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TTV2 News

MANY THANKS!



Howdy folks,
I took 2 years to be able to filter, test, prototype and materialize the players' suggestions for a Trip to Vinelands sequel. The next day it was possible to find threads on the UBERMOSH hubs about the next title. Am I making the next UBERMOSH? Why?
Right now I am working on 3 game-related projects... (and 2 other tech-related projects). It is not news that my work is my hobby... and my work... and it is all about testing new stuff, updating it, checking how it works now, thinking about ways to improve the experience, testing again... sending it, checking how it worked, ...looking for the next step, executing it, testing again...
One of the projects is the "TTV3 after launch", changing stuff following players feedback to make the best balance... it is like the UBERMOSH Vol.7 Redux update, where I inserted and changed lots of stuff. The next two game-related projects are a "not-UBERMOSH" game and the constant test of hundreds of UBERMOSH threads/suggestions/impressions to see if a worthy sequel is possible... I can say that the answer is Yes, but after Vol.7 and the aim of each volume being wider than the previous, ...it is pretty hard to say when I will be able to release it (but I will).
The tech stuff not related to games wobble around audio effects circuits (that I also use on my games) and "hyper-fast ascending drones" ... that are very experimental and math-related.
This post is a THANK YOU for all the support during this development journey... and a letter for the community, saying that soon more stuff will be released.
Many thanks!
https://store.steampowered.com/developer/waltermachado

UBERMOSH Vol.7 REDUX + TTV3


Polishing with brute force.
The way to crack a password with Brute Force is testing all possible answers. Balancing a game is not that different. UBERMOSH is on the 7th volume and gone thru 2 early access (the first and the latest version) and, gained lots of new elements during this journey...
My main quest developing it is to find a way to give a kinda accessible challenge to some players and reward the outstanding skill of other players in the same game. The progression system started a new approach, giving an easy starting goal then moving to more complex goals while presenting improved powers for each character. It created a learning curve but reduced the gameplay momentum.
Then the REDUX version comes.
Now each character can evolve as much as you score and you will never have to strike the same score again. The improved progression system comes with 1.5 updates related to improved map hue variability, intensity, and saturation tweaks to keep your eyes fresh during the gameplay. Fine audio and performance improvements come followed by a very very fine challenge tune to make it the ultimate UBERMOSH experience.
I thank you for your feedback and invite for another time at the pit.
TTV3... I like the Trip to Vinelands series, and I wanted to play it faster... with new gears to force me to manage stress and beat the hundred again. If you can see you on the same boat, there is a new trip... the character will look too fast to control, the levels will look unbalanced and unfair, the game will look very similar but with weird new spinning stuff... that's all true, and I loved to beat it because the procedural variability made it as challenging for me as for the new players.
...I am still working on more things, hope to deliver it soon.
Many many thanks.
https://store.steampowered.com/developer/waltermachado

DEEPTRIPVINESEQUEL

How UBERMOSH would be if it was made today? That's a question I am always answering with each new volume, inserting new stuff, testing players ideas, checking for feedback...
The first "Trip to Vinelands" was one of my most experimental takes on game developing (...was it as experimental as Warpzone Drifter?), it was launched in 2016, having a sequel one year later, TTV2.
Today I am not working on TTV3, because my hands are on another project... and TTV3 development is complete.
2 years since the previous volume, TTV3 presents new pieces, faster pace, and new "Maze Seeds".
Every time you beat a level, one seed will generate a level... and two levels generated by the same seed can be similar, but with changed parts to create a weird Déjà vu, where you kinda know how to beat that maze, but something is a bit different now... and that memory can improve your chances to score further... if you keep focused.

Many many thanks for the support, my production is pretty constant and it is an overwhelming pleasure to deliver new content for you.
https://store.steampowered.com/app/1114530/TTV3/

Bonus Content

Howdy folks, since update 1.4 (UBERMOSH Vol.7) that inserted a bit of "soil hue variability" to keep your eyes fresh and, for fresh ears, it allowed the tracks to play the Classic version and the Darkmix version (low tunned and with levels to match an old, mahogany oiled, speaker cabinet), some players asked for the Darkmix tracks to be released.
Please check your Music tab on Steam, it should appear 12 dark mixed versions of the Classic UBERMOSH tunes, and if for some reason Steam can't find it, it is near the Easter Eggs folder inside UBERMOSH installation folder (C:\Program Files (x86)\Steam\steamapps\common\UBERMOSH Vol.7). It should be inside the eggs, but it was moved to the side to make it easier to appear on the Music tab on Steam. I am pretty happy with the game balance, performance, gameplay, and cosmetic elements... My huge thanks for the community feedback that made it possible, detailed hub suggestions, impressions, and Steam Reviews (that are extremely important for the game visibility and Store relevance)!
More stuff soon
https://store.steampowered.com/developer/waltermachado

THE DARK MIX UPDATE

It is not just about development, I play UBERMOSH Vol.7, for fun, a lot. Shredded it during Closed Alpha, Early Access, 1.0, 1.1...1.2.....and finally I came with the Dark Mix Update. The game was made following players' feedback, and some elements still surprise me, like the thugs A.I. and how awesome is it to test new ways to use the powers.
One lesson I learned developing TTV and TTV2 and it was inserted on all previous UBERMOSH: Randomic changes on how the light is pre-rendered on the floor refresh players' perception. TTVs change level filters each maze and the UBERMOSH games change a bit "light projection/ground tonality" each match. Now, it works on Vol.7 too.
While experimenting variations on the OST I brought back the Dark Mix, a "tweak" that I liked to make on the tracks to "listen while driving". Low tunning plus some degrees of a special reverb setup that can morph surf music thru the darkest metal. Now, on Vol.7, the dark-mixed can randomly play with the classic tracks, and I hope you have as much fun as I am having.
Many many thanks for the support and hub interactions, it is guiding the development and performance updates. If you like what you are seeing, please, please, make a review on Steam, it helps a lot to spread the seed.

Play it loud!
https://store.steampowered.com/developer/waltermachado