Guts and Glory is a game about ordinary people competing in extraordinary challenges of life and death!
The first game mode planned is a "survival racing experience." Inspired by the likes of Happy Wheels, Turbo Dismount, Trials, Mario Kart, BeamNG, and even Super Meat Boy.
* Physics driven mayhem and 100% full-time ragdoll characters
* Realtime dismemberment and blood everywhere (BTW, I'm working on making the blood better)
* Vehicles you can dent, smash and break apart, like bikes, ATVs, family cars and jet-powered contraptions.
* A growing number of Hazards & Special Items like Sawblades, Cannons, and Giant Fans.
* Hilarious crashes
* Spikes to the face
* And good ol' father-son bonding experiences!
***THIS GAME IS IN EARLY DEVELOPMENT***
Currently on Steam Concepts (not Greenlight... yet)
For more info check out HakJak.com and sign-up for the newsletter for a chance to be an Alpha Tester :D
Players will select from a wide variety of vehicles, including realistic bicycles, poorly built cars, and rocket-powered homemade contraptions (and a WHOLE LOT MORE). They’ll race to the finish line through 3D worlds with full 360 degrees of freedom, dodging all sorts of hazards, including sawblade windmills, giant wrecking balls, medieval cannons and crazy turrets.
Each vehicle is completely physics-driven, with 100% ragdoll riders, realtime dismemberment, and vehicle damage.
This means that every turn, every crash, and every death is unique—and often results in hilarious scenarios! Severed limbs spray blood all over nearby characters and the environment as you struggle to hang on and reach the finish line. Vehicles get dented, smashed and lose parts. Wheels can be popped or just knocked off completely. Determined players on tough tracks will find themselves hobbling across the finish line bloodied, missing limbs, stuck full of arrows, on a smashed vehicle only one hit away from being incapacitated!
Guts and Glory is in early development. Below is a "Roadmap" highlighting the development milestones to reach before being able to release this game. Like any good road trip, I'll keep you updated on my progress with pics and videos along the way, so be sure to keep checking back for updates.
You can also sign-up for my newsletter at HakJak.com and I'll send you an email for just really big stuff.
Alpha Testers will also be selected randomly from the newsletter sign-ups at HakJak.com Just hit the big button in the upper right corner and put in an email address. I'll send out emails once I'm ready for some Alpha Testers!
Looking forward to hearing what you think about this project so far and hope you'll follow along as it develops :)
It's been a busy, busy week! Here's what I've been working on this week for Guts and Glory.
All Building Blocks and Physics Blocks now have a Materials option in the Level Editor. Each Material will change the texture, mass, drag, and other physics properties of your Block. Turn a Block into Metal and it be behave like a heavy hunk of metal. Turn it into Rubber and watch it bounce across the screen. Turn it into Foam and it will be light and fluffy. Making a Block larger or smaller will also change its physics behavior. The goal here is to create something similar to Little Big Planet's materials system.
Materials also affect wheel traction on vehicles. Plastic is a little slippery, and "Grippy" material behaves like grip tape on a skateboard. Each has its own nuances. Audio and particle effects will be added later.
Now you can make giant metal rolling balls of death, falling stone spikes, foam pits or a ton of other creative stuff.
More Materials will be added in future updates. I just have to figure out a more efficient system of adding them first--currently I have to update each Block manually.
I got several requests for this feature. You can now turn global grid snapping on/off in the Level Editor by pressing the Grid Snapping button in the top ToolBar. This will shift any item you're editing to the closest 0.5 meter increment, making it a lot easier to line-up objects or fine tune your tracks.
This currently only works with the Move tool. Rotation, and maybe scaling, to be added later.
The Level Editor now has a Checkpoint Manager in the lower left corner of the screen. As you add/remove Checkpoints, this will show you how many you have on the map.
Click any of the Checkpoints to make it your temporary Respawn Point. Next time you press the Quick Play button, you'll automatically start from that Checkpoint instead. This will make play-testing your levels much faster and easier. (Shoutout to Kr4zy Z4ch for the recommendation.)
The Checkpoint Manager also ensures there are no missing Checkpoints before the level can be uploaded to the Workshop.
Saw Mills, Hanging Hooks, and Wrecking Balls are now static during level editing, for easier handling. The ropes no longer spazz out if they pass through other objects during editing, and saws don't break apart. In general, moving objects around is much less glitchy.
Landmine bugs should be fixed now. There was an issue causing them to sometimes spontaneously explode for no reason the first time you enter a Community Track.
Another bug caused them to sometimes fall through objects during editing. To fix this, landmines are now static during editing, so you can manipulate them just like Blocks.
Landmine textures have been changed to bright yellow and red. They were way too hard to see on grassy maps. They still only have a red glowing light in the dark though.
Landmines now have a Sleep mode. Yes, this means you can put them on walls, ceilings, or suspended in the air.
There is now a "Next Track" button for Official Tracks. I ran into issues with adding this for Community Tracks, so that will have to wait until another time.
Bugs such as the play mode HUD ("Ready? Go!") getting stuck on screen, disappearing buttons, and stretching for some aspect rations should now be fixed. Also, animations have been removed from file menus in the Level Editor to speed things up.
There was also a bug that sometimes caused the game to think the player was dead after a respawn. This should be fixed now as well.
Falling into infinity is no more! Going off the map will auto-respawn your character now.
Thanks to your feedback I was able to track down and stomp out several bugs and make other improvements. Finish Point flags should stay up better, some difficulty curves have been improved, fences are stronger, skids marks work slightly better, and headlights now automatically turn on at night.
If you want to see the full Change Log you can view it here.
This is my latest video of Guts and Glory!!! - ATV Madness
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