Developer's Diary
In this developers diary, Warm Gun level designer Daniel Mullins introduces a few new gameplay features in 'Heart of Darkness', a subterranean mining complex that has become a deadly battleground for some of our gunners. It includes new dangers such as: spike traps, explosive barrels, falling stalactites, and the level's main highlight: The Flood!
Visual of the Week
As promised, here is a new screenshot showcasing an update to our blood spatter. The blood effect is still a work in progress but as you can see its been toned down from last weeks screens.
Bumped - Gameplay Trailer
We would also like to take the opportunity to bump our previous gameplay video. It was originally posted during a busy time and we noticed that a fraction of our normal viewers never got a chance to see it. So if you missed it the first time around, here is our second gameplay trailer:
Please Vote in the 2010 Indie of the Year Awards
Thank you to everyone who has voted already. For everyone else - please remember to vote in the 2010 Indie of the Year Awards. There are only two days left to vote and if you really like what you've seen so far from Warm Gun, then please vote for us!
Really good, I will vote for this game!
Apart from some glitches (mainly the walking anims and effects coming from behind certain weapons), the games looks great. Def getting this!
Thanks for the comment! Those glitches you see are all on the current to-do list. They are placeholder animations and will be replaced with some smoother ones soon.
The guns are at an odd position...
You are correct! The rigs on all of our weapons are being re-done and the first person placement is going to be adjusted for almost all of our weapons.
Additionally, someone said the heaven and hell (glowing handguns) are too "glowy" for the game and need toned down. We agree! They look magical, and that's not the message we're trying to convey with Warm Gun.
As you can tell, we still have a lot of work to do. We really appreciate your comments - all of you guys - because it allows us to make our game (and our updates) better with each critique.