One of my more ambitious goals for system Fault was generating lots of dialog for various situations. I wanted the robots to tell you what they were up to in their own voices, and to talk amongst themselves in naturally flowing chatter. My requirements were so steep that I wasn't sure how to pull it off, until I fairly recently settled on a new design that debuted in version 126.96.36.199.
I'm pleased to announce that System Fault, an arcade-like shoot-em-up inspired by Berzerk, is now officially in early access on Windows, Linux, and macOS!
It finally happened. The robots took our jobs. But for every hundred robots cheerily folding laundry or serving meals, there were a handful of misfits. And among those outcasts and defects, an even smaller handful grew and evolved into something twisted, dark, and mildly ridiculous.
Battle waves of self-styled hyper-intelligent killer robots in System Fault, a tactical, audio-only shoot 'em up inspired by Berzerk. Explore their warrens, learn their secrets, and help rid the world of the robot scourge.
I'm trying a new format for these. With the early access demo released, my goal is to post at least one build per week. These devlogs will conclude with lists of changes broken down by version. I'll also publish the raw changelog to itch, but without the extra exposition. I'll do my best to publish additional devlogs, but my priority is fixing bugs and shipping code, not writing stories about the development.
That said, the early access demo certainly had some rough edges.
So to be absolutely clear, I know you can see some things through walls. I know that the audio glitches out in places. The AI is probably smarter, and dumber, than you give it credit for. But as Dumbass 23 once wisely said, "Here, hold my beer." I'm releasing an early access demo of the first three levels for free. That's enough for you to meet all implemented robot types, and to have a few server room battles. If you play it, thank you. I'm embarrassed, but I have no regrets. I've decided that just because my work isn't done doesn't mean I should be ashamed of it.
I'm rapidly advancing toward what I consider an early access demo. My goal is to have a free but limited version of the game available on or around the end of August, and launch early access orders in September. Read on to learn more!
Consolidation was this week's theme. Existing systems were combined, new systems were introduced, and groundwork was laid for lots of fun emergent complexity!
One trap I'd like to avoid falling into for this devlog is that of regurgitating the pithy advice you find over and over again in these sorts of posts. For better or worse, that isn't happening here.
Been a while since I did one of these. I said that I wouldn't unless I had something worth reporting, which (I think) I finally do.