Dev Update #6 - Back to Square One

Against All Odds

Water's cut. Rent's due. Jobs are scarce. Time to get rich. Enter the Slaughter League and win against all odds in supremely lethal races. Platforming meets slaughter in this casual racing game designed for players looking for a new experience - or a way to wind down with blood and guts galore!

Hey everyone! It's been a while sicne our last update, and I’d just like to give yall a small development update before the weekend to keep you informed of the state of the game and where we currently are at. From previous posts you may be aware that Slaughter League has undergone a huge refactor/rework, and, in fact, we completely started from scratch. Some assets such as 3D models, audio, animations (for the most part) were able to be returned into the new client, but, all code, application flow, networking, stage building has been entirely remade with the goal of expandability and longevity. With the insane high demand for fresh new content that modern games require to survive in today’s market, we needed better workflows and systems in place so we can push updates as quickly as possible without fear that other parts of the game would break. With our April demo, although it was still fairly packed with content so much content got stripped in the weeks prior to ensure everybody experienced stable enough flight. We do not want to repeat that. I’m truly ecstatic to announce that the new Slaughter League client is getting so close to the previous client. The platforming is much more responsive, the ragdolls much more expressive and ALL of the previous stage objects/obstacles have been re-coded, polished, optimized and back in game ready to go. With our avatars and stage pieces better than ever, we are now turning our attention to the in-game stage and mode editor. Today, I’d like to show you some screenshots of how it is all looking. [img]{STEAM_CLAN_IMAGE}/39122387/dcc7428adfeb4a66932978d0d85e0745476b553d.png[/img] As mentioned months ago, the Creative tools are going to be insane! Prior to the rework, we expected players to be able to place objects and customised our own predetermined game modes (Race, Zombies etc.) Thanks to the additional time and planning you will be able to build your own game modes using events, variables, and conditions, similar to any modern game engine! These stages can then be shared with your friends and the world for years to come. [img]{STEAM_CLAN_IMAGE}/39122387/e7669ecbcaff878542268b7f4d8614a3f749b527.png[/img] Once we have all our editing tools ready to go, we will then be pumping out content using these same tools. This means, if you hate a section I’ve designed (which I’m sure you will), you’ll be able to hop into Creative mode to tweak it however you please. Who knows, it may even make it to Matchmaking! Speaking of which, way closer to launch, we do hope to bring a test weekend to you guys specifically for the Creative experience. This would be a closed off build with restricted access of certain areas of the game, but you’d be able to build content, share and play with friends. The team and I would keep a close eye on the content produced and we’d love to use that content as launch material (if it’s of excellent quality, of course!) This is all just an idea as it stands, but I’d love to hear if there is any interest for something like this in the future. [img]{STEAM_CLAN_IMAGE}/39122387/5b6878d15b6115f49b2836237e70d902a35b3f9f.png[/img] Thanks for the patience between these updates. Please understand we are a very small team trying to shoot for the stars! Adam