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NetherWorld Devblog #9

[h3]Hey Netherholics![/h3]

It’s us, or did February pass faster than January? Anyway, how’s 2023 going?

[h3]THIS HAS BEEN OURS SO FAR:[/h3]

1) Bosses


As scheduled in our last update, Boss #10 is finished! There’s still visual stuff and minor bugs to polish, but we’re happy with the results. This time we’ve decided not showing screenshots (sorry! v.v), but for now let’s say it’s… a drug lord. (͠≖ ͜ʖ͠≖)

So… Only 2 bosses ahead now!
In the following months we’ll be discussing Boss #12's design. It’s the final one and we want to make sure it’s EPIC!

Hope we can tell (& show) you more soon without spoilers!


2) New implementations


[h2]2.1) Map location[/h2]

Can’t show footage yet, but now you can see your location in the map! It will also change during the story while unlocking the different worms and discovering where the heck they lead to.


[h2]2.2) Minigame rewards[/h2]

Every time you finish a minigame, you’ll obtain items, money or both. Our idea was items to pop up, and money to rain on you or going towards you. Visuals still WIP, but it works!

[video]https://i.imgur.com/WyVMmDD.mp4[/video]
While testing it, we had the great idea of setting a 3k coins reward. 2 minutes later, Medoo was still under the golden shower lol


3) Scenarios


[h2]3.1) Gas City[/h2]

Gazhova is 95% done, as well as all its NPCs placed! In the following weeks we’ll start building all the in-game cinematics and dialogues, and also making sure everything (quests, minigames, NPCs, main story) works and looks cool.

[video]https://i.imgur.com/BiIx2T0.mp4[/video]
Hanging around at Ikarov's sewer bar! (Visuals not final)


[h2]3.2) Building the Capital![/h2]

While our programmer Dan is focused on Gazhova, this March our artist Alex will be on fire with the last big scenario: Pinksburg. It will be the 8th scenario of the game, and NetherWorld's capital.

How will it look like? Any guesses? Can’t wait to show you concepts and building designs in the coming updates!


4) Business


In the last 3 months we’ve been a bit less active on Social media (e.g. Twitter) and even slowed down NetherWorld’s development a bit to deal with our Boss #13: Paperwork.

[video]https://i.imgur.com/Mb5yUZf.mp4[/video]

The chance of a publisher agreement or just selling our game as a set up studio has demanded our attention, implying business & economic plans and budgets considering all the possible scenarios.

As a small indie team with very limited resources, we’d like to thank Barcelona Activa for their free assessment in business creation and financial stuff to avoid jail and bankruptcy in the future :')


5) What's ahead


[h2]5.1) Unblocking Part 1[/h2]

It’s taking more time than expected, but we continue working to make sure the first 60% of the game (main and secondary content) is fully playable without any critical or major bugs. It’s a kinda slow process but we’re getting closer to the finish line!

[video]https://i.imgur.com/BtdZLuw.mp4[/video]


[h2]5.2) Writing Part 2[/h2]

Not gonna lie: Writing a script while handling other necessary tasks is hard, and burnout ghosts are there. However, having all the scenes planned makes us confident and glad about the direction the script is going.

[video]https://i.imgur.com/9dNf3Sl.mp4[/video]


[h2]5.3) WANTED: Publishers[/h2]

We haven’t stopped sending pitches and scheduling meetings. If you know any publishers that may be interested in NetherWorld, make them know!


[h2]5.4) WANTED: You[/h2]
Our sensors detected in your eyes a high amount of WISH to play the game, but... Is it in the LIST? Help us and add it below! (Thanks

https://store.steampowered.com/app/672420

[h3]Aaaaand that's it for now! How was it?[/h3]
If you have any questions or insults, please comment below or send us a mail to [email protected].


Thanks so much for your support and see you in the next devblog! :)

Hungry Pixel team

NetherWorld Devblog #8

[h3]Hey Netherholics![/h3]

How are you? These last 3 months have been CRAZY, and we wanted to share with you all this craziness in a final 2022 update!

[h3]LET’S GO-hO-hO![/h3]

1) New Artwork and Trailer


As we told you in September’s update, we had the cool chance to have a physical stand at the 5th edition of IDD22, an awesome indie game development event held in Barcelona (Spain). So... It was time to update our visual materials everywhere, and we’re very glad of the results!

Amazing work by our artist Alex Fariña.


We made a new trailer too:
[previewyoutube][/previewyoutube]
Did you like it? Let us know your thoughts!

We also created a new Youtube channel that will contain all NetherWorld and Hungry Pixel-related content from now on. Feel free to subscribe to it!


2) IndieDevDay 2022 Experience


What an amazing weekend. We’re extremely happy and grateful for meeting incredible devs, some of our Kickstarter backers, as well as for the hundreds of people who came by, talked to us and played the bosses demo (we even had a waiting line WTF).



We were also interviewed by Spanish indie game media such as XYZ Reviews or El Ático Indie! (Very nice people btw)

Here’s some photos of the event (in case you couldn't come and want to add yourself with Photoshop):





Xavi (boss programmer) and Albert (communications, writer) after a whole non-stop event weekend. Smiling outside, dead inside.


3) New Improvements and Implementations


  • Vendor system:
    Fully tested and coordinated with the buying, inventory and money systems.

    UI design and text not final.

  • Barman system:
    A variation of the vendor system that allows you to order drinks and food, as well as taking part in drinking tournaments.

    UI design and text not final... hip!

  • Mission system:
    That includes checking current main and secondary quests, automatic crossed-out + pop up for the ones you already made, subtasks list, expanded descriptions, etc.

    UI design and text not final.

  • Playing 60% of the game non-stop:
    We’ve been fixing bugs to make sure all the developed game and quests are playable uninterruptedly. At some parts of the game, you’ll be able to choose between different main quests, and we have to be sure nothing breaks despite the quest you chose first.



4) Bosses


As always, our boss programmer Xavi has done an amazing job developing Boss #9/12. For those who played the first demo of NetherWorld, this boss is a (more?) surreal adaptation of the Blue Fire Armor. Its design was updated both narratively and mechanically to fit the final version of the game.

Old "Blue Fire Armor" boss.

New (and mostly hidden) "Blue Fire Armor" boss.

Regarding to Boss #10, it’s currently in the works and planned to be ready the first weeks of 2023!


5) Scenarios


Gazhova (Gas City) has been quite a challenge due to its size: Not only horizontally, but also vertically (it has 2 levels, 3 in some areas). That’s why it has taken up most of Alex’s time, dreams and nightmares. The good news are that remaining NPCs are done, and the scenario is planned to be fully finished in the following weeks.

[video]https://i.imgur.com/XZtb44o.mp4[/video]
We were so focused on streetlights, that we forgot to implement the correct access to the Sewer level. HOWEVER, you can technically go to the Sewer level now, right?


6) What's Ahead


2023 is especial for us. Main reason? We’re committed (and scheduled) to have NetherWorld FINALLY finished that year (yeeaah!).

We have the last big scenario ahead, along with the final boss, the final scenes scripts and the final final everything. IDD22 and all your support really gave us renewed energies to face the last year of development with confidence. We really hope you enjoy the crazy shit we’re doing!!

[video]https://i.imgur.com/wDBt6KW.mp4[/video]
Eating mushrooms in Fornus Forest is high-ly recommended.



[h3]Aaaaand before finishing...[/h3]


Unlike Medoo, we'd like to
[h3]wish you a Merry Christmas and a Grrreat 2023! :D[/h3]


Thanks so much for your support, get wasted responsibly and see you next year!

Hungry Pixel team




If you have any questions or insults, please comment below or send us a mail to [email protected].

[h3]Any wishes for 2023? One proposal: ( ͡° ͜ʖ ͡°)[/h3]

https://store.steampowered.com/app/672420

NetherWorld Devblog #7

[h3]Hey Netherholics![/h3]

All good? How was your sweaty vacation?
If you feel a gentle breeze in the back of your necks, enjoy: IT'S US BLOWING YOU COOL NEWS!*

*(if you feel it twice, it's not us. Get the hell outta there.)

[h3]LET’S SEE WHAT WE GOT![/h3]

1) IndieDevDay 2022


For the first time in centuries, we’re glad to announce we’ll have a physical stand in the IndieDevDay 2022 event on October 29 & 30!

For those who didn’t know about it, IDD is an indie game development event held in Barcelona (Spain). This 5th edition is sponsored by the publisher Devolver Digital, and will have tons of meetups, workshops, conferences, indie game stands and more!

You'll be able to meet us, kick us and also play the improved boss beta our Kickstarter backers tested! (1/3 actions may not be possible)

If you’re in Barcelona during these days, feel free to come by! (Entrance is literally free).


**In case you are a horrible person who lives abroad and don’t want to spend a fortune in transport (how dare you!), no worries: we’ll have a virtual stand in the event website too!

2) New Footage and Materials


Having this event in mind, we’ve worked hard to prepare and update every footage and material we can to show the game as it looks now. That means:

  • New trailer
  • Website content update
  • Steam page content update

We’ll reveal everything once the event date is closer. CAN'T WAIT FOR YOU TO SEE IT!


3) Development Progress


Besides the event preparation, NetherWorld’s development has continued flowing like a summer day sweat dripping down our armpits:

[h2]3.1) More Bosses![/h2]

Bosses #7 and #8 are fully playable, but there’s still work to do regarding to final animations.

  • Boss #7 will include a puzzle-solving mechanic and a unique weapon. Here’s how the scenario will look like! [WIP]


  • Boss #8 is a nearly total rework and improvement of the Abbess we showed in the original Kickstarter campaign. That includes explosive fetuses and tons of blood, of course.


We’ll show you more once we have the final assets!


[h2]3.2) More Buildings![/h2]

The Gas City of Gazhova has several important structures, including the Old Church. We’ve finally finished its exterior, and this is how its top wormlight looks like!

[video]https://i.imgur.com/Bs8pZRA.mp4[/video]
Wanna see the rest of it? Wait for the trailer! ;)


[h2]3.3) More Particles![/h2]

Travelling to a toxic city like Gazhova means there’s deadly gas everywhere, so we’ve been testing different gas particles to set the mood.

Don’t forget the gas mask in the city!


We’ve also added dust and snow particles to the desert and snow scenarios:

[video]https://i.imgur.com/Jt8DNft.mp4[/video]

[video]https://i.imgur.com/6F3GuK2.mp4[/video]


[h2]3.4) More Fixing![/h2]

Preparing new materials for October’s IndieDevDay hasn’t stopped us from the usual game development. That involved fixing and improving stuff like:
  • Tick Joe minigame minor bugs
  • Zoom system for specific locations and cinematics:
    We managed to avoid pixel deformations due to resolution, zoom scale, pixel perfect grid or others.

    For some, the solution was to stop applying interpolation based on screen size. For others, changing the bulb.

  • Alcohol (and/or other) effects for every drink depending on type and number. Food effects too!
  • Buying system design implementation.
  • Excessive slippery terrains:
    Medoo is clumsy, but not THAT clumsy.
  • New Autonomous Bird behavior system:
    Footage soon!
  • Controls changes:
    “Draw weapon” and “Change selection from multiple objects” keys are separate now.
  • “Conditional Equipped Object” system standardization:
    Depending on the hat or/and mask you’re wearing -or the object you have in the inventory-, you’ll be able to start or complete missions. Even getting into exclusive places!


  • Strange bug in your Steam account:
    That caused not having NetherWorld in your wishlist, but you can fix it easily by clicking the following awesome button!

https://store.steampowered.com/app/672420

[h3]Aaaaand that's it for now! How was it?[/h3]
If you have any questions or insults, please comment below or send us a mail to [email protected].


Thanks so much for your support and see you in the next devblog... or event! :)

Hungry Pixel team

NetherWorld Devblog #6

[h3]Hey Netherholics![/h3]

If summer vibes haven’t reached you yet, you’ll feel them now, honey. HERE WE GO!

[video]https://i.imgur.com/KREH7hG.mp4[/video]
No summer vibes, but mosquito bites? Time to have both!

1) Kickstarter Boss Beta Test Feedback's Feedback (and other extremely long titles)


We couldn’t start this update without thanking all Kickstarter backers who played NetherWorld's boss beta (and also happy you liked it that much!). It’s been 2 months since its launch, and their feedback has helped us a lot improving and fixing certain aspects of the fights.
  • Most of them pointed out there was a lack of reloading feedback sounds: FIXED!
  • We’re also working on some visual improvements such as the hallucinogenic gas geysers from The Angry Tree, among others.

[video]https://i.imgur.com/4ugGtfq.mp4[/video]

2) New Bosses Production


We’re glad to announce that we’ve started the production of the remaining bosses:

  • Bosses finished: 6/12
  • Bosses designed: 11/12

Hope we can show you some cool footage soon!
Meanwhile, here’s some “Making Of” footage from one of Xenus -the Neon Lizard- attacks:

[video]https://i.imgur.com/jF90xX0.mp4[/video]

3) Minigames progress


[h2]3.1) Tick Joe[/h2]
We’ve done tons of changes and improvements to this roguelike-ish minigame, so here’s a summary:

  • Enemy behavior polishment
  • New projectile designs (for both Tick Joe + enemies)
  • New block & enemy destruction animations
  • Dash implementation

[video]https://i.imgur.com/UmzC5xi.mp4[/video]
  • Laser glow addition
  • Health UI implementation (may change in the future)
  • Tile rotation and corner model addition for procedural dungeons
  • 6 unique dungeon & enemy designs implementation (and more to come)

[video]https://i.imgur.com/PVFu6qe.mp4[/video]

[h2]3.2) Drinking tournaments[/h2]
We’ve been working on the UI as well as testing it in one of the scenarios (you’ll be able to participate in every bar you find).

[video]https://i.imgur.com/dqSYnw9.mp4[/video]
[WIP] Avoid coffee or your “Wasted bar” will decrease!


4) Polishing animations


Thanks to our procedural pixel arms system, we’ve been adding reloading animations for every weapon.



[h3]DID YOU KNOW...?[/h3] This system is the same we use for object throwing!

[video]https://i.imgur.com/URx5OKv.mp4[/video]

5) Story


During the last updates you’ve heard us focusing a lot on minigames and bosses, but what about the main story? Well… We’ve:

  • …finished a quest list system available from the inventory (footage soon)
  • …kept writing the second half of the script. Thanks to having all the game scenes and interactions planned, we can build most of the cinematics without having the final dialogues. That will avoid production bottle necks in the future.
  • …taking advantage of our event system, which allows the game to change weather, dialogues, character design/locations and more depending on the actions (events) completed by the player.

[video]https://i.imgur.com/iv9uTlZ.mp4[/video]
Some scenarios will look different in many ways when you come back during the story.

  • …been revising all first half of the game looking for bugs and possible scenario&cinematic improvements (still doing it).


Talking about improvements...
[h3]Add NetherWorld to your Wishlist and be a part of this crazy journey too![/h3]

https://store.steampowered.com/app/672420

[h3]Aaaaand that's it for now! How was it?[/h3]
If you have any questions or insults, please comment below or send us a mail to [email protected].


Thanks so much for your support, have a grrrrrreat summer and see you in the next devblog!

Hungry Pixel team

NetherWorld Devblog #5

[h3]Hey Netherholics![/h3]

Did you know that “Spring” means “New progress update” in some language we’ve just made up?
It’s similar to “Sprint”, so LET’S GO!

*STARTING SHOT*


1) Mossy Bosses


One update later, we’re glad to announce that all first 6 bosses of the game are playable! Huge thanks to our freelance programmer Xavi, he's done an amazing job!

Here’s some footage of one of the fellas we’ve enjoyed the most: The Angry Tree!

Hmmm... Did you hear that?

Time to get dirty!

The "Oh, f*ck" moment in boss fights.

2) Bassy Minigames


We’re still polishing minor bugs and visual details of every minigame, especially their UI. However, regarding to Tick Joe minigame we recently got fresh new tracks! (Can’t wait you listen to them)

This is how bugs are fixed.

Unlike Medoo, Tick Joe can jump. A LOT.

3) Gassy Scenarios


Remember Gazhova, the Gas City? Well… A new version of it is being forged!




It will be the first scenario with 2 levels: Toxic surface and More-toxic sewers!



4) Sassy Characters


Gas City isn’t the only thing we’ve improved. Meet the new versions of Madam Marinda and some of her desert b*tches!


5) Woozy Drinks


To finish this update, let’s toast with some of the drinks you’ll be able to get wasted with in the game: Pumpkin Vodka and Smoked Whisky!


WAIT. Feeling dizzy?


You should
[h3]Add NetherWorld to your Wishlist and be a part of this crazy journey too![/h3]

https://store.steampowered.com/app/672420
6) Slight change of plans


As you may know, we’re developing NetherWorld for PC and Switch at the same time. A few months ago, Nintendo upgraded the list of required Unity versions to publish on Switch, so we had to upgrade our Unity version too. That caused several bugs: the big ones have been already fixed, but we’re still checking everything in case there’s more.

The Unity upgrade bugs interrupted NetherWorld's first part cinematic revision process, delaying the following steps in the schedule too: OST/SFX implementation + English localization.

Considering the recent events, our mental health and the work ahead, we've decided to launch an exclusive boss beta testing for Kickstarter backers soon instead of the original first part of the game.


[h3]Aaaaand that's it for now![/h3]
How was it? If you have any questions, please comment below or send us a mail to [email protected].


Hope you're all doing well, thanks so much for your support and see you in the next devblog!

Hungry Pixel team