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Reloader: test_subject News

We're at BIC 2023!



PsychoFlux Ent. partners' games are on display at Busan Indie Connect Festival(BIC) 2023!

Meet us at BEXCO in Busan, South Korea, or visit bicfest.org to try games! (Some demos are also available through Steam.)


Our BIC 2023 participants:

https://store.steampowered.com/app/2482920/Flower_in_Us

https://store.steampowered.com/app/2153950/Broken_Blade_Prelude

https://store.steampowered.com/app/2231170/Gravity_Castle

https://store.steampowered.com/app/1706210/Reloader_test_subject

Update 22-03-24

Fixed an issue (hopefully) where the player's character sometimes wouldn't pick up a pistol during the tutorial, making the game unplayable.

Reloader: subject_alpha - Development Roadmap

The following article is brought to you by Nevertheless Studio, developer of Reloader: test_subject.


Abstract


Reloader: subject_alpha is the first full-length game from the Reloader Project. In order to strengthen the "bullet counting reload action" shown in Reloader: test_subject and to implement a deeper strategy, five development goals have been selected.

https://store.steampowered.com/app/1830160/Reloader_subject_alpha/


Estimated Development Period


I have developed and released several games as a solo developer so far. However, for the Reloader Project, this is the first time developing a game with such a large volume. Therefore, it is very difficult for me to predict and determine the development period with certainty. Although I can greatly utilize the experience I had with Reloader: test_subject when making Reloader: subject_alpha, there are a lot of unexpected anomalies in game development!

I expect a development period of about one and a half to two years at this moment.

But until now, to be frank, I've never been able to keep the development period that I initially set. Still, it helps to set standards and work hard to keep them!



Main Goals


Here are 6 main development goals for subject_alpha! Below each main goal there will be many sub-goals for it.

  1. Graphics Improvements
  2. New Combat System
  3. Enhanced AI and New Enemies
  4. Event Improvements
  5. New Firearms
  6. Optimization


[h2]Graphics Improvements[/h2]

Improving the graphics is the first thing I need to achieve before moving on to the other goals below.

The experimental combination of pixel art and dynamic lighting in the test_subject seemed to create some pretty cool scenes, but it wasn't enough to create a variety of actions and directing.

In order to implement a new combat system and event, I'm planning to improve the graphics so that it can digest three-dimensional action. There are a few ways I'm thinking about, but I think I'll have to try it myself to know how it will be implemented in practice.


[h2]New Combat System[/h2]

In test_subject, I focused most on implementing core systems such as reloading, gun failure, and realistic anti-personnel stopping power. Because of that, unfortunately, there were a lot of parts that I had to give up.

[h3]Melee Combat[/h3]
Melee combat in test_subject was very simple and (almost) entirely RNG-dependent. But melee combat should be much deeper and more strategic than this!

I'm planning to implement a variety of actions, such as neutralizing a nearby enemy and using them as a "meat shield", quickly killing a dangerous enemy with a zero-range fire, or stunning the enemy and then quickly reload to finish.

Also, an enemy with more specialized fighting skills than you may interfere with your action. Who would that be?



[h3]Free Hand [/h3]
In test_subject, you can't let go of the gun once you hold it, as if your hands are glued on! In addition, your other hand can only hold the magazine. It seems obvious that the Reloader system is broken!

In subject_alpha, your hands are going to be a little more free. A gun or magazine that ran out of bullets can also be a great throwing weapon. There's no reason you can't pick up a dead enemy's dropped gun and use it. Even a mug or small flowerpot can be a powerful weapon if it flies quickly.

And the "pencil trick" isn't just for magicians.

[h3]Various Interactions[/h3]
In test_subject, there were only two types of targets that could be aimed; a person and a light. In subject_alpha, I'm planning to allow players to aim at a wider variety of targets.

Imagine shooting at a fire extinguisher to create a temporary smoke screen, or shooting at a gas can or water tank to create a trap on the floor.

And although it has nothing to do with aiming, the light should be able to be turned off with a switch!


[h2]Enhanced AI and New Enemies[/h2]

Enemies are not robots! Each has its own personality and has strengths and weaknesses.

Some enemies will spray bullets because they're not good at aiming, while others will be good enough to hit players in cover if given enough time. Calm and brave foes will be in their best shape under any circumstances, but timid and weak-minded foes may become intimidated and confused by what's going around them.

Depending on their tendencies, some enemies might approach slowly using nearby cover, while others take a bold approach to get quick results.

Enemy equipment will also become more diverse. As in test_subject, menacing enemies with drugs or body armor will still appear. And surprisingly, in the world of Reloader Project, there are some rare but advanced technologies such as bullet-blocking shield generators and suppression drones.

If there are enemies who use these technologies, I don't think it'll be easy to deal with. But since they aren't common, we won't run into them, right?




[h2]Event Improvements[/h2]

The Reloader Project is inspired by various action movies. Expect various cinematic scenes and events in subject_alpha. It's always exciting to watch when the protagonist escape through window, or jump between buildings to chase enemies!


[h2]New Firearms[/h2]

Many players have inquired about the addition of new firearms, and yes, I'm eager to do so! Because there're many types of firearms in the world with interesting reload mechanisms, such as revolvers, shotguns, and bolt action rifles.

To be honest, I think it's difficult to implement all these types of guns in subject_alpha. But that doesn't mean all enemies will use only one type of gun!

Caliber and magazine variants for semi-auto pistols will definitely be added. The larger the caliber, the stronger the power; but the smaller the number of ammunition. It also means you shouldn't expect the magazine you're holding to fit every guns.

And maybe, some very unusual and strange pistols might be added.


[h2]Optimization[/h2]

test_subject was a game that consumed a lot of computer's available resources unnecessarily, unsuitable for the volume of the game. It should have a lot of problems. Although it is the least confident part, I'll try to achieve better optimization in subject_alpha!



Roadmap


  • Testing and applying new graphics
  • Core game system implementation (including optimization work)
  • Improved event system implementation
  • Basic level design and demo stage development
  • New combat system development
  • Implementing AI and new enemies
  • Add more level design and events
  • Release!



Dev Log


While creating Reloader: test_subject, I've been posting short development progress updates on my Twitter account almost every Saturday. The development process of subject_alpha will also be released weekly through my Twitter account.

Please note that some development processes that are not suitable for Twitter -- e.g. optimization works, or some elements that may be a spoiler -- might not be disclosed through it.

I'll post these kind of updates monthly in the community forum or update section of test_subject.



Demo Version and Crowdfunding


Reloader: subject_alpha will be released without going through Early Access due to the nature of the work. But before that, I'm planning to release a demo version in the middle of development, and launch a crowdfunding project around the same time or beforehand. (Publisher's Note: Crowdfund backing might be available in Korean region only.)



The above roadmap contents are still in the early stages and haven't been finalized! Of course I will try my best to achieve every goals and it seems possible at this point, but please understand that I cannot say with 100% certainty nonetheless.

Development of Reloader: subject_alpha has just begun. There'll be a lot of work for a long time until the game is completed, and there would be many difficulties in development.

Nevertheless, the Reloader Project is a dream game for me, which I have been envisioning for a very long time. No matter what ordeal comes in the future, I will surely complete it under the name of the studio.



Follow Nevertheless Studio on Twitter: https://twitter.com/NeverthelessSt5

Update 22-01-29

[h2]Bug Fixes[/h2]

  • Fixed an issue that enemies' hand twitches occasionally when running.
  • Minor typo correction (applies to Korean version only)

Update 22-01-16

[h2]Bug Fixes[/h2]

Fixed an intermittent bug in the ending cutscene. (hopefully)