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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

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