and generally tows his sister around in a small “Lil Waggy” brand wagon. They’ve gotten pretty good at doing jumps and stuff, so they're totally ready for this.

See ya!!

See ya!!

Human projectiles are a thing now

Human projectiles are a thing now

EJECT!

At last! You can now manually eject the driver at any time. 

Just press the “Z” key to launch your character from their seat (“B” button on Xbox controllers | “Circle” button on Playstation controllers). 

They’ll go flying in whatever direction the top of your vehicle is pointing, so lots of creative level design potential here!

If you’re using Jack and Jill, the first press will disconnect the wagon. Second press will eject Jack.

I also removed the need for the main character to actually be alive to finish a level. This means you can even complete a track by ejecting yourself across the finish line!

What kinds of tracks will you make with this new feature?

The new AI vehicle system is super easy to use

The new AI vehicle system is super easy to use

AI Vehicles

You asked for it, you got it. AI Vehicles are in the game and they’re even destructible!

Like almost everything else in Guts and Glory, these vehicles are physics-based. They’ll be affected by ground traction, wheel slip, collisions, broken parts, etc. They’re currently in an early stage, so the 3D models and textures are basic. After they get battle-tested in this update, I’ll convert to final graphics and add more vehicle types, based on future community votes.

Each AI Vehicle also has 10 different paint options, to add variety. These simple skins will be replaced by final versions later, and more vehicle types will be added too!

10 colors to choose from... final graphics to be added later

10 colors to choose from... final graphics to be added later

Using AI Vehicles is super simple:
1. Drag-and-drop Vehicle Waypoints. They’ll be auto-connected as you add/delete them.
2. Tweak Waypoint Options. You can set Approach Speed, Stop, or even Chase Player per Waypoint!
3. Drag-and-drop AI Vehicles wherever you want them to start. Anywhere! They will automatically find their closest Waypoint and start following the path.

14 buildings from Larry's Lucid City map are now in the Level Editor

14 buildings from Larry's Lucid City map are now in the Level Editor

Laserrrrrrrrrrrrzzzzzzz and SmartBomb Turrets

Laserrrrrrrrrrrrzzzzzzz and SmartBomb Turrets

Workshop Content

Tracks can now be bigger! Level Complexity Limit increased by 14% (from 6000 to 7000).

I also just finished porting a bunch of content from Larry’s levels over to the Level Editor. You can now make your tracks even more epic with these fine additions:

  • 14 new city buildings, ranging from small storefronts to huge skyscrapers
  • Laser Turrets, with 4 options
  • Reflector Turrets, with 4 options
  • SmartBomb Turrets
  • AI Vehicles and Waypoints
  • Minor prop additions
Wacky Hats Pack and other Kickstarter Rewards out soon!

Wacky Hats Pack and other Kickstarter Rewards out soon!

Jack and Jill went up the hill...

Jack and Jill went up the hill...

General Improvements

As usual, I’ve made several other improvements and bug fixes during development. These include:

- Did optimization pass on all Official Tracks. Approximately 5-15% performance increases. (Most noticeable on lower-end CPUs.)
- Added display numbers above each Checkpoint in Level Editor, for easier editing.
- Fixed bug that prevented character from dismounting if they lost both upper/lower limbs on bicycles.
- Reduced bicycle Boost burn rate by 33% (ie-boost lasts longer). Pedal faster, longer!
- Fixed hat selection menu scaling/aspect ratio issues.
- Added an "X" button to Settings window, for navigation clarity. Has same functionality as the "Save and Quit" button.
- Changed "Light" to "Eject" in Settings-->Control Mapping menu. Updated Localization accordingly for controller mapping.
- Removed need for Player Character to be alive to reach Finish Line. (Can even finish using manual eject.)
- Changed version logging system for more accurate future bug report management
- Fixed bug that caused player to basically be invincible if he died after crossing finish point and then clicked "next track" button.
- [Fixed?] no sound bug when switching tracks, experienced by some players.
Community Tracks Menu
- Added controller/keyboard auto-scrolling to Community Track and Level Editor menus.
- Fixed menu scaling/screen ratios on pause screen pop-up version.
- [Fixed?] bug that causes Community Tracks pop-up menu to freeze/become non-interactive for some players.
- Added a manual close button, in case auto-close fails

Jack's mom always said to never play with explosives

Jack's mom always said to never play with explosives

What will you create?

I can’t wait to see what crazy things you guys come up with using all this new Workshop content! Send me a link/level name of your best tracks built primarily for Jack and Jill or the new Eject feature, and I’ll feature them on a future post

I'll be posting a new track or two myself sometime soon too!

The Results Are In...

The results from Community Vote #1 are in!

The next update will feature the brand new characters Jack & Jill, and a basic traffic system!

By a small margin, Jack & Jill came in the lead on votes

By a small margin, Jack & Jill came in the lead on votes

Jack & Jill

Class A Vehicle

Jack and Jill are just two fun-loving kids! Brother and sister, actually. Unlike most siblings, they get along well together (most of the time) and love to go on adventures any chance they get. As long as they’re back home in time for dinner, their parents pretty much let them do anything they want.

While getting slushies at their local convenience store, they saw a poster for The Guts and Glory Games and signed up the same day (there’s no age limits, after all). Now they could go on “the ultimate adventure” and win a ton of money! Great idea, right?

Jack rides a child’s version of the popular Golden Goose brand of bicycles, and generally tows his sister around in a small wagon, connected by rope. They’ve gotten pretty good at doing jumps and stuff, so they're totally ready for this.

The traffic system votes won by a HUGE margin... you guys really seem to love this one

The traffic system votes won by a HUGE margin... you guys really seem to love this one

AI Traffic

Simple AI vehicles that travel on a set path / from waypoint-to-waypoint.

This could be used to create traffic patterns the player must drive with/against/across. For example, you could make a ClusterTruck or Frogger type level, or even a make-shift “race.” These could also be used to help bring more life to a level. 

I already have part of this built in very early prototyping stages, but would need to do a lot more work in order to make it ready for use in the Level Editor.  I have a few different approaches to consider here and need to ensure it's done in a well-optimized way.  This will probably be the hardest part to build for the next update, but I can't wait to see what you guys will build with it!

v0.5.0: Achievements, Rewards, and Larry's Hardcore Challenges

LAZERRRRZZZZ!!

LAZERRRRZZZZ!!

Version 0.5 has been released upon the world!  

Now you can earn Steam Achievements, view some basic Stats, unlock sweet Hats for your main characters, and brave the crazy aerial challenges of Larry and his rocket lawn chair!

Gotta catch 'em all!

Gotta catch 'em all!

ACHIEVEMENTS AND STATS

Steam Achievements, Stats, and in-game Rewards have arrived, and even more will be added in the future!

- Added 15 Steam Achievements (11 standard + 4 hidden)
- Added a handful of Steam Stats (local & aggragate global)
- Made Achievement unlocks retroactive where possible (ie-you don't have to re-complete tracks to unlock Rewards; forced level skips do not count)

NOTE: Steam Cloud Saves not yet supported; all track times are saved locally. 

Larry, lookin' like a stud in his Viking helmet

Larry, lookin' like a stud in his Viking helmet


UNLOCK REWARDS

Each Achievement is linked to an in-game Reward (Hats), so you can show-off your accomplishments with some sweet new headgear, and maybe other in-game items in the future.

Kickstarter backers at applicable levels will also receive their exclusive Wacky Hats Pack soon too!  (I just gotta figure out how Steam's in-game item system works first....)

Prepping the new SmartBomb launcher

Prepping the new SmartBomb launcher


LARRY'S HARDCORE COURSES

Larry is ready to compete at last.  Prepare yourself for some hardcore rocket-powered challenges!

- Added 7 Official Tracks
- Built in a brand new map: Lucid City

Larry and his rocket lawn chair are finally out of the prototype stage, but it's still unruly vehicle (it is just 4 rockets strapped to a chair, after all).  It will definitely take some practice and skill to master this unique character and his deadly courses.  If you have any troubles don't fret, more Class F characters will be added later, with easier controls and handling.

SUPER IMPORTANT TIP:  use the "Roll" buttons to turn Larry in the air!

Larry Improvements:
- Improved automatic camera rotation issues when vehicle is at extreme angles; general camera and control improvements
- Increased rocket power, for more responsive control
- Increased character's strength; can survive impacts and landings more easily
- New voice audio; Larry finally has a real voice!
- Removed "prototype" status

zzzZZZZZ-BLAT!!

zzzZZZZZ-BLAT!!


MOAR GIBS PLZ. OKAY!

Blood and gore FX for major body parts has been improved even more.  Added dynamic blood spray when major parts are dismembered, as well as little meat chunks and bone fragments for even more satisfying and bloody damage.

Too much?  No worries... a setting will be added later for adjusting blood amounts.

NEW HAZARDS

Eeeezy peeezy

Eeeezy peeezy

Death Lasers

You requested lasers, you got lasers!  These deadly red beams will instantly heat any flesh they touch to an exploding point!

These don't target the player directly, but instead point in a fixed direction or rotate in a predictible manner.

Larry's own invention may be his downfall

Larry's own invention may be his downfall

Reflector Rays

These experimental death beams were originally invented by Larry himself, but when he went off the deep end, his brother and arch-nemsis, Harry, stole the credit and the glory.  Now Larry's own invention is being used against him!

Watch out when you see one of these.  They can be reflected up to 100 times off of specific surfaces and shoot 3 times farther than red beams.

But they look so happy :)

But they look so happy :)

Smart Bombs

Another product of Larry's genius, these rocket-powered explosives will seek out their target and then lock-on when within range, exploding after a designated time.  When you start to see them flash red you better get out the way!

Well that one's gonna hurt...

Well that one's gonna hurt...


GENERAL IMPROVEMENTS / BUG FIXES

Improved Control Mapping system:
- Control elements can now be assigned to multiple inputs (click "Add" instead of "Replace" when re-assigned inputs)
- UI navigation elements can now be re-assigned as well.

Community Track Menu Improvements:
- Community Tracks Menu now pops up immediately in-game; removes unnecessary load time.
- Fixed bug that caused Community Tracks filter to stop working after using "Change Track" or return arrow buttons from Pause Menu in Community Tracks.
- Improved controller/keyboard navigation for the new Community Tracks menu (still needs more work)

Other Bug Fixes / Improvements:
- Fixed language settings menu bugs
- Fixed bug that caused music to restart during respawn, instead of playing continuously.
- Removed "Main Menu" button from Pause Menu during Level Editor "Quick Play" mode.
- Fixed Chapel Hill terrain bug that caused blood splatter to not show and crashes/missing terrain on some machines.
- Replaced custom road shaders with more performant standard shaders.
- Minor improvements to "smart cam" predictive movements for all vehicle classes
- Added 30+ Hats, which will be linked to new Achievemnts over time.

Localization:
- Finished adding remaining Level Editor Objects to localization system (ATTN TRANSLATORS: only terms ending in "_ObjectMap" are important; others are optional, since they also have image icons).
- Assorted language edits

NOTE: Localization updates will be minimal during Early Access, since everything continually changes.  Localization will be given a final, major review and update when the game nears completion.

Lucid City sunset

KICKSTARTER REWARDS

Now that we've reached v0.5, work on the remaining Kickstarter Rewards is about to kick off soon!

I'm learning how Steam's in-game content unlock system works so I can set this up properly (rather than just sending out generic codes that anyone could use).  As soon as I get that figured out, I'll setup the Wacky Hat Packs, Golden Crowns, and the Golden Bicycle Rewards.  Once those are out, I'll be reaching out to each of the high-end backers to start production on the final, Custom Rewards and Halls of Glory content.

Hat Collector

-- Next Steam update: mid-May --

Over 30 hats to unlock!  COMING SOON

Over 30 hats to unlock!  COMING SOON

I was hoping to release a small update today, but at this point it makes more sense to roll it into the next one.  So you can expect a big content update in the middle of May!

In-Game Rewards

Did you finally beat that last, super hard track?  Or upload your first Workshop level?  Or kill little Jimmy for the 100th time?  Then you, my friend, deserve a reward.

What better way to show off your accomplishments than with some sweet new headgear!  Classy black top hats, shiny red beer caps, and even a big pile o' poop are only some of the amazing hat rewards you can unlock.  Now you're rollin' in style!

beer hat

I've gotten 36 hat rewards built into the game so far.  These will be linked to various Steam Achievements as development continues, and a counter on the far right will show you how many you have collected versus how many are currently available, which will increase with each update.  Gotta collect 'em all!

poop emoji hat

Stats & Achievements

Steam Achievements are finally coming to Guts and Glory!  I'm working on some basic in-game stat tracking and linking all of this to Steam's Achievements system.  If all goes well, Steam Achievements will be available in the next update.

Any special requests for Achievements?  Let me know on Twitter!

-- Next Steam update: mid-May --

Efficiency Overhaul

Hey y'all!  Just want to give you guys a quick update, let you know what I've been up to lately and what's coming up next....

Spring Cleaning

It's that time of year... time to catch up on all those annoying chores I've been procrastinated on for months, clean things up and get more organized and efficient.

This past week I've been navigating my way through accounting and tax hell (damn you Uncle Sam!), moving all of my equipment to a dedicated office space in the house, and doing a lot of much needed "spring cleaning."  I also cleaned up all of my project files and setup a secondary backup system to save things to the cloud in case anything catastrophic were to ever happen.

It was a pain in the ass, but it had to be done.

Taxes and Accounting? Check.
Clean and Organize? Check.

Even though I've been able to put out new updates 1-4 times per month, sometimes I feel like it takes me forever to add new features that have been on my list for weeks, or even months.  I don't like that.  I wanna crank things out FAST!  I wanna give you guys new feature requests more rapidly, and I want to make each content update more beefy.

As a result, I've put a ton of effort into overhauling my development pipeline this week.  I've got new software, new tools, and a new method of doing things that should speed things up significantly!  I also organized all of my to-dos, feature requests, and bug reports into a Trello board to keep things tightly focused and organized.  There's still a learning curve to some of the new stuff, but it should speed up development a lot as I get more familiar.

Overhaul gamedev pipeline so I can build the game faster?  Check.

Another thing I've really needed to make time for is improving my programming skills.  This area is my weakest skill and easily eats up most of my time.  Also, since this is my first project, I've spent a lot of time refactoring old code to make it more efficient and manageable.  I've spent a lot of time this week studying up in this area and cleaning up my code, and just learning how to be a better programmer in general.  Being better in this area should also speed up development.

Improve coding skillz?  Check.

Although I don't have a new game update for you guys yet, I finally took care of a lot of must-do tasks and I'm in a better position to develop the rest of the FASTER, and--hopefully--with bigger updates each time.

What's Next?

Going forward, I'm going to focus on rolling out 2 major updates per month: 1 for the main game content and 1 for the level editor.  Bug fixes and minor features will be worked into these updates, instead of doing the small, frequent updates I've been doing since Early Access launch.

There might be one small update at the end of this month, and then 2 major updates per month starting in May.  Probably mid-month and end of month.  The goal is to make these beefy, content-heavy updates.

I also have something big planned for June or July, but too early to announce anything yet.  Stay tuned for more!

 

Workshop Menu 2.0

Search, sort, save, subscribe and play with ease!

Search, sort, save, subscribe and play with ease!

The Community Tracks menu just got a major overhaul!

Now you can do all of the following with Steam Workshop levels, directly in-game.  

  • Sort Levels by: votes, trending, subscriptions, newest, installed, and your own creations
  • Search by Text
  • Vote levels up or down
  • Add to your Favorites list
  • One-click Subscribe/Un-subscribe
  • See Stats for each level (votes, subs, favorites)

Personal Best Times are still shown for each track (so you can easily see what you have played already and to compete with friends), but the Vehicle Class icons have been removed due to lack of space.  Level Descriptions have been increased to 256 characters.  Longer descriptions are still shown in full on the Steam Workshop website though.

Overall, this should make finding, sharing and playing new Workshop levels super fast and easy, and keep new stuff from being buried.

Localization Update

Chinese and French translations have been reviewed and improved.  Spanish and Turkish human translation improvements will be added soon too.  I'm sorting through some other submissions as well, so please be patient if you do not see your submissions shown in the game right away.

All Localization updates sync to the Google server once per week.

Translators

I began adding the Level Editor Categories and Objects to the Localization Document.  It's a fairly long list, so it's only about 70% done right now.  I marked new text added to the Localization Document in yellow, under the "Key" column.  (Items with "_ObjectMap" at the end are the most important.  Others have image icons.)

Bug Fixes and Minor Stuff


- Fixed bug that sometimes caused music to stop when returning from Community Tracks.
- Fixed some static text that was not getting localized.
- Made blood splatter "flat" due to poor gloss reflection issues and artifacts on some graphics cards.

Linux/SteamOS Version NOW AVAILABLE!

Come and play!  Come and playyyy!

Come and play!  Come and playyyy!

Guts and Glory is now on SteamOS/Linux

At last!  You can play G&G in all it's bloody glory on Linux/SteamOS!!

Everything should work as it's supposed to on Ubuntu 12.04+ and SteamOS.  This build of the game hasn't been thoroughly tested yet, but several people have already tried it and reported that all is well!  I tested it out on my "Steam Machine" and everything is running buttery smooth (physics glitches aside).  

I have not updated the very latest language-localization changes in this build yet, so be aware that an update is coming for more language support soon.

Feel free to leave your feedback in the comments below or on the Steam Community pages!

 

Google LIVE Translations Disabled

Well... apparently Guts and Glory made too many requests to Google's servers for real-time translations.  :P

Shortly after releasing the public build of the Localization Update, users began to experience errors on parts of the game that use Google's Live Translation API (Community Tracks menu and Level Editor object names).  This issue never appeared during beta testing, so I'm assuming it's due to the increase in request frequency.  I'm still looking into it....

Due to these errors, I had to release a patch late last night to disable this feature.  Instead, I'll work on providing proper, static translations for the Level Editor Objects, and see if I can find another solution for Community Tracks.

All static translations are unaffected by this.


NOTE: I also updated the latest translation document.  Everything is now linked to a Google Folder, instead of a single file, so everyone can be pointed to the same location.

Click here to get the latest translation document, if you want to contribute translations.

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!

Want to volunteer?

If you want to contribute translations, please download a copy of the latest file listed at the link below, make your edits, and email it to hakjakgames@gmail.com

https://drive.google.com/open?id=0B67dCONYSs8PMXA4WFU4U3M3NVU

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)