1. TTV2
  2. News

TTV2 News

RMOD


Do you "mod" your stuff?
From changing car mufflers to mirror polishing the edge of my knives, modding was always a thing in my spare time. Modding guitars and pedals pointed me toward the signature fuzz sound you can hear in my music, and modding games moved me to the game development.

It would be awesome to play "ruthless" versions of my favorite titles from the past. Faster and with some extra stuff to spice up the challenge.

What I can do today is offer you a _RUTHLESSMOD version of some of the titles I launched. I am working on a tweaked TTV, and here is a QUICKERFLACK_RUTHLESSMOD ready for you to play right now!

I put extra six months of development inside the classic title, increasing the number of special units, adding full_auto, adding a "moving mass" unit, making a new procedural code to fit the extra challenge, and recording an all-new soundtrack.

I hope you can take a little break in your day to enjoy the hotter combat and test your reflexes.
Many many thanks!
Walter Machado

https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD

_RUTHLESSMOD


Howdy folks! We live in a neat kind of symbiosis. I work full-time to develop gameplay experiences, you play it, and with your feedback and support, I can tweak my development to meet your expectations.
Following this logic, half of my working time is dedicated to improve old products, and the other fraction is consumed testing new ideas.
If an update changes to much the gameplay, minimum requirements or game pace, it spawns an expansion/sequel. If the new ideas fit a playable concept, a new product is delivered for you.

The "_RUTHLESSMOD" expansions
Targeted to the most hardboiled fraction of this community, it is focused on re-inserting stuff that I removed from the initial concept of a game to become more user friendly.
QUICKERFLACK_RUTHLESSMOD, for example, took more time to develop than the original game, has full_auto flak cannons, and up to 5 enemies with advanced prediction each map combo-ing with the regular enemies and a swarm entity that changes a lot how players have to deal with ammo management, combat navigation and risk. It is pretty intense! (and hard)
https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD/
I am working on a Trip to Vinelands expansion too, and I will be able to show it soon.

The NU stuff
2022 is all about everyone launching a roguelike...
It is hard to tell yet how "classic" is the pace of the project, but I guarantee to you that the procedural elements are working like a charm and it is a blast to play! I am still polishing it.

There are lots of stuff to come, and I am really really thankfull to be with you in this awesome journey.

PS: I am still working on the science project AccrO, and I will try to post a bit more of the game development routine on Instagram https://www.instagram.com/waltermachado.dev/

Many many thanks!

NU STUFF, finally!


Howdy folks, if you like the stuff I make, please check this one:
https://store.steampowered.com/app/1836120/QUICKERFLAK/
Many many thanks!

NU STUFF, finally!


Howdy folks, if you like the stuff I make, please check this one:
https://store.steampowered.com/app/1836120/QUICKERFLAK/
Many many thanks!

Please check QUICKERFLAK!

https://store.steampowered.com/app/1836120/QUICKERFLAK

Howdy folks, this one was pretty complex to balance!
QUICKERFLAK is all about avoiding "gun standoff" during a really really fast gameplay session (avoiding dying together with the enemy you already shoot).
To make this gameplay concept viable, the development tripod was "the guns", "enemy AI" and wall covers. Instead of upgradable gear, the flow happened with akimbo guns with "kinda" flak ammo and 26 bullets each... like a dual "Warlock Gun" combo (from UBERMOSH). Enemy AI development started with a perfect and unbeatable AI that can predict movements and make perfect synchrony, then the "creature factor" was added, creating some random imperfections in the reactions, making it more organic and fun to fight to. The lowest tier will "think a bit" before reacting and it is less precise than the higher AI tier, which thinks faster and is closer to perfect reactions, but with some fails to allow it to be beaten. The covers are procedurally generated walls with a hexagonal pattern to avoid perspective issues. You have to go from point A to point B on each map, avoiding being shot during the process. It worked. After that, I started to work on the theme/aesthetics and the winning concept was a cultist that stops to protect the entity and goes away from his defending position to fight the other cultists and stop the awful creature. Maps were dressed in organic shapes, sound effects were carefully crafted to match the flak ammo interactions. The music mixed what I like to call "wet drums" and 3 dimensions B tunned instruments. One "late 90's, early 00's inspired NU Metal guitar distortion, one dimension with B riff with an over-saturated fuzz based on legendary boss FZ-2 and one dimension with experimental synths circuits with a bit of "Mongolian-like" guttural voice somewhere.

This is QUICKERFLAK, and I hope you check it, friend, it can be beaten in a minute but took way more than that to make.

Many many thanks!