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NetherWorld Devblog #4

[h3]Hey Netherholics![/h3]

Turkey is gone*, winter is here… and so is the last update of the year!
*(the animal)

LET’S SEE WHAT WE’VE BEEN COOKIN' LATELY!

1) From Losses to Bosses


The first part of NetherWorld (60% of the final game aprox.) has 6 bosses, and sadly during The Accident the ones we already had blew away. To ensure they're ready by the end of this year, Xavi Farré joined the team as freelance programmer to help us with all the fights.

Say hi to Xavi!


Among many stuff, he’s been working on:
  • Testing new potion mechanics to simplify a bit the first fight…



  • …ensuring giant trees hit you properly...

    Strike 3, BOSS OUT!

  • …or choosing the right beer color to be spurted on your face.

    Any beer preferences to get killed with?


2) Minigames


In the last update we talked about Tick Joe roguelike dungeons, but… What about the rest of the minigames?

[The following footage is not final]:

[h2]2.1) Sex(y) encounters[/h2]
Smash the correct buttons to reach the climax performance and set the thermometer ON FIRE!
Having fun with Miss Garple.

[h2]2.2) Drinking tournaments[/h2]
Catch the drinks at the right time and get wasted before the opponent does!

First minigame test. Just one advice: avoid coffee!


For the “Wasted Bar” we came up with a system so an object can follow the fill amount of an image without using Sliders (in Unity):


[h2]2.3) Duels[/h2]
Make sure you hit the poster with the moving sight, or you’ll be shot in the face instead!


Deciding sight design. Any favourites?

3) HD Inventory Objects & Map


[h2]3.1) Weird pixel art objects deserve weird HD portraits too[/h2]
3 months ago we showed you how NPCs would look on dialog UI. Don’t remember? Here’s another one:
Oh, Miss Garple... Our beloved nosy neighbor!

[h3]Now it’s time for Inventory objects! [/h3]

As you can see below, we’ve divided the objects into 4 color categories:
Left to right: Hats, Weapons, Masks and Mission Items.

[h2]3.2) Press M![/h2]
Medoo doesn’t give a shit about maps, but somebody else will (and ultimately it will be helpful for Medoo too). This valuable encyclopedic map will change during the story each time Medoo discovers new stuff, and he’ll write and draw on it like it was a kids menu.

WIP design.


4) Polish & Tweak Should Be Character Names

As always, we’ve continued:
  • Improving existing systems like the teleporting worms…

    [Early tests footage] Now they work 100% great, just need final particle touches!

  • …fixing bugs of new systems like elevators...

    [SPOILER-FREE VERSION] The system understood Medoo was falling into void rather than just going down in an elevator. Looking at his life, we would make the same assumptions.


  • …and creating new animations like these ones for Mayo, the Hook Lady:



    …or for the not-annoying-at-all waspions:



[h3]$$ Oh, and we’re also implementing the money system! $$[/h3]

5) In-game cinematics


We’re glad to say that 95% of the first part cinematics are built-in in the game. But that’s not enough, obviously. During this month they’ll be revised and polished in terms of both script and visuals to provide the best narrative experience possible.


6) Playing NetherWorld before 2022

We’re now totally focused on finishing a Kickstarter backer exclusive playable version of the first part of the game before 2022 (or at least first weeks of 2022).

If you're not a backer, don't worry! You'll be able to enjoy the final game with everything polished, so...


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


Thanks so much for your support, Happy Holidays and see you in the next devblog!

Hungry Pixel team

NetherWorld Devblog #3

[h3]Hey Netherholics![/h3]

How was your summer? We guess it was sunny most of the time, considering the heat in the basement we were locked up.

But this is not about us… this is about your NetherWorld’s quarterly dosis, so LET’S GO!!

SHOW MUST GO WORM


Following our last update wormwork, animated and implemented the worms of the 60% of the game (both upper & lower heads), each one with unique designs depending on its scenario. Now teleportation between scenarios is fully possible!

Taking attendance at the Worm Cave.

Desert worm upper head is ready to include you in the menu besides rocks and sand.

GO GO TICK JOE!


Although Tick Joe underground adventures are one of our most advanced minigames, we were still using old or generic assets for the dungeons… UNTIL NOW!

We’ve…


[h2]1) Improved Tick Joe’s appearance:[/h2]

Wanna see it in HD? Keep reading!

[h2]2) Redesigned the dungeons[/h2]

To fit the scenario where you’re playing it:
Next improvement: Adding tile variations.

This redesign also includes:
  • DUNGEON FINAL CHESTS
    Always hiding useful items, useless stuff and/or money.



  • +30 ENEMY VARIATIONS
    Ready to kick your ass in a visually consistent way everywhere.

    Can you guess which scenarios are they from?

  • NEW MINIGAME UI (WIP)
    We’re still testing it, so maybe it’s better to show it in future updates!


But talking about UI… No, wait:

TALKING ABOUT UI


Much better. Here’s our progress on implementing the new UI in HD! (STILL WIP!)

[h2]1) Inventory[/h2]


[h2]2) Fight Mode UI[/h2]
Although we already had the combat system developed, we’re currently polishing it to fit the new UI. That’s important especially regarding to:
  • The new semicircular bullet system and boss health bar (not implemented in older versions),



  • Weapon switching + reload systems in both PC and Nintendo Switch,

    Switching weapons! (They will look cooler, we promise)

    Oh, reloading… The difference between dying now and dying later.

  • And visual details like the damage indicator in the health bar each time Medoo is hurt.



That's not exclusive to the Fight Mode, but we’re also working on a throwing trajectory indicator!




And finally…

DIALOGUE FACES!!


We’re so happy to show you this, guys.
Since day 1, we were aware our pixel size didn’t allow to show all the characters emotions the way we wanted. That was a problem, because dialogues and expressions were key to empathize with them along the story.

The idea of HD UI solved this even better than expected. So here we are, creating nearly 130 portraits for all NPCs in the game (main characters will have several facial expressions too)!

This couldn’t be possible without our talented artist Alex Fariña. He’s doing an incredible job giving a soul to each one of the characters, and we couldn’t be prouder of his work. We hope you like it too!



Tick Joe has its own one too, obviously!


WHAT'S AHEAD


As planned, during the following months we’ll focus on bosses and minigames while continuing the ingame cinematics and HD UI elements left.

That’s why we’re gonna need some extra help in programming soon! ;)


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

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



[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].


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

Hungry Pixel team

NetherWorld Devblog #2

[h3]Hey Netherholics![/h3]


Hope you’re all fine. Oh, you’re not? Don’t worry, we bring good stuff to fix that!

Medoo, light up the room and LET’S GO!!




DEWORMCRATIC ELECTION RESULTS


A month ago we asked our Kickstarter backers which double-headed worm model they preferred to puke them (and you too) around NetherWorld scenarios.

Hmmm... Parabolic A, Punky B or Mustaches C?

AND THE PEOPLE SPOKE:



[h3]CONGRATS TO PARABOLIC A! 👏👏👏[/h3]

We wanna thank our incredible backers again for voting and giving us feedback. We also noticed people liked B a lot (it even won the Twitter poll!), so MAYBE we manage to include it one way or another.

We also promised we’d show the winner’s main animations you'll see when travelling from a scenario to the Worm Cave (vomiting / absorbing effects will be added soon):



However, this is only the basic model. The final design of each worm will change a bit depending on the scenario they are placed on (or lead to). We really hope you like it!


SCENARIOS: UPDATES & UPGRADES


We’re glad to announce that all the scenarios from the first 60% of the game are playable. Some of them have a new look too! (no lightning or particles yet).

[h2]1) New Mordisco Desert[/h2]

In order to make it feel eerier and threatening, we decreased saturation, changed sky color and tested increasing mountains size (so they looked closer to the player). We'll add sandstorm particles in the future.



We also fixed the scale of some houses that made Medoo look way taller than he really is:

  • Old Saloon size:

    "Optimistic Medoo", 2020. Oil on canvas.

  • New Saloon size:

    "Realistic Medoo", 2021. Tears on canvas.


[h2]2) New forest[/h2]

Fornus Forest was one of the first areas we created on 2016, and despite some upgrades it was looking too old. We decided to burn most of it and plant new assets in a completely new terrain. SLOPES EVERYWHERE!



We’ve also improved some of the creature designs:



Whether you get lost or wanna have fun in Fornus, we encourage you to visit this spot. It’s empty now, but keep reading to know who you’ll find there.



[h2]3) Home, S-weed Home[/h2]

We’ve made Medoo’s house bigger, and with more rooms and objects. Besides... It will change a bit during the story!




CHARACTERS: UPDATES & UPGRADES


Scenarios aren’t the only ones with a new face. Check out some of the big changes we’ve done to main and secondary characters!

[h2]1) Bozky[/h2]

Our best friend and pet looked so big on screen that stood out more than Medoo himself (that's not difficult, but still).



[h2]2) Cubick[/h2]

We gave him the outfit a real cokehead mage deserves!



[h2]3) Aitana[/h2]

She's very shy and comes from a conservative and religious family, so we changed her animations and clothes to reflect that.



She... she's gonna be fine. Yeah. Totally fine.



[h2]4) Petra[/h2]

We wanted to add more personality to The Puke's best bitch. If you need business or entrepreneurship advice, she's your girl.



[h2]5) Marinda[/h2]

The Puke's Whorehouse owner has 2 passions: Money and sexual slaves.



[h2]6) "Them"[/h2]
Are you lost? Are you hot? Meet "Them" at Fornus Stones and let it flow.




TECHNICAL STUFF


Our beloved PLIB (Programmer-Locked-In-Basement) Dan has been focused on in-game cinematics and fixing minor bugs, as well as working on:

  • Worm teleportation system.

  • Autosave system implementation.

  • Fast-Dressing tool (internal use only):
    It allows us to test clothes on Medoo faster just by dragging them there.





WHAT NEXT?


DAAAMN, after the Accident we never thought we’d be that happy seeing all the lost scenarios on Unity again, as well as the new ones! Tell us your impressions in the comments!

During the following weeks we’ll keep working on in-game cinematics, designing a new HD UI and also finishing and revising some parts of the script.

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

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



[h3]Aaaaand Holy Worm, 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].


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

Hungry Pixel team

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


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