1. Demon Spore
  2. News

Demon Spore News

Weapon Design in Demon Spore

Greetings fellow scientists!

This last month at DinoBoss HQ I’ve been busy building a bunch of new weapons for the game, so I thought it would be fun to share a little bit about my weapon creation process.

[h2]Theme [/h2]
To get started I first needed to find the answer this question:
“If this is a food technology lab, why on earth would there be weapons here?!”
The answer I came up with was quite simple - because you build them! You’re a scientist after all, so why not?

The advantage of this approach is that it already sets some restrictions and steers us away from the usual military guns and instead moves us towards coming up with some more creative weaponry, since we’re dealing with experimental technology. It also provides some neat ways to balance the guns since they are not meant to be perfectly constructed - more on this later.

I thought it would be fun to really focus on this scrappy hand-built style of cobbled together weaponry so I started to do some research online for hand built weapons, and … well let’s just say there’s some pretty crazy people on the internet 😀And I’m sure glad they exist!



As an example, here’s someone who makes a homemade laser, the health and safety in the video is er… non existent.

As another example, here’s a tiny vid showing a homemade plasma rifle constructed from …. plastic bottles.

[h2]Gameplay goals[/h2]
Next thing I focused on was figuring out what the gameplay goals should be i.e. what type of weapons make sense in this type of game. So to answer that, first we can list some aspects of Demon Spore that make what it is:
  • Dynamic growing tentacles.
  • Area denial i.e. enemies grow to take up the play space and ‘deny’ or restrict the player’s movement.
  • Large groups of small enemies that can multiply.
  • A lot of enemies that need to get close to you to attack you.
  • A lot of lab equipment that can be used to stun, confuse or distract/group enemies.


With these things in mind, what are some types of weapons that would be useful for dealing with those kinds of threats?
  • Some accurate guns that can pinpoint weak spots (e.g. the base of a tentacle)
  • Some guns that can fire through and penetrate several enemies (or tentacles) at once.
  • Some guns that affect large areas to clear out growing tentacles or take out lots of small creatures.
  • Some weapons that are only effective close up, to encourage the player risking to get near dangerous melee enemies.
  • Weapons that create synergies with the lab equipment e.g. fire combining with a smashed oil container.

With those goals in mind, here’s a few weapons that I came up with.

[h2]Tesla Coil Gun[/h2]
From a special effects point of view, this video of a guy building his own lightning gun was a big inspiration.

I thought it would be cool to have a weapon that really played on the properties of electricity i.e. the ability for it to conduct and pass across from one object to another. So an obvious thing would be to take advantage of any water spills on the ground to amplify the electric blast. I also thought it could be really interesting to have the electricity pass on to nearby targets. So if you have a few enemies grouped together, you could shoot one to pass on the electricity to others.



Also the electricity could momentarily stun enemies, meaning this gun could be a great one-two combo for stunning an enemy then finishing it off with the axe.

[h2]Lazer Guided Buzzsaw[/h2]
This is inspired from one of my favourite weapons from Dead Space, The Ripper.



But instead of the disc just shooting out straight ahead, I thought it would be interesting to have a weapon where you could actually control the projectile itself, and steer it to its destination, slicing through tentacles on the way! I’m thinking this could be super useful for steering past obstacles and targeting the weak spots of larger creatures.

This one is still a work in progress, so no gifs yet!

[h2]Radiation Beam[/h2]
I wanted to have a weapon that you have to hold the button to charge up, and the longer you hold down, the more the power is built up. Similar to how the Tau Cannon worked from Half Life 2. But the twist here is that on high charge the beam would ignite the floor itself, allowing you to use it to sort of paint a line of damage across the ground to stop tentacles from growing past it.



[h2]Limitations/Downsides[/h2]
Super destructive powerful weapons feel great to use in a game, but they create big issues with balancing. If every gun is super powerful, combat becomes too easy. A cool way to achieve balance is to give weapons some downsides or limitations. Going back to the theme I talked about earlier - if these guns are hastily hand-built in a lab, we can conveniently play into this to give the weapons some downsides that are quirks of their construction!

So for instance, if you charge the radiation beam for too long, it will overload and backfire, causing damage to you. When using the lazer guided disc, your character will be completely vulnerable to attacks. Before blasting out the electric charge, make sure you’re not stood in water in case you electrocute yourself! The idea is that these downsides mean the weapons take some time to master and have the feeling of dangerous experimental technology.

Alright, I hope you found this interesting, but these weapons aren’t going to build themselves, so I’d better get back to work!

Until the next time.

Ed

An update on Demon Spore

To our players,

This year, Demon Spore traveled the world through events like PAX, IGN Live, GDC, and SXSW Sydney. It’s been thrilling seeing so many people play together and hearing all the positive feedback. We’re really feeling great about all the progress we’ve made since our journey with Demon Spore began.

We also found opportunities to make Demon Spore a fuller experience with deeper progression and narrative. As a result, we’re keeping Demon Spore in the petri dish a little longer and shifting the release date to 2025.

This will give us enough time to meaningfully expand on the game in ways we think you’ll all appreciate.

Keep an eye out for more updates in the new year. Can’t wait to show everyone what we’ve been up to!

Happy Halloween from Demon Spore!

Hi there!

Since it’s Halloween I thought it would be fun to share a few of my favourite 80s monster movies that inspired Demon Spore.

[h2]Alien (1979)[/h2]

I was so terrified by this film the first time that I actually stopped watching it after 30 mins! But when I finally was brave enough to sit through I just was completely absorbed into that world of absolute terror. I just love how every moment of the film you never know what to expect as you’re learning bit by bit what this creature is, how it evolves through its lifecycle, its defence systems, its strengths and weaknesses… I also like that it’s a bunch of completely unarmed nobodies trapped inside a single space and totally unequipped to deal with this deadly unknown organism.

[h2]The Fly (1986)[/h2]

One of the greatest body horror films ever made, I still squirm whenever I remember the scene in the bathroom where now-useless bits of his body are coming off like nails and teeth. I also think it’s cool that the science experiment is actually about teleportation - no one was trying to create a monster! It’s just a total accident that a fly got in there.

[h2]The Thing (1982)[/h2]

Absolutely zero surprise this is on the list, it’s by far the film that impacted me the most in terms of atmosphere, creature design and premise. The way the creature is desperate to survive at all costs makes it feel so real. It will morph, transform, imitate, detach parts of itself to escape - you never know what it will do next. What also makes this film so amazing is the paranoia of the characters - not only do they not know what the hell they are dealing with, they also don’t know who to trust.

[h2]Predator (1987)[/h2]

It’s a testament to the quality of this movie that no matter how many sequels, prequels and spin-offs there have been, none of them even come close to the original. I love how simple and focussed this film is - it’s just a bunch of mercenaries trying to get out of a jungle while being hunted by a deadly enemy. It’s also unique in the sense that it’s not some weird monstrous creature that’s after them, it’s just a humanoid enemy, although one that hunts for fun and has the most sophisticated technology in existence.

[h2]The Blob (1988)[/h2]

Ok I’m slightly cheating here because I only got round to watching this movie once I’d already started working on Demon Spore. But the amount of similarities are insane - it starts small and gradually grows to a bigger and bigger menace, it spreads organically sliding through the small gaps, it has no agenda - it just wants to consume, heck they even use fire extinguishers to freeze the creature! It’s not quite as polished as the other films on this list but it has some great moments and some of the close up creature effects are incredibly well done.

[h2]Game update[/h2]
Recently the big focus has been on getting a version of the game together for the indie showcase at SXSW Sydney. Lot’s of positive feedback from those who played, people were really getting into the strategic side of choosing the best route on the map to avoid the creature. A lot of people said it reminded them of a board game, but one where you had to fight for your life between moves! The new stealth mechanics also really came together with people having more time to plan their first move, distract enemies and choose the right moment to attack.

We’re currently busy working on a full tutorial for the game that introduces the story of the game and the mechanics in a really clear way as well as adding bunch more experimental weapons to the game - more on that soon!

Ok it’s back to tentacle slicing for me, until the next time!

Ed
The Dino Boss

Demon Spore is coming to SXSW Sydney!

Null is heading down under! We’re bringing Demon Spore to sunny Australia, and will be in attendance at SXSW Sydney from October 16th to the 20th. If you’re interested in catching some Demon Spore and live nearby, feel free to swing by the Games Showcase and find our booth to get your hands on this roguelite inspired by sci-fi horror films of the 80s.

In addition, Ed Kay, developer of Demon Spore, will be participating in a stage talk about the development of the game with AJ Lamarque, conference curator for SXSW Sydney. Join them in the Alienware Arena inside Fortress Sydney on Thursday, October 17, from 8:30 to 9:00 PM.

Here’s the current schedule for the game’s public availability:

Demon Spore - Booth #28

- Thursday 17th - 10am-2pm
- Friday 18th - 10am-2pm
- Friday 18th - 4pm-8pm
- Sunday 20th - 11am-5pm

We hope to see you there!

How To Escape From Grabbing Tentacles In Demon Spore

Hi there!

Just wanted to share a quick update on some of things that we’ve been working on for the last few months.

First of all is the new keyart for the game which you can see below. Jeanna at Null Games did an amazing job at really capturing the feel of the game and getting the tentacles to look as gross as possible! The work that goes into an creating something like this is huge, and it takes a massive amount of patience to get every detail correct and also ensure that the image can be cut up to work for various different aspect ratios. I’m super happy how it turned out!

[h2]TAKING MORE THAN ONE HIT[/h2]
After playing the Steam Next Fest demo, people gave some amazingly positive feedback but there were also a few complaints of how unforgiving the demo was. Dying in a single hit can create a lot of tension in a game, and tension is super important for the horror genre. For this reason, I always wanted the game to be hard, but when you failed I wanted you to feel it was your fault. I didn’t want you to be shouting at the game for being unfair and throwing the controller at the screen in a fit of rage :)

But no matter how well you telegram that a creature is about to attack you, players can still make small mistakes. And when death happens out of nowhere after you’re already deep into a run, it can be pretty frustrating. We’ve been spending a lot of time addressing this over the last few months by adding a health system to the game.

[h2]A HEALTHY CHANGE[/h2]
Adding health to the player is actually quite a huge change. Previously, a lot of creatures would just move toward the player, touch them and instantly kill them, ending the game right away. Now they don’t instantly kill, and the game continues, and so they need to do something interesting instead when they reach the player!

For the growing tentacles, I decided to have them send mini tendrils to the player to latch onto them and drag them towards the main tentacles. Not only does this feel absolutely terrifying, it also slows down the player momentarily to allow other creatures to take advantage of them being trapped, making it feel like the enemies are working together.


A big benefit of scrapping one-hit-death is that we can now allow hazards like acid or fire to damage the player also. Previously I didn’t want those things to cause damage to the player because accidentally throwing an exploding barrel at a doorframe in front of you and instantly dying would not have been fun! Now you have to be careful and really think about where you throw that vial of acid, but if you do accidentally walk into it, it won’t be game over.

Another advantage of having player health is that it can feed into the progression system. To gain health you have to find lab personnel that can heal you. But it isn’t as simple as just finding them - you also want to make sure you pay attention to any creatures trying to eat them. If the person is killed, they won’t be able to heal you!

The health system has also fitted into the map navigation gameplay in an interesting way. Now the player has 3 distinct choices when trying to navigate to the exit - aim for a better weapon, aim for a piece of equipment or try to get a health upgrade. With only one of those available per floor, it’s a very precious upgrade and something that requires careful consideration.


On reaching the room with the health upgrade, the player can permanently increase their maximum health, which is a benefit that will last the entire run.

[h2]PAX WEST[/h2]
The health changes were put in just in time for the demo shown at PAX West, and those players that had already played before gave a huge thumbs up! Also Demon Spore even got selected by Kotaku as one of the best games of the show, which is an amazing result! You can see the article here.

There’s been a lot of other great updates but I’m running out of space and really should get back to work! Until the next time.