About This Game The objective is in the title.Get To The Orange Door, an intense and adrenaline pumping parkour platforming First Person Shooter based around the neon-and-chrome retrofuturist aesthetic of the 80's. With a mix of classic and modern first person shooter mechanics, wall run, slide, clamber, and dash around each level at supersonic speeds as you blow through enemies using unique weaponry and fluid movement mechanics.Use a varying range of weaponry, from a sword that can deflect bullets all the way to two full auto extended magazine machine pistols that shoot heat seeking rounds. Vending machines and boxes scattered and hidden around each level will help you arm up and prepare for combat. Fast paced movement focused FPS; a modern take on classic game mechanics Multiple modes to play and master Over 20 unique weapons, all with alternative fire modes Partially generated levels and enemies; no single playthrough plays the same A rad soundtrackGet To The Orange Door is currently in HEAVY development, and new changes are being added every day! The current roadmap is only a small portion of what I plan to add to the game, but with the nature of the game being very experimental, who knows what could happen. I appreciate you taking the time to check out my game, and I am excited to show you all what I have cooking up next. If you'd like to follow development, report bugs, or add in suggestions, please come and check out my Discord server! I am there every day talking with fans and showing off new stuff! 7aa9394dea Title: Get To The Orange DoorGenre: Action, Adventure, Indie, Early AccessDeveloper:Andrew SmithPublisher:HitcentsRelease Date: 30 May, 2019 Get To The Orange Door Download Blackbox G E T T O T H E O R A N G E D O O RETTOTHEORANGEDOOR(Love it, the guns, the movement, the nades, the music, the aesthetic, its great. Few bugs here and there, not game breaking, and the AI is alright.). Incredible fluidity of motion and extremely satisfying gunplay. This is only going to get better as the developer continues to add more to this game. If I had to rate this game I couldn't because it's still in early access and any score wouldn't do this justice.A word about the developer: I have never seen someone as dedicated as Andrew. He had lost the original game to corrupted data and rebuilt his game anew. He is constantly posting on the subreddit and discord. You can feel his passion for this project. If I had to give the developer a score..... 19\/10. Incredible fluidity of motion and extremely satisfying gunplay. This is only going to get better as the developer continues to add more to this game. If I had to rate this game I couldn't because it's still in early access and any score wouldn't do this justice.A word about the developer: I have never seen someone as dedicated as Andrew. He had lost the original game to corrupted data and rebuilt his game anew. He is constantly posting on the subreddit and discord. You can feel his passion for this project. If I had to give the developer a score..... 19\/10. G E T T O T H E O R A N G E D O O RETTOTHEORANGEDOOR(Love it, the guns, the movement, the nades, the music, the aesthetic, its great. Few bugs here and there, not game breaking, and the AI is alright.). Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/10. G E T T O T H E O R A N G E D O O RETTOTHEORANGEDOOR(Love it, the guns, the movement, the nades, the music, the aesthetic, its great. Few bugs here and there, not game breaking, and the AI is alright.) GTTOD: Rogue Combat Part 1: Hello once again everyone! I hope you've all been doing well! As you have probably seen, I have been very busy the last few months! I missed the entire month of May, so I decided that this month's update would be HUGE.Let's get into it:To begin, I am in the process of switching all levels over to a more "Roguelite" type system. GTTOD is using a system that I have coined "Random Segmented Level Design". It is basically my version of tile based generation.What this means is that levels are still very hand crafted, however segments of levels can be switched and swapped and merged and all this other neat stuff at will. This makes levels much more dynamic, and as you can see in the picture, it also looks pretty damn spiffy as well. A version of this system is actually in the game right now in level 1 and partially in level 2. Hopefully over the next few days I will be getting all 7 levels equipped with this system.As you have probably also seen, Achievements are in the game, and I am working on adding more! I will be going pretty Achievement crazy here soon, since I LOVE Easter Eggs and Achievements and stuff like that. To match this system, wins, deaths, and kills are all tracked continuously while you play!This plays into the achievements and such, and here soon I will be adding some more stuff like collectibles and other Easter Eggs tied to them.Also, a HUGE amount of effort has been put on getting GTTOD optimized for release. Let me try and spell this out for you:When GTTOD entered Early Access, it was a 7 GB game file after being extracted. Right now, it is sitting at 800 MB and will soon be as small as 400 MB.GTTOD has almost always relied really really heavily on the GPU, and was at one point using 100% of the GPU. As of about 20 minutes ago on Steam, it is now using about 50%.GTTOD has ALWAYS had memory issues, sometimes reaching up to about 3 GB of memory usage. That number has dropped to about the 700-800 MB range, and that is a pretty good area to be in.Lastly, GTTOD now locks at 60 FPS. I know some of you like getting up in the 120's range, and eventually I will make an option to unlock the frames, but for now I am really happy with this. Yesterday I could only run GTTOD at about 45 FPS, and today I don't ever drop below 60 AT ALL. That is a milestone and a half for me, considering my PC can hardly run Fortnite.A lot of work has been done on bug fixing as well, much of which has revolved around water and rocks. I recently made entire separated collision models for all the rocks in the water, so hopefully you guys won't be getting stuck on them any longer. On top of that a new system is in place to allow you to walk up slanted surfaces and bumpy surfaces (like stairs) much easier and smoother.LASTLY, GTTOD will be on sale for 30% off during the two week long Summer Sale. This brings the price of GTTOD down to 7 USD, and HOPEFULLY some of you guys who are sitting there with GTTOD in your wishlist will be able to pick it up then.I will be continuing these daily updates up until the sale, and by then I hope to have the Rogue Combat update done and over with. Thanks for sticking with me, and I look forward to hearing your reactions to the new content and stuff!Toodles!-Andrew. GTTOD: Over-overhaul patch notes: [/imgWow that took a long time.After three months of work, I can happily say that the Over-overhaul is FINISHED. I have gone through and completely re-made a huge portion of the game, and right now I could not be more satisfied. If you are seeing this and HAVEN'T checked out the new stuff, what the hell are you doing? Get in there and give it another shot!To everyone who sat through the last three months, thank you so much for your support. I hope that where the game is now satisfies you, since it's only going to get better from here.The positive reviews I have been getting have really filled me with determination to keep working and keep going, and I thank all of you so so much for writing them. We are almost at 90% positive! HYPE!ANNNNYWAY, lets get these patch notes over with so I can get back to making the game, and you guys can get back to enjoying your Saturday. Six new levels Added water where there at one point was nothing Swimming Enemy teleportation Enemy tweaks Optimization Real lighting and shadows All new art and art direction New menus, options, and level selects All new weapons, weapon tweaks, and animation fixes New bullet effects New enemies (turrets, new Sword and Kamikaze enemies) New trailer! Launch pads Dash resets New momentum-based parkour system Parkour tweaks and fixes Over-all bug fixes (literally hundreds, I'm not listing that shit) New race mode based on 10 second timer New Ninja mode with updated sword mechanics New tutorial Work on a save system Dialogue system Started work on the actual story of the game in new intro Probably a lot more but I'm tired of listing thingsI think the real bummer is that this isn't even all I have worked on over the last three months. There are still a TON of new things that I haven't even put in the game yet, and are just waiting to be implemented. I won't be putting them in until more levels are added to the rotation, that way I don't cram pack the current levels and cause a really bad "Indie" difficulty curve (thanks for the wording, Ven). As time passes and more content is added to the game, I will be working with this difficulty curve a lot.So, for now, enjoy the update, and I'll see you all in the next one!-AndrewPS: Don't forget to join the discord to catch up on what is really going down on a daily basis, and to also report bugs and add in suggestions! Discord Server [discord.gg]. Whoops! Patches to some accidental bugs incoming!: Sorry about that, everyone! In a rush to get ready for the Summer Sale, I accidentally broke some stuff. A patch will be hitting all of you square in the face in about five or so minutes.After that I will be looking in to some other issues you have reported, and that patch will be out sometime tonight or tomorrow morning.Fixes that I am pushing now:-Secondary fire now works properly-Not fitting through the last door-Some slope issues-Enemies not properly flanking you-More white screen glitch workP.S. Does anyone want a Summer Sale themed update during this sale?. Some patch notes from the most recent update: FIRST OFF.Sorry to all you inverted folks out there. I had no idea until today that the P-thing didn't work correctly. I will be updating here HOPEFULLY tonight to put support for inversion in the options menu. If not tonight, tomorrow.I feel like I keep screwing you guys over, and for that, I am sorry.ANYWAY, onto the patch notes.More work has been done on fixing the White Screen Glitch, and this one might actually help out a TON. Slowed down the player Added an objective tower for testing in level 2 New Tutorial Fixed the weapon bug issue from the last patch Various bug fixes and tweaks. GTTOD Patch V1.0.2 - Weapon feel update!: This update is a pretty sizeable patch to address some of the issues with current weapon feel. A lot of weapons have new SFX, visual effects, and all the weapons bounce and bump around quite a bit more than they used to.PATCHNOTES:. Release V1 crash fix tomorrow along with some other general fixes!: So, I have gotten a lot of people with crash issues when loading a new game, exiting the game, or sometimes even just playing.I apologize for the issue! Right now it is my number one priority, and I think I know what is causing the crashes. For some odd reason the entire game is running ONLY on the CPU and none on the GPU, and this is a problem for how I have set up my scenes. I am currently re-working the scenes to nullify this issue, and the update should be out by tomorrow including a few other fixes that have been brough to my attention.Day 1, off to a great start, amirite?Edit: Here is what I will be fixing for tomorrow:Optimization on arena mode, level 8, 10, and 11Exploit with no crosshairGPU/CPU fixSome buildings with bad collisions fixesEDIT #2:Alright well I couldn't sleep, so I got up and pushed the building overhaul to you guys. It should help you squeeze some more frames out before I work on the true optimization for tomorrow. I am pretty sure I screwed up the corner of one of the buildings, so hopefully that doesn't trigger anyone HNNNGH.I'll fix it tomorrow, ick...EDIT #3:ALRIGHT. WELL. I just realized that one of the buildings are kinda bugged on level 9 (the ones you can go inside of) so I am opening Unity back up to fix that, along with the weird corner thing from the last edit.DAY ONE EVERYONE. DAY ONE.God have mercy I might not wake up tomorrow.Anyway, I will let you all know when the update hits! Thanks for sticking with me, and I hope to hear from y'all soon!-Andrew. GTTOD Patch V1.0.1: Some quickie patch notes here!. GTTOD Horde Mode/Practice Mode progress: Hello and long time no see everyone! It has been 10 days since my last update, and lots has changed! Progress has been slowed to a crawl due to my computer crashing once every hour or so, but I still have some cool new stuff to show off!Right now I am working on some big bug fixes regarding enemies, some visual improvements, and most importantly a new mode in the form of Horde Mode! The picture above is a screenshot of the WIP map for Horde Mode. On top of that, I am working on a replacement for the tutorial in the form of Practice mode! This will have a full gun range, combat practice, and parkour playgrounds to.mess around in.Right now I am typing all of this out on my phone because my computer crashed right after I sent that screenshot, so I won't go much further into detail, but I hope this clears up some of my silence recently! Sorry for the long wait!. One month worth of GTTOD Development screenshots, GIFs, memes, and concept art: Ooo wow this new Steam UI is nice. They finally added buttons for things. Imagine that.Welcome back everyone! Thanks again for joining me, I'll be your host, and today we are taking a look at all this stuff that's happened in the last 36 days!Before we get started, I would like to ask you to follow and wishlist GTTOD if you haven't! This helps me gauge how many people are listening in, and also helps you to get notified of updates and cool new stuff early.I mean you're already on Steam!Anyway-Here we go!EDIT: October 30th - 31st. GTTOD: Rogue Combat progress: Hmmm, this would make a really nice-DEATHMATCH
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Get To The Orange Door Download Blackbox
Updated: Mar 13, 2020
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