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Dixotomia: results for February!

February has passed with its frosts and warm days are ahead, so it's time to tell you what new things we managed to do last month!

[h2]Game Design [/h2]
As we know, every mechanic or feature starts with a concept document. February was productive for working out the gameplay component.

So, what we came up with:

1. Falling ammunition from enemies and crates

We did not depart from the classical standards, we decided to realize them in the form of boxes. At the moment in the game there are three types of ammo for different weapons. The boxes will differ in appearance and color.

2. New weapon - Duncan's Revolver (possible uber gun for the player)

A special weapon that the player will get as he progresses through the game. The revolver has two firing modes. Normal shot uses up one cartridge and kills a normal enemy at a time (if hit), powerful shot uses the entire magazine, but the damage will be much higher. It will be impossible to create a replica revolver, so we advise you not to lose it!

3. New Player Ability - Shockwave

Our answer to Skyrim's Fuz-Ro-Dah! Only in our warrior will not shout, and epically waving his hands. And for epicness we decided to add collision of flying enemies with solid objects. The damage, of course, will be greater.

4. A couple of new enemies

The first is the Shieldbearer. This character (unexpectedly) has a shield, but he will prefer to fight at a medium distance, using firearms. The shield will not be left lying around, so it's better not to get close to him to avoid getting hit in the face with it.

The second new addition to the Dixotomia monster world is the Melee Mutant. Shorten the distance to the player and engage in hand-to-hand combat! Not the strongest opponent in the game, but in any case it is unpleasant to be pawed by some mutants.

[h2]3D and Level Design[/h2]

Let's move on to the 3D and level design novelties.

We continue working on the "Vivien Tower" location, where the player will spend a lot of time. That's why we want to work out everything to the last detail. The month started with building and working out the floor. By the middle of the month the alpha version of the location was built, and the month ended with the development of sub-levels.

New modular elements.

And some colorful screenshots for your feed (keep in mind that this is still an alpha version):


By the way, music lovers, check it out


When we asked if it would be possible to play this piano, the programmer rolled his eyes for some reason, but we hope it will be possible!

In February we started working on another not small location - Dinerite Factory. And while the level designer was putting a blockout in the engine, the 3designer was working on the appearance of the location.

No colorful screenshots yet, sorry. We are waiting for next month!

From the smaller details - scattered interior objects on the ready locations, and added those boxes with ammunition in the game.

Let's summarize. Even though February is the shortest month, we managed to work hard on the game!
We encourage you to play the demo, add the game to your Wishlist and write your honest review. We are getting better every day!