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NetherWorld Devblog #1

[h3]Hey Netherholics![/h3]
[h3]How are you?[/h3]

We can all agree that 2020 sucked a bit, right?


In our case, we kinda survived the first half of the year, and even posted a complete two-part recap about NetherWorld's last years of development on September 2020.

Did you read it? Are up to date? Great. NOW FORGET IT.


THE ACCIDENT


One month after the recap update, NetherWorld scenarios were seriously damaged by a repository error.



An old .gitignore configuration had been ignoring most of the scenarios .meta files. This means that when we pulled a previous backup version to undo a minor game error, NetherWorld scenarios (including everything placed on them like cinematics, NPCs and the rest of visual elements) were overwritten both in local and cloud with the [MostlyNothing.meta] saved in the backup. OH BOI.

We spent several days and nights trying to restore the original files, but it wasn't possible.

Despite the bad news and our temporary mental breakdown, there were reasons to be optimistic: Dialogue script was fine, game code was fine, and visual assets as individual files were fine too. That meant we still had all the pieces of each scenario, and our job during the following months would focus on putting them together again (as well as working on new assets).


WHEN LIFE GIVES YOU LEMONS


[h2]1) Technical upgrades[/h2]

That unfortunate event made us realize there were several parts of the game that could be improved, but we couldn’t due to the structure of a game that was started on 2016. So we had a last chance to apply all our gained experience during these years to upgrade old code, optimize functionalities and use new tools that would speed NetherWorld up and make the future development easier.

Here’s all we’ve achieved since then:

  • Backup system improvement:
    We learnt the lesson, so we updated and tripled our protocols.
  • Ranged weapon selection system improvement:
    Easier for you to switch weapons during fights, easier for us to create new ones.
  • New recoil system
  • New aiming system
  • New crouching system:
    More agile and useful during fights.
  • New falling system:
    Shoot while falling and standing up!


  • Parallax System optimization
  • New UI system:
    Way more optimized and in HD!
  • Pixel perfect system implementation:
    We were doing it by hand!
  • Resolution optimization:
    We added extra pixels to make it full native and scalable. Same resolution quality, less resources used, no half pixels. That also allows getting rid of external tools for pixel rotation.
  • Item equipment system optimization:
    Especially for hats and masks.
  • Collider and trigger system improvement:
    Using Unity’s physics and trigger systems at the same time was quite tricky for the project, so we created our own trigger system from scratch.
  • Save and load system improvement:
    We’ve adjusted (& optimized) it to follow all Nintendo Switch requirements.
  • Game notification system improvement:
    It was used for missions only, but now it works with in-game tutorials of any kind, shape and format.
  • New cinematic engine:
    Using Unity’s tool Timeline for cinematics instead of coding everything allows us to speed up their production without sacrificing narrative quality.
  • New cinematic camera system:
    Cool real time in-game cinematics need great camera fx, movements, and zooms! We made sure all of them work well with the pixel perfect system.
  • NPC portraits on dialog interface:
    With the HD UI upgrade, we’ll be able to see all NPCs and characters we talk to with more details than a few pixels!
    As you may suspect, dialog UI and Bozky's HD photo are not final.

  • New controller plugin for Nintendo Switch
  • Slope system implementation:
    See ya, plain scenarios! We’ve also fixed some bugs that didn’t allow NPCs to walk on these new irregular terrains.


  • Multiselection:
    Sometimes it was quite tricky to interact with the right objects or people because they were very close to each other. Not gonna happen again, baby.
    Sorry for the GIF compression... Barman Bobb is ugly, but not THAT ugly.

  • Drug effects system:
    Every drug you drink, snort, eat or take somehow will have a different visual effect!
    Drunk who?

  • Interacting from behind:
    No more need to be in front of an NPC to start conversation!


  • New Wishlist button:
    Okay, it's not new... but if you press it you'll have all the good luck our protagonist lacks.

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

[h2]2) New artist in the team![/h2]

Pandemic and confinement have affected us in many ways, not only at work but in our personal lives too. Due to personal reasons (basically LIFE), our incredible and talented artist Isa asked us to step aside from the project. As a little family who has been working together for nearly 3 years, that’s tough. However, the nº1 priority for us at Hungry Pixel is health (mental and physical).

But don't worry, Isa is not leaving the studio! We love her, we’ll miss her, and we wish she can come back for the next Hungry Pixel game with recharged batteries!
Not gonna lie, it was very difficult to find someone who could continue Isa’s amazing work. After many weeks and interviews... WE DID IT.

We’re glad to introduce you Alejandro Fariña, NetherWorld’s new Main Artist!

Look at him... What is he hiding behind that smile? Let’s see what this guy can do!


[h2]3) New scenarios[/h2]

Wait… Did somebody say NEW SCENARIOS? In plural?

[h3]>> SNEW SNOW[/h3]

We already had old snow assets from before starting our 2018’s Kickstarter campaign, but they needed to be upgraded to maintain the current visual quality of the game. Here's some of the changes!

  • [h3]Old Snow:[/h3]




  • [h3]Upgraded Snow:[/h3]
    (Still WIP / no effects / no sky) Note to self: Don't lick the wall.



  • [h3]Stalkers of all kinds:[/h3]

    In this freezing wasteland you’ll meet disturbing creatures like this dirty old man…




    …or the official Stalkers, one-eyed creepy fellas that live in tribes along the ice wall. Well, technically they live IN the wall. People call them stalkers because… y’know.





[h3]>> BROKEN BRIDGE[/h3]

Broken Bridge is literally a bridge between 3 scenarios:

It connects with the Snow Scenario vertically, and the Forest (left) and Gas City (right) horizontally.

Broken Bridge preliminary design.


Gas City was once home of the finest inventors and engineers, and that’s shown even before entering its gates:

  • [h3]Wanna go up?[/h3]

    Visit the ice wall with the latest technology in elevators!



  • [h3]Wanna go in?[/h3]

    You’ll need a gas mask to enter Gas City, sir. If not, these wonderful city soldiers wearing ultimate camouflage uniforms will bar your way:





    We’re really proud of Gas City Gates too. Hope you like them!



  • [h3]Meeting Sarah[/h3]

    Sarah was once member of Gas City’s special operations unit, and now a mutilated exiled living in a mass grave. She will have a VERY important role in the story.


  • [h3]“Hmmm… There’s something fishy about this bridge…”[/h3]

    You’ll have to cross Broken Bridge several times for many reasons. Maybe the Fisherman can help you out with some of them…



[h2]4) Reassembling old scenarios[/h2]

As you know, one of the main priorities these months was to rebuild the scenarios we already had before The Accident: Deumanville and Mordisco Desert. Thanks to the great art production rhythm finishing the Snow and Broken Bridge assets, we’ve been able to improve stuff from the “old” scenarios too (and also adding new assets that were pending).


[h3]>> DEUMANVILLE (still WIP)[/h3]

Medoo’s hometown has experienced several changes due to slope system implementation, new skies (both night storm and sunset), new rain particles and also visual upgrades for the grass, trees and mountains (some colors may change in the future).



  • [h3]Hanging out with neighbors[/h3]

    One of the things we hadn’t added yet in the previous versions were graves. NetherWolians have the tradition of hanging their deceased love ones. The higher the corpse, the easier for Wormpink to see it from above, eat its soul and puke it into the Holy Swamp.




In the next update we’ll talk about the upgrades we’re doing to Mordisco Desert!


[h2]5) Going Down The Tick's Hole[/h2]

Anything related to Tick Joe deserves its own section. Here’s some of the termite-mound-like entrances that will allow you to play Tick Joe’s minigames! Each scenario will have its own design.



Some Tick Joe minigame entrances (left to right): standard, snow scenario, Deumanville.


NEXT STEPS


We have most of NetherWorld's first part assets ready, so now we're focusing our work on assembling them all scenario by scenario, as well as working on the in-game real time cinematics. That's by far the part that takes more time, but we're optimistic about the whole development progress.


[h3]Add NetherWorld to your Wishlist and join us in this crazy journey![/h3]

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



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


As always, thanks so much for your support, stay safe and see you in the next devblog!

Hungry Pixel team

Development Recap #2

[h3]Hey Netherholics![/h3]

How was your week? Did you like our first update? Well, we’re glad to say that once you read this second one, you’ll be totally catch up with the current NetherWorld development!

Today we’ll talk about 3 more scenarios, the teleport system, a new boss, a new minigame and more!

Shit wait, disclaimers coming...
[h3]WARNING:[/h3]NetherWorld is still under development, and this is a recap. Most footage and information shown here may be outdated or may change in the future to guarantee the best quality and fun.
[h3]WARNING 2:[/h3]GIF compression quality is worse than in-game real footage (sorry!).
[h3]WARNING 3:[/h3] Keep reading... and ENJOY!



Enough introductory blah blah blah. LET’S START!

[h2]SCENARIOS (II)[/h2]
[h3]1. Mordisco Desert[/h3]

Just like Deumanville, the desert scenario has experienced important changes during the development. Two of the main reasons were the color contrast problems and excess particles of its first design. Here’s how the new version looks:

"Why the fuck is this gif not moving...?"


The inspiration for this scenario was clearly Sergio Leone's spaghetti western movies ("A Fistful of Dollars", "For a Few Dollars More", "The Good, the Bad and the Ugly"...). We're huge fans of them (especially Dan, our programmer), and we're deeply in love with their incredible OST composed by the ethernal Ennio Morricone (R.I.P.).

Our amazing composers Rogue Sonics have created an original soundtrack with these western vibes too. Can't wait for you to listen to it!

Mordisco Desert is also one of the largest scenarios, and includes different sub-scenarios you’ll be able to explore as well:

[h3]
  • The Nachos Hideout
[/h3]

A western-inspired scenario is not complete without outlaws riding horses. But who are they? Let’s dip into The Nachos!



Guacco, Cheddy, Ketch and Mayo will be the first people you’ll find in Mordisco. Maybe they can help you coming back home…

This is why Cheddy goes on a cart.


Medoo will find them during his hangover walk through an infinite hot-as-hell desert. What do you think about their hideout?



You’ll be able to explore the inside too.



This place is special for us due to many reasons:
  • It’s the first place you’ll discover important NetherWorld lore.
  • It’s a moment to tell and listen to stories, to delve into each character background… And to drink, obviously.
  • We’ve put a lot of effort into the illumination and sfx to make the place feel comfy and real.



[h3]
  • Saloon
[/h3]

We're happy to introduce you one of the many NetherWorld bars to play drinking minigames, ordering stuff to get drunk alone or just talking to weird people.

It has evolved from a squared 3D zenithal view to a 2D side-scrolling view. Why? Time and resources, basically… It was impossible to make all the bars following this design.

Bye, Old Saloon:



Hi, New Saloon (WIP):



And here’s how the Saloon looks like from outside:

Hmmm… Something makes us suspect these guys are not from this town.


[h3]
  • Sheriff Office
[/h3]

No description needed. Sooner or later, Medoo will end up there...



...because Sheriff Westwood, aka “The Fucking Law”, will make sure of that.



As you can see, we changed his design to look more badass. After all, he's the bigwig of The Puke, Mordisco's biggest town.




[h3]
  • Ammoizing Gun shop
[/h3]

Besides obtaining weapons through main story quests and as rewards, you’ll be able to purchase new ones talking to the correct NPC.

“Howdy, stranger! Wanna get some shotguns?”


[h3]
  • Wormpink Chapel
[/h3]

This old chapel was built long ago by Wormy Olesva to spread the word about Wormpink and the Great Abbess, and includes a cemetery inside. Oh, boy… You’ll remember this place.

Wormpink Chapel from outside.

Wormy Olesva.


[h3]2. Fornus Forest[/h3]

We wanted Fornus to be a creepy, dark and more mysterious version of a "Princess Mononoke" forest. However, we had a handicap: Medoo was completely black, and although he'd have a torch to walk around there, the scenario needed more illumination.

So yeah, Fornus Forest hasn’t escaped from improvements neither (we’re still working on it tho).

Fornus Forest before / after some improvements.


Not all the elements in the scenario are just decoration. Feeling down? Get high with those purple mushrooms!




[h2]TELEPORT SYSTEM: Wormholes[/h2]

One of the main mechanics in the game is a fast way to travel between scenarios. Portals? Nah…



Wormpink and teleport worms first sketches.


Legend has it that Wormpink, the Life Puker, The Soul Eater, created everything. It’s basically a holy giant two-headed pink worm.



Maybe you won’t know if this god exists, but you’ll find normal (?) palindrome worms in most of the scenarios you visit. The mechanics are simple: One head eats something somewhere, the other pukes it somewhere else, and vice versa. Now replace “something” with “YOU”.



But where do all these surface worms lead to?



[h3]
  • Into the Unkworm: Neil's Cave
[/h3]

The Worm Cave, obviously! More than 5 worms are waiting to be unlocked using different items.



We’re still testing the eat-and-puke mechanics (the worm of the picture is not final!), so hope in the following updates we can show you all the teleportation stuff. Trust us: The wait’s gonna be totally wormth it!


[h3]
  • Meet the Zoontist
[/h3]

You won't be alone in the Worm Cave. It’s a scientist? It’s a creepy animal lover? No, IT’S BOTH!



Neil was the first Netherwolian to survive wormhole travelling, but at a high cost. After more than 20 years trapped in this cave, he’ll see Medoo as the help he needs to finally complete his research.


[h2]BOSSES (II)[/h2]

Mordisco Desert has its own threats, including this friend below.

[h3]
  • Keranukk
[/h3]

Run away from a giant fast-as-fuck creature while throwing everything you find in the desert: rocks, barrels, babies…

Run, Medoo... Run!


[h2]MINIGAMES (II)[/h2]

In the last update we introduced Tick Joe rogue-like dungeons. This time we’ll show you one Mordisco minigame: Shooting stuff while horse riding like an outlaw!

As you can imagine, the game won’t be that easy.


[h2]MECHANICS IMPROVEMENTS (II)[/h2]

[h3]
  • Multiple Question System
[/h3]

Besides normal dialogues, you’ll have the chance to ask multiple questions to some NPCs (not all), or answer them in two different ways. The enigmatic Oraculactus will be one of them.



[h3]
  • Object Picking, Throwing & Drinking Systems
[/h3]

We wanted NetherWorld to feel more real in terms of how Medoo interacted with items (not just clicking and adding them to inventory automatically). To do so, we combined the Picking Objects System with the procedural pixel arms algorithm explained in the first update. Now Medoo can physically grab most of the objects before adding them to inventory.





This led us to new and interesting functionalities. While developing Xenus boss mechanics, we created the Throwing system, so Medoo would be able to handle tough objects and throw them wherever he wants. It's used in the Keranukk's boss fight too.

The toughest material we found was Albert’s head, our writer and communication guy.


Finally, the Drinking System was born. This would allow you to grab a beer, drink it in several sips and throw the glass on the floor.

"Casual" Drinking System working. Drinking minigames will have different mechanics.


[h2]GRAPHICS IMPROVEMENTS (II)[/h2]

[h3]
  • Infinite Parallax
[/h3]

To optimize resources and time, we also developed a never-ending parallax system that only generates the background needed for what’s on screen when the player is moving.

Run all you want, Medoo… MUAHAHAHA!


Regarding to Deumanville, besides the background elements we decided to make visible only the on-screen grass. This has been key for properly optimization too.



[h3]
  • Particles
[/h3]

We love realistic details, and particles like rain, gas or sand help making the scenarios feel truly alive. Adding rain to a scenario is easy with Unity, and sand too; however, recreating how these particles behave in contact with other objects is what we enjoy the most.

Adding sand particles to a desert house. In this case, by hand.


[h2]ONLINE FEATURES[/h2]

Wait... Is NetherWorld an online game? Are we gonna play a Battle Royale? WTF NO. NetherWorld is still a single-player game, but we wanted to add some cool and fun online features, like worldwide leaderboards and what we call the Intruders System.



Imagine that you and 200 other players are getting drunk in The Puke's Saloon at the same time. Wouldn’t it be great you could see each other?

NetherWorld Intruders System is still in alpha tests, but it’s basically a representation of other players in the shape of an NPC based on their in-game location. You won’t be able to interact with them, but you’ll see them in a funny (or creepy) way.




[h3]Aaaaand that’s it![/h3]
We hope you enjoyed this two-part development recap, and feel free to say anything you think or wanna know about the game!

[h3]...that's it?[/h3]
Now you are truly up-to-date Netherholics, we’ll continue posting brief development updates here… We must satisfy the nosy old lady we all have inside, don't you think?



[h2]Wait a second...[/h2]
You haven't added NetherWorld to your wishlist, or joined our Community Hub?
WHAT ARE YOU WAITING FOR?

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

Thanks so much and see you soon with new updates!

Hungry Pixel team


(Oh, you can stalk us below too, including Facebook!)

Development Recap #1

[h3]Hey Netherholics![/h3]

It’s been 2 years since our Kickstarter campaign ended, and a lot of stuff has happened: +25 development updates, extended articles… Our backers and newsletter subscribers have already read them, but… What about you?

That’s why we’ve decided to make a two-part recap update summarizing all we’ve been working on from 2018 (and before) to now.

Once up to date, we’ll continue posting brief development updates with the current progress.

[h3]WARNING:[/h3]NetherWorld is still under development, and this is a recap. Most footage and information shown here may be outdated or may change in the future to guarantee the best quality and fun.
[h3]WARNING 2:[/h3]GIF compression quality is worse than in-game real footage (sorry!).
[h3]WARNING 3:[/h3] There are not more warnings, ENJOY!

-------------------------------------------------------------------------------------------------------------

Okay, introduction done. Let’s start from the beginning then!

[h2]INTERFACE: The Menu[/h2]
Here’s the Menu we designed for our first backer demo, and we actually like it for the final game. What do you think? Imagine yourself watching this while listening to NetherWorld’s main theme… Wait, you actually can listen to it in our website!




[h2]SCENARIOS (I): Deumanville[/h2]

You’ll be able to explore more than 15 scenarios in NetherWorld, including exteriors and interiors. Let’s see the first one you're gonna play in:



Deumanville is the hometown of Medoo, our unlucky black jellyfish-like main character. The green flying snot is Bozky, his best friend and pet.


This town has changed a lot since we started its development. You’ll play it at night, but also in a beautiful sunset.



Okay, so this crazy adventure starts in Deumanville… but WHO starts it?

[h3]
  • Cubick, the cokehead mage
[/h3]


Cubick is running away from the Mafia. Why? Don’t know yet. But what we know is that he’ll be involved in all the boss town fights... And will involve you in them, of course.

“To the nearest drug dealer, and beyond!”


Here are some characters you’ll meet in Deumanville too. Most of them will have an important role in the story:


Yummi, the party-loving newcomer.



Aitana, the shy newcomer.



Roger, the town bully.


[h2]Let's kick some asses: BOSSES (I)[/h2]

We love big fights, and that’s why all the enemies in NetherWorld will be deadly bosses like the pal over here:



Hot armors aside, we’re glad to show you the first 2 bosses you’ll have to fight in Deumanville. And you know what? You’ll have to face them unarmed! MUAHAHA!

[h3]
  • Xenus, the Mafia Doctor
[/h3]

Did he drink Monster Energy or what?




[h3]
  • Cubick Party
[/h3]

There’s nothing more deadly than a party with a cokehead mage. Wait... Is that a unicorn?




[h2]MINIGAMES (I)[/h2]
You’ll get money or materials taking part in drinking competitions, having sex (you better don't ask with who), shooting stuff or even controlling a tick called Joe through filthy underground rogue-like dungeons.

Tick Joe in action! [WIP]


[h2]MECHANICS IMPROVEMENTS (I): Weapons[/h2]

Sword, shield, torch, shotgun, submachine gun, flamethrower… Not Pokémon games, but some of the weapons you’ll use to survive fight bosses. Check out all the upgrades we’ve made to the weapon system below!

  • [h3]Pixel Laser Sight[/h3]
Old one.


If you’ve ever worked with Unity, you’ll know how useful the LineRenderer tool is for adding a laser sight like this in your weapons. The problem lies in having a cool HD red laser… in a pixel art game. We fixed it using Bresenham’s line algorithm:

New one.


  • [h3]Procedural pixel arms[/h3]

We developed and polished a faster algorithm which allows Medoo to hold and move all kind of weapons with his pixel arms in real time.



If you wanna know how we did it, feel free to check out our IndieDB article.

  • [h3]“I swear I was aiming the boss!”[/h3]

At the beginning, programming a realistic recoil for a jellyfish shooting a Thompson sounded fantastic. However, we didn’t take into account that two human hands were not the same as several slippery tentacles... So recoil was horrible.

To avoid frustration and despair among players while trying to shoot a target, we reduced recoil parameters. Here’s the comparison:



  • [h3]Weapon Selector[/h3]

We’re gonna kick lots of boss butts in NetherWorld, so the combat UI has to be up to scratch.
According to the mess you got into, you’ll be able to switch between ranged and melee weapons. This double weapon category system made difficult to decide how the weapon selector should be. We finally opted for a quarter circle in the top left corner of the screen.



Besides showing the weapon list, its rotation would allow to change weapons and the weapon category as well.




[h2]GRAPHICS IMPROVEMENTS (I)[/h2]

[h3]
  • Optimization challenge
[/h3]

Developing NetherWorld for Steam and Nintendo Switch at the same time has taught us how to work in a more efficient way, mostly in terms of performance optimization. We’ve been able to reach stable 60 fps even in our 300-IA-bird benchmarks!

Hitchcock-inspired benchmark approved!


In this other image below, you'll see more than 20,000 triangles! By increasing the number of tris in each scene element, we can fit to its shape better and reduce overdraw risk.



This is particularly important in the game, because we love playing with illumination (and this consumes resources).



  • [h3]Lightning[/h3]

Although being a 2D pixel art game, we like to use different types of light and particle effects to make scenarios feel more real. To do so, we combine 2D and real-time 3D illumination.





In the second part of the update we’ll talk a bit more about how we use particles in the game.

  • [h3]Rotation system [/h3]

We considered a standard rotation would clash with the pixel art “essence” of the game, so we developed a truly pixel art rotation system.

That wasn’t an easy decision: NetherWorld rotation system has experienced several (and important) changes during its development. In the beginning, the calculations to build a new rotated image for big objects like the gauntlet you’ll see below raised the 30,000. After an optimization, we reduced it to 10,000.



We also developed a system to storage the rotated images, so if we already had “Object X” rotated in a certain angle, next time we needed it we'd use the stored image instead of doing the rotation calculations again.

Calculating rocktations.


  • [h3]Weather system[/h3]
We’ve also created a Day/Night&Weather system applicable to different scenarios. Thanks to that, we’ll be able to set the perfect mood for each scenario and situation in the story!



  • [h3]Outlining[/h3]

We want you to enjoy Medoo’s suffering no matter the situation, so we added some outlining when his body is hidden. Don’t miss a thing!



  • [h3]Blood Stain System[/h3]

There’s quite a lot of blood in NetherWorld, so we wanted it to feel right. That’s why we created a 2D pixel bloodstain system that generates random bloodstains every time you hurt someone. It can be used by us (Hungry Pixel team) to decorate scenarios too, and works for dirt and other stain materials.

Testing random bloodstain generator.

No difference at all!

Is she… hitting you with a fetus? Of course she is.


If you wanna know how we developed the Blood Stain System, we explain it here!

-------------------------------------------------------------------------------------------------------------

[h3]Aaaaand that’s it for now![/h3]
Next week we’ll finish this recap with PART 2: Desert scenario, worms, particles and more!

We hope you enjoyed this update as much as we did developing all this stuff. It'll be a pleasure to hear your impressions and answer any question you have about the game!

[h2]Wait a second...[/h2]
You haven't added NetherWorld to your wishlist, or joined our Community Hub?
WHAT ARE YOU WAITING FOR?

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


Thanks so much and see you next week!

Hungry Pixel team


(Oh, you can stalk us below too, including Facebook!)