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PlaySelaco posts

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Dev Blog #44 - Exclusive Demo Level, New Enemy Type and more

Good day backers!First blog post of 2023! Let me start by wishing all of you a very happy New Year and hope you had a lovely Christmas holiday! I'm feeling so lucky in 2023 so far that I am, once again, going to post this blog post without any editing / corrections made from the team. Please sound off in the comments how terrible the spelling in this blog post is and how I should never do this without approval from the team ever again.For Sel...

The Selaco Christmas Challenge (Beta) is live!

Hello backers!After launching the Big Demo Update last week, we wanted to work on one last thing before starting our vacation. Introducing: The Christmas Challenge, and you get it a few days earlier than anyone else! There are a few more things we want to improve, but at it's core it's entirely functional!This was a ton of fun to be working on. We challenged ourselves to come up with a completely different take on Selaco’s gameplay and ...

Selaco's Big Demo Update now available to backers! (Changelog inside)

Demo UpdateIt was a long time coming, but we’re finally ready to share an early Test version with our supporters (that’s you!).This update has quite a hefty amount of changes and we need your help to iron out as many issues as we possibly can before we launch this demo publicly on December 16 (and trust me, there will be some bugs!). There’s plenty of time for us to fix any issue you might find, but we do need to hear about them.Before we d...

Dev Blog #43 - Upcoming Deadlines, Scrapped Weapon and more.

Good day everyone,Phew, what a hard couple of weeks we have been getting ourselves into! We have 3 deadlines incoming and the amount of work forced me to delay the Developer Blog by a couple of days. We’ll discuss those later on.Lets dive in!Selaco Test LabIf you are an Admiral Backer, you should have received an email inviting you to the Selaco Test Lab. A very small contained version of Selaco with a testing ground to test Gamepad support. Th...

Dev Blog #42 - Gamepad Support, Demo Update release date and more

Good day everyone,It has been.. *gulp* -- 16 days since our last blog post! Apologies for the slight delay, we’ve been working really hard at work getting the demo updated ready and are pleased to share a bunch of things we’ve been working on! It’s been quite a productive couple of days.Demo TestingWe’re gearing up for testing and are planning to get the demo ready for active Patrons by the end of the month. A Steam Beta Password will be ...

Dev Blog #41 - Big game changes are coming!

Hello Patrons,We’re gearing up for a big demo update so I want to take the opportunity to talk with you about it!TestingAll active Patreon subscribers will get access to the Big Demo Update somewhere around November before anyone else does (because you're just that cool!). If all goes well and nobody has any issues to report, we open it up to our Discord Testing group for further testing. And then…Oh boy, we put the demo publicly on Steam...

Dev Blog #40 - F.E.A.R.-style Flashlight, WIP Steam Cover art and more

Game StatusWe managed to finish the 'Starlight Green' level today, and ReformedJoe's 'Starlight Blue' level is rapidly approaching its final stage. This is where we thoroughly test the level and do the final layers of polish for both sound and art to ensure everything has a unique flair. Each of these two levels take roughly 25-30 minutes to complete, assuming no retries with average exploration (half the secrets).A portion of...

Dev Blog #39 - Big Box update, New level and more.

Hey all!For the past 2 weeks we've spent a lot of time improving core game mechanics and doing level design stuff. The demo feedback we've received gave us tons of things to work with and we've continued to address all the things that have been mentioned on both our Discord and Steam forums. We've been fixing bugs, improving performance, prototyping new enemy types and so on. Not everything warrants an interesting story for a blog...

Dev Blog #38 - New level designer, finished weapon, optimizations and more!

The past couple of weeks have been fantastic for Selaco! Lets dive straight in and talk about a couple of things.We found an additional Level Designer!This has been a long time coming! One of our goals with Patreon was to introduce a new level designer at $2000. We’ve been reaching that milestone for a while now, but due to the demo and a lot of other things, we had to postpone the recruitment of a level designer.The process for this was hard, ...

Dev blog - AI changes, Exteriors, DMR Model and more

[WIP sketch]Last week was all about wrapping stuff up, this week is all about looking forward and talking about what we are working on next! This blog post will be less heavy on the pictures and will be more about ideas we are going to explore.DMR 3D ModelIt is finished! Well, sort of. It ended up being a bit more chunky than we had anticipated, making it appear less like a semi-automatic weapon, so we’re going through with a very slight redesi...

Developer Blog - Air Drone Model, Interactivity, Multithreading in GZDoom and more.

Two weeks have passed and you know what that means? A new blog post! Let's get started right away.Viral Tweet!Hooray, we managed to land a new viral twitter post with almost 87.5k views. The video in question is a little “bug” we had in the form of a toilet. Here is the video: https://twitter.com/Nexxtic/status/1549537674712809473You know, every shooter needs interactive toilets, right? We’re not going to miss out on that action, it wou...

Developer Blog - New enemy type, weapons redesigns and introducing ‘Test Lab’

I’m happy to finally be doing traditional blog posts again. We have a lot of new stuff to show so this blog post will largely revolve around images, rather than text, so let's jump straight in!As usual, here is an Imgur album containing all the gifs and images in case they do not load on your mobile device:https://imgur.com/a/bddFCRuNew Enemy: Air Drone (name pending)The Air Drone is one of our more simplistic enemy types. They see a target...

Selaco Dev Blog - What is next for Selaco and our Patreon

Hey everyone!Before we begin, it’s important for me to mention that I am exhausted. I wanted to write this blog post a few days ago but I could not bring myself to do it because I am in dire need of a break. Rest assured, this does not mean the game is in a bad state, absolutely not! Things are going great, better than they have ever. Largely because of you, but also because the demo was a hurdle that frightened me for months, and now with that...

Developer Blog - Changes in the demo, flying kicks, artwork and more!

We’re back for another dev blog and, phew, what a couple of weeks it has been. I want to take a moment to discuss the results of the previews and the changes we've made for the upcoming public demo. Usually we show tons of new features and additions in these blog posts, but with the demo on the way, we mainly focused on refinement.As usual, if you are on a mobile device, you can find all the GIFs and images here: https://imgur.com/a/lfao0hE...

Dev Blog - Preview Build, Workshop, Sentry gun and... Space Bro!

Good morning / afternoon / evening Patrons,We did it! A new milestone has been reached! Selaco has a preview version now which we can hand out to content creators and press. There are a good amount of things we want to talk about this week, so let's dive right in.REMINDER: Gifs do not load properly on Mobile. Refer to this imgur link to see all the images and gifs shown in this blog:https://imgur.com/a/RheerrZKey artWe have the first sketches...

Developer Blog - Concept Art, discussing demo feedback and more.

Hello wonderful people!We’ve reached our first massive milestone this month! It was a ton of hard work to get here, but we have finally launched the demo for our backers and the feedback we got from you was astounding. I would like to use this opportunity to discuss some of the feedback we’ve got and to talk about what we will be focussing on next.Reminder: If you are reading this using the Patreon mobile app, GIFs will not be played correctl...

Dev Blog - Weapon Update and Demo FAQ

(Early sketch of Selaco's exterior level)Lovely backers,At this time of writing, the Patreon Demo arrives in 5 days. Seriously, holy shit, I still cannot believe we’ve finally reached this point! We’re hyped as hell to launch this demo and are excited to hear your thoughts on this. With this Dev blog, I would like to focus on a short little FAQ in regards to the demo as well as provide a status update on two of our weapons: The DMR and th...

Developer Blog - New Weapon and lots of progress!

Good day, everyone!Last blog post didn’t show much significant progress due to technical difficulties, but we’re fully operational again and we’ve managed to get back on track. There’s a lot to show here, so let's jump in.This blog post is filled with GIFs. Remember that the mobile app for Patreon does not play these correctly.Plasma Rifle ProgressBecause of the demo announcement we’ve seen a significant rise in the amount of patron...

Dev Blog - Mech Timelapse, menu improvements and some setbacks.

Hello beautiful Patrons!Before we begin with this developer blog, I’d like to rip the band aid off right away as I promised to always be honest with all of you; the past 2 weeks have been slow and development went through a bit of a rough patch. I have been dealing with covid which thankfully did not make me feel very sick, but did make me feel exhausted and tired all day, making it very difficult for me to work on the game. On top of that, two...

DEV BLOG - New setting, Mech model and more!

Almost one year of writing developer blogs and I am still a complete idiot when it comes to writing a good opening. So I’ll just drop something generic and move on to the fun stuff:‘’Holy shit, has it been two weeks already?’’Setting ChangeThe original idea for Selaco was to have it take place in a city located underneath the surface of Mars. This is an idea that I came up with in the early days when Selaco was still a Total Conversion ...

Dev Blog - General progress, optimizations and statistics

Good day everyone! The two blog posts that came before this we’re all about showing new ideas and concepts that we wanted to explore. For the past two weeks, we've been working on implementing said ideas and doing some general polish to the game. Before we dive in, it is important to know that this Blog Post has not been proofread by anybody in the team. I'm taking my chances with this one and I'm not afraid of the potential outcome...

Development Blog - New stuff!

Dev Blog - New stuff!Good evening everyone! Last time we showed a bunch of rough sketches of new stuff that we are working on. We won’t have as much to show this week, but we can at least talk about some progress!Crawler MinesThe Crawler Mines we talked about last week now have a 3D model and are rigged up in Blender ready to be animated. Which is where I am currently spending a lot of time on!Crawler Mines will more often than not attack in la...

Dev Blog - New Weapon, enemies and artwork.

No fucking way, we’re two days late for our bi-weekly update! I wanted to write this blog post 2 days ago but a hundred things got in the way of work so I had to delay it for a bit. Thankfully, there’s plenty to show here as we are entering our most productive month yet. So let's get moving right awayNew enemy type: Crawler MinesFirst up are the upcoming Crawlers Mines, our very first mechanical enemy. Crawlers Mines are often found hidin...

Dev Blog - Reflecting back on 2021

At the time of writing, we are one day away from entering the new year. 2021 has been quite an interesting year for me, maybe even one of the more interesting ones, given how the year has proven to be one of the most challenging years I ever had to put myself through. As is usually the case with game development, or any job really, there are plenty of things that could be improved. I would like to take a moment to look back and reflect on all of ...

Dev Blog - Demo release date, new voxels, enemy type and more.

We are late, very late. Sorry about that! We’ve been super hard at work to revise a lot of older systems. So allow me to talk / show about some of the things we are working on! If you are on mobile, an imgur link to all the gifs can be found at the bottom of this post.Patreon Demo release dateWe are targeting Q1 2022 for the Patreon Demo, which features 3 levels. ''Prologue'', ''Pathfinder'' and ''Lockdow...

New (optional) Patreon Feature: Annual Subscriptions

Just a little heads up:For those of you who are planning on pledging for the entire year, the annual feature has now been added, which allows you to pledge for the entire year at a 15% discount. Basically, the fluctuating number of Patrons each month makes it very hard to make decisions from a budgeting perspective. The Annual Subscription System saves you some money while giving our little indie studio more financial stability. It's a win-wi...

Development Blog - Life update, level progress

[Practice drawing of Dawn]This will be a short blog post, apologies for that! We've been hard at work on a lot of things, but most of it is not quite ready to be shown off yet. But I do want to provide some updates on a couple of things!I know I say this all the time, but remember that GIFS do not load on the mobile app.Life updateLet's start with the big one then, at least for me! In the past there were multiple things preventing me from...

Dev blog - New weapon, improved pathfinding, new level

New update!There are some minor spoilers in the gifs below. They don't spoil much, but it does show some (concept) artwork from the prologue and contains 2 screenshots of a later level.New Weapon: Grenade Launcher [Concept art]InfoSay hello to the MGL-II! This is Sal's second attempt at creating a hi-tech grenade launcher (The first attempt ironically kept exploding). Dawn and Sal have always had their suspicions about how ACE are running...

Development Blog - How weapons are designed

What would a First Person Shooter be without some awesome weapons? Selaco being a sci-fi shooter leaves tons of room for experimentation and we certainly make good use of that. In this bi-weekly blog post, we dive deeper into how weapon designs are made.Before we begin with a new gun, we start with the obvious: an idea. Coming up with a fun idea is, in many ways, the easy part. Sit down, close your eyes and give yourself 10 seconds to come up wit...

UPDATE: The Pre-Demo is live for Admiral Tiers!

(This is a quick impromptu blog post. A regular blog post will be posted tomorrow, where we dive deep into how we created our guns!)The Pre-Demo Test has just been pushed onto Steam for our Admiral Tier backers! If it is not downloading for you, restart your Steam client.A while ago we have sent Steam Keys to each and every Admiral Tier patron. If you did not receive a code, please message us over at contact@alteredorbitstudios.com!Remember that ...

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