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Dixotomia News

News

The first summer month has arrived, and with it, we burst in with our news! Our dream team has had a very joyful addition - we now have fantastic hard-surfers, a level designer, and an incredible programmer ā˜ļø This means we are even closer to the release.

By the way, we are looking for a game designer - all you need is to be skilled in balancing and VR.

Every day is filled with work. Models are being drawn and animated, new concepts are being created, new bugs are appearing and getting fixed, builds are being tested, and chats are bursting at the seams šŸ˜… But the most exciting part is yet to come!

One of the most significant things we are working on is bringing Dixotomia to Oculus Quest 2. This means our cool vampire shooter will be available not only on PC with specific requirements - which, by the way, are not very high - but it will also be playable autonomously on the headset! Have you seen such beauty before? Now, there are no limitations šŸ’ƒ


[h3]Here's a brief summary of what our has done[/h3]
[h3]Code:[/h3]
ā— Refactored the entire project's code and laid out a new architecture that allows easy modification and expansion of any application modules.
ā— Redesigned the inventory system. Previously, it consisted of pre-set slots in front of the character. Now, it is represented as a circle above the character.
Players can now scroll through their current weapons in search of the desired one. This significantly improves the convenience and interactive aspect of the game.
Inventory management has become more intuitive and feels like a standalone game itself. This frees up space in front of the user and allows us to have a larger inventory. Previously, we couldn't fit more than 6 slots correctly. Now we can.

Additionally, the following changes were made:
ā— New inventory system and interaction with it
ā— New selection system that highlights the object pointed at by the hand
ā— New logic for item attraction and snapping into slots
ā— New logic for the loading and saving system
And many, many more))

[h3]3D[/h3]
Our artists are currently working on the next location after the hall, and look at the amazing things we have here. Not only do they look great, but they are also well-optimized. After all, we strive for stable FPS šŸ‘Œ



[h3]Level Design[/h3]
And a little taste of the near future in brand new locations! We won't reveal what or where they are) But feel free to write your guesses in the comments :Š 


[h3]Media Life[/h3]
You can find us at almost all major industry exhibitions and forums in Moscow. Last time, we were glad to see everyone at the festival in Skolkovo called "We're in touch." Hundreds of people got to play Dixotomia, try out the new demo build, and experience cool features.


ā˜ļø Also, specifically for such events, we are developing a new PvP mode with different sets of weapons.

And, we have updated the images on Steam! So, let's all head over there and quickly add it to our wish-lists. If you haven't yet - go for it!

Dixotomias' Developers Stream | Demo Gameplay

Hi gamers! Today, June 19 at 20:00, we are going to show you the Dixotomia's gameplay, tell you about our main characters, points of the plot and future plans.

See you soon on the stream!

Stream with developer

Hi gamers! Tomorrow, June 18 at 20:00, we are going to show you the Dixotomia's gameplay, tell you about our main characters, points of the plot and future plans.

See you soon on the stream!

Devlog #2

CyberHeads is here and this is the second part of the Developer's Diary!
The month has been eventful!

Core
We added a mighty boss at the end of the DEMO. Yes, it's coming!
A number of minor bugs were fixed, the visual part was improved. The bots also got it - now they shoot more accurately and respond better to stimuli.

Spund Design
The main boss now knows how to step loudly, swing and beat with his hands)
In general, a pleasant interlocutor :D



Game Design
The head of the details - Ivan - again joined the workflow after a short break, and this is what he managed to please us with:

"During the time that I've been in the team, I managed to work on two types of mechanics: the main abilities of the main character and the mechanics of the bosses that you have to fight. In short: the hero got the opportunity to use not only technological, but also superpowers that are balanced relative to each other. Each ability has three levels, the cost of pumping which corresponds to the level. The player will be able to pump both branches or focus on one. In any case, it remains possible to pass each boss. They, in turn, are also divided into two groups: robotic and supernatural. Bosses already have attack, defense and movement mechanics. For each of them, the tactics "how to win" are prescribed. How to win? Of course, I won't tell you. I'll leave that to you, dear players! Stay out of the sun and see you in the next dev diary!"

3D
We made a layout of the lift. We tried very hard.
You can also use it, but in the future.



We are finalizing the finishing touches and getting ready for a powerful presentation!
Follow the news :)

Devlog #1

Greetings! This is CyberrHeads and here we have our first Developer's Diary! In this feature, we explain what we have been working on, what is already done and what still remains to do. Let's start with where we are. Considering the messages from the community we receive, many are concerned with what they should expect in general and, most importantly, when? Today we will touch upon it and reveal, on what stage of development we are.



What's happening?

The game story is unraveling on a human-colonized planet, Carna, colonized relatively recently, just one hundred years ago. In the span of one century the company kept on thriving, reporting back incredible KPIs. Which became a source of suspicion for the higher ups... Could it really be such a utopia, and, if so, how long would it remain such a perfect colony?
Ron Adams and Johnny Foster are sent to the planet with a secret mission of discovering the truth.



After the mission goes awry, you, as Ron, are tasked with surviving, but also discovering the source of all the happenings on the planet. How you are going to do that is up to you – one of the key features of the game is Ron's skill evolution system. You will have to choose one from two branches. Novel weaponry and gadgets, paired with incredible technologies, or unbelievable abilities, which began – to the hero's and everyone's surprise - manifesting themselves in Ron.



Despite all the upgrades, which will help deal with whatever Carna will throw at the hero, you also need to be cautious. Every choice throughout the story will affect the ending.
Indubitably, Carna is filled with clever enemies. Who knows which one will shove a knife in your back? NPCs are bolstered with an advanced A.I., proving a fair challenge no one should underestimate.



How are we progressing?

The whole development cycle is taking slightly more time, than we have initially expected. Despite that, we have realized a lot of stuff for the game.
The first part in our list are the mechanics. As of today, we have realized all the planned mechanics and even more. Our programmers still keep perfecting them.



All the locations in the demo are assembled and fully playable. Computer are in place, broken lamps send sparks flying, some building foundations are damaged and the blood is smeared across the surfaces.
The ambience creates almost complete immersion into the game atmosphere, the dialogues are voiced, the bullets whistle next to your ears and the tech hums slightly.
All the essential characters are positioned on the locations and ready to interact with the player. Some of the team members are already working on the next big location. The grey box is being detailed, mechanics are designed and some of them are already realized, sound-designers are actively working on the OST. We are deep in work and moving forward.



What's left?

At the moment we are actively working on the cut-scenes, which will help to craft an enticing narrative dimension of the game, and seamlessly connect the happenings in-game.
Character animation, however, requires more thorough work before we are ready to release it in the demo.
We have also decided to polish certain textures and lighting on the main location, to create a higher quality, more immersive feeling.
This is likely everything that we would like to polish right now.
This March, we will be participating in game industry festivals and meetings, where we will present the full version of our demo. We hope to finish it in time, to present you the fruits of our labor!