The indie gods have graced us with a grappling hook in Rain World
WIP of course
*spider-slugcat*
Welp, time to give them money.
The indie gods have graced us with a grappling hook in Rain World
WIP of course
*spider-slugcat*
The indie gods have graced us with a grappling hook in Rain World
WIP of course
Now imagine that in multiplayer.Woah, game changer.
It can be used to restrain creatures. In two player mode with my cousin we've had a lot of fun trying to tie down a vulture with a bunch of these, as well as creating horrible tangled messes with for example a vulture, a lizard, three worms and the other player in a katamari ball of despair.
Actually they haven't sent out any new builds lately because they want to keep the end sections of the game and some of the species relatively secret. Last build I played was the E3 one.Ha, that is so gross and awesome. Good idea having the grappling hook actually be a creature. Is that in the playable alpha now?
The tentacles are sort of autonomous and just gives the main AI some hints on how to make their activities easier. This autonomy should also bring with it the ability to hunt two or more different prey with different tentacles at the same time
And now....
- Release is still unclear, but probably next year
Bah. I wish it were possible to slacker-back for beta access.
That alpha doesn't have sound unfortunately.Is the alpha supposed to have no sound to speak of?
https://www.humblebundle.com/store/product/rainworld_earlyaccess_soundtrack/FpSDLkj8sMe too. Sucks I can't get another chance at messing with the alpha/beta.
I have good money here! Fresh money! D=
That alpha doesn't have sound unfortunately.
Yeah, they have this procedural situational audio system, and it wasn't ready when that alpha was releasedTa. How bizarre.
https://www.humblebundle.com/store/product/rainworld_earlyaccess_soundtrack/FpSDLkj8s
Should say that available alpha is pretty outdated. The devs want to keep the end-game regions and narrative a secret, because a lot of the experience is exploration and discovery.
The yellow lizard was a subspecies in the lingo build that is now making its return.
They hunt in packs, using their antennae to telegraph your position between each other. This basically means that if one of them can see you, all of them can.
They also use their numbers to their advantage by trying to surround you. In the gif you can see how they use two separate paths to get to me.
First, you need to skidNeed to ask those who played the alpha:
1) How do you dive or flip? Got roll figured out, but no idea about the others it mentions.
2) My eyes can only see Slugcat's nose as a mouth. Please help.
if you run a while in one direction and then change direction the slugcat slides a little
Joar said that packs have alphas, so that might give players a way to even the oddsUgh not liking those odds against a pack of yellows, and then there's still the reds to come.
P.S. They look god damn beautiful though.
One of my favorite emergent encounters yet happened in this region. Of course I had planned plenty of "set-piece" style encounters in this region, hives of yellows, death-defying platform swinging around daddies, etc., and all that went off really well, but the one ive been having the most fun is of course the one that happened completely by accident:
In the first few Underhang rooms are a sub-region called "the legs", where you climb the interior of a large support column. The platforming is pretty tricky, its where you first encounter the tube worm grappling mechanic, so i kept is fairly free of predators, but since its a decent stretch of the map, just for fun a threw in 2 white lizards to spice it up a little. The geometry here is ideal for them, but i didnt realize how good it was going to be. It basically turns into a 10 screen climbing duel with the whites, fighting to climb from platform to platform and swinging around their tongues, knocking them off platforms with rocks, only to have them scramble back up after you. Then all the noise attracts a daddy of course, and it turns into complete mayhem just as the rains start to fall...
Here's a little taste of the gameplay, from one of the devs:
Devs have been describing it as an open world stealth platformer. Need to hunt for food between the rainfall, but food is finite in each region so you're subtly driven to explore new areas. As you get better and master the moveset, you'll be able to reach new regions.I have very little understanding of what this game actually will be when it's done, but god am I so incredibly excited for it. That description sounded really cool.
For this region, he's taken it to the next level by building the rooms to be dual purpose. Each is essentially a level for rain world and a level for whatever game it becomes when you pick up a grappling hook - with the ability to switch between the two at any point. And most of them have multiple routes even within those
To sort of give you an idea, there's this room that has daddy long legs crawling about, a bunch of tube worms, and a pretty big pack of yellow lizards. Daddies like large open spaces, the yellow lizards like maze like structures where they can do a lot of flanking and surrounding their prey. Standard slugcat likes platforms and poles, slugcat with grappling hook likes smaller floating pieces of terrain to grapple and swing from.
The room is 10 screens large, with all of these environments flowing in and out of each other, here and there with overlaps that force the creatures to encounters. Throughout the entire thing are multiple grappling hook routes and routes for when you're without the hook, some of them sharing certain passages and then diverging again. All of them however come together at a bottleneck in the middle of the room, forcing you to move through all the different little sub-environments and be subjected to their critters.
This means that you're sort of forced to go through most of the room, but you can still shape your experience depending on your resources and preferences. Amazing level design!
Damn.
Oh god, it has eye...sensor...things now....
So according to the devs: "the idea for this creature is that it's sort of both spider and spider's web. Its idle behavior is sitting in some open place with the tentacles spread out, hoping for something to run into them."
I am not tired of 16-bit inspired games. It's some of the most beautiful games I've played AND can be done on a small team budget.
Holy shit that's terrifying.
Neat idea but man I'm getting real fatigued of 16bit inspired "indie" games.
We did this 647 posts ago. Do keep up.yeah me too.... I'm done playing games that dont take advantage of this gen hardware.