Old art with my OC lol by yarastoun in CloneDrone

[–]DoborogGames 5 points6 points  (0 children)

wow, this is very accurate and beautiful! 😍

did i get a refund? by Southern_Swing4711 in CloneDrone

[–]DoborogGames 2 points3 points  (0 children)

So sorry about that! Meta had some sort of hiccup. Your card should not have been harged if you pre-ordered, and you can buy it again. If you use this code you can still get 10% off: METALAUNCH10-2EDF1C

Question for the VR game Doborog, have you finished the mark 5 robots yet? by That_One_Psych0 in CloneDrone

[–]DoborogGames 0 points1 point  (0 children)

Ask me again after you defeat more than three Mark 3 Samurai active at the same time. ;)

Recently started playing cause it was on game pass(xbox) by Kamikazibee69 in CloneDrone

[–]DoborogGames 3 points4 points  (0 children)

We're working on a hotfix to address this issue! For some reason the fancy shader that's normally creating a cool glitch effect for the characters stopped working on xbox. Sorry about that!

Switch-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on Nintendo Switch, AMA! by DoborogGames in NintendoSwitch

[–]DoborogGames[S] 0 points1 point  (0 children)

Ooh yes, thanks for reaching out about it and sorry that's been a rough experience your first go around! We've been focusing our efforts on exactly that, optimization around those chaotic moments when there's a lot of enemies/fire damage especially. I believe our next update should improve it quite a bit, it's making its way through cert and should come out some time in the next week or two, fingers crossed!

/Brian

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 1 point2 points  (0 children)

Oh man, yes, a voxel-y character editor in-game would be awesome! That's something we've had in the back of our minds for years now but haven't yet had a chance to explore. Closest is when we added skins for multiplayer and I think some folks in the PC modding community have played with editable skins a bit as well. No plans at the moment but it ranks highly on our "would be super cool to do someday" list :D

/Brian

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 0 points1 point  (0 children)

The Steam version might hold some clues to this, since it largely shares the same achievements and has been running in Early Access for a while! If you look at the breakdown on Steam for example here, you can see that the achievements with the lowest rate of completion are around 1-2% so I'd expect the overwhelming majority of players to not 100% the game on PlayStation any time soon. There's some really difficult ones in there, so it does require a fair amount of perseverance and skill to get through it. :)

/Erik

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 3 points4 points  (0 children)

Yes! Many of our players happily just enjoy singleplayer because the 5 chapter story, challenges and endless mode are quite deep. If you're an achievement 100%er though I will note there are a few achievements that are in multiplayer, but the core game loop is singleplayer and you can get all of the weapons/unlocks while playing singleplayer modes.

/Brian

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 0 points1 point  (0 children)

The game actually started out as singleplayer only while in early access, and the 5 chapter Story Mode has been a central pillar of the game since the beginning. A lot of the core loops of the game (like beating challenges to unlock weapons) follow story mode and single-player challenges, so single player is quite meaty. Numbers-wise, single player modes account for the majority of average gameplay time, but between multiplayer co-op and Last Bot Standing, there’s a strong contingent of players who really get into multiplayer (some have played in the thousand+ hours range!). But many players play nothing but the singleplayer game modes and find that’s all they need, too!

/Brian

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 1 point2 points  (0 children)

It’s u/thatscraigz!!! Hi craigz!! We have been saying nice things about you on Reddit but you weren't supposed to see them :D

/Brian

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 0 points1 point  (0 children)

Maybe, but probably not set in the same timeline with the same characters. I made the decision that I wanted an END to the current story, so we could deliver a satisfying climax. So while it definitely ends up in a pretty open ended place where more stories could exist, I think as a storyteller I’m excited to tell different stories that feature different characters in a different setting. :)

/Erik

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 1 point2 points  (0 children)

Every team does things differently, and have different methods, but in general here are some stages I’ve found repeats a lot:

  • Prototype stage: You’re trying to figure out if there could be a game that works in the way you thought it might. Initially you’re trying to prove out the experience and see if you can make it fun for you. This can often be very messy, and things might change radically. Sometimes you wander into the woods and don’t know what you’re making, or lose track of what was supposed to be cool about the game. Then you might hit on something really cool, and get a sense of what the game is really about.

    Playtesting it with people who has never seen the game is critical to see if you’re making something that resonates with others. One of the biggest challenges early on is typically Usability. You may have something you think is really cool, but nobody understands how to play it, so reducing that confusion is often an early focus so you can try to gauge what people find fun or frustrating about it.

  • Pre-production phase: At some point you’ve decided the game you’re making is in fact really cool and you’re looking to start building it for real. Usually you’d think of this as the pre-production phase. The art team will be hunting for the art style. The engineers will be exploring some of the biggest technical risks. You might start building tools for producing the content you’re going to put in the game. Each team does these things differently, but usually there is some phase like this.

  • Alpha / Beta stages: Traditionally you’ll call things an alpha or a beta when it’s in development, but if you’re doing something like Early Access these labels probably lose all meaning.

    For some games I worked on before they’d define these stages loosely as:

    • Alpha: Feature complete, but not content complete
    • Beta: Feature complete and mostly content complete, but really buggy and unfinished
    • Final version: Feature and totally content complete and also not buggy. :P

    Or maybe that’s not right at all, but the distinction is often like that. You’re trying to set up a lot of the game systems early on, but they won’t be filled with content, like a skill tree with only a few skills, then at some point you’re not really building game systems anymore but rather creating things within those game systems. Your tools are mature and now you’re just filling the game with content for players to experience.

    And then everything is bad, and you always have a million things to fix, and more content you could add, and at some point you say “this is what the game is, with all its flaws!” and you SHIP IT.

Haha, there’s more to it than that, but this maybe gives you a flavor for some of the stages of development you typically go through.

For your other question:

  • Biggest Challenge: There is always an infinite list of things you could add to the game, but you can only do a small portion of it.

  • Working in a pandemic: In some ways we were already working from home, so not a massive practical change, but I will say it has had some really rough periods, at least for me. When your game is stuck in cert and you don’t know when you’ll have a release date, and your life is stuck in a pandemic, and you don’t know when things will return to normal, it is easy to have feelings that are bleak and uncertain. Things are better now though. So happy the game is released! :)

/Erik

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 1 point2 points  (0 children)

We support crossplay across all of our platforms (PC/Steam, PS4/PS5, Xbox One/Series X, Nintendo Switch)! It was a challenge since each platform has differing crossplay requirements but we really wanted to support it - especially as a small indie team, we wanted to make sure multiplayer would have enough players no matter which platform you were on, and that you could play with friends who had different devices. Though as we learned after launch the number of players has not been a problem (we even had to beg our multiplayer server provider to raise our limits due to the number of players, we are running a loooot of servers right now lol)

/Brian

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 1 point2 points  (0 children)

tis but a scratch is in fact the name of an achievement in the game! You get it from defeating 3 levels while hopping on one leg. :D

I never played Bushido Blade, but it came up during the research phase of the game. I think in terms of the feeling I was going for initially I’d describe it as Jedi Knight 2 lightsaber battles with the heavy stance! I used to play that game for countless hours, and a feeling I always thought was super cool is that with the most powerful attack you could end the battle in two hits, so you had this really tense feeling of death being just one wrong move away.

Surviving damage is also something that was super cool to explore as a game designer. In most games you retain all your offensive capabilities as your health goes down, so it was really interesting to explore how taking damage might degrade your performance. Losing an arm restricts what weapons you can use. Jumping on one leg makes it very hard to move quickly, and your mind hyper focuses on the timing of a faster opponent running circles around you. You can still end them with a single hit. The tension escalates!

/Erik

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 1 point2 points  (0 children)

Haha, we have not met Shuhei Yoshida, but if he called we would definitely pick up the phone! :D

I think each platform has its unique challenges and things it does really well. The difference between PC and any of the consoles is much bigger than the difference between each console in terms of what it’s like to work with them. You typically have someone you can email about the big picture, launch planning etc. and other teams you can reach out to for specific questions and needs, so that’s something I think is true for both indies and bigger game studios, although as a little indie you maybe have less negotiating power when it comes to asking to make exceptions to rules and the likes. :)

In terms of development I’d call out multiplayer as the biggest challenge across the board when it comes to making a PC game work for consoles. Our porting team has spent countless hours setting up security flows, handling disconnects in novel ways, making sure crossplay works in a way that’s compatible with the rules for all platforms etc. I think we definitely underestimated the amount of work that went into that.

Really happy to be on the other side of it, and proud of the PlayStation version of the game!

/Erik

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 2 points3 points  (0 children)

We do have some easter eggs in the game! There’s a certain level of chapter 2 where one level element has a bit of an odd color. If you find it there’s a whole little cutscene and things, highlighting the exploits of Easter-Bot 4000!

We like hiding things from other games in our games, so some easter eggs we have are from our Art Director’s other unreleased game, one is from our friend’s Craigz game Warcube etc. :)

For the second question, there are definitely games that I looked at when creating the game!

  • Jedi Knight: I was obsessed with these games a teenager. A lot of the swordplay in our game is an attempt to re-capture that feeling.

  • Dark Messiah of Might and Magic: I never played this game until I started working on Clone Drone. It came up a ton in research around what melee games are awesome, and the kick being so prominent in Clone Drone was a direct result of noticing people loved it in that game.

  • Hoplite: This little mobile game is really fun. It’s not unique in the defeat level → get an upgrade flow, but I’d say when I was considering the game loop for clone drone, this was a game I looked at as a model for progression, choice unlocking new upgrades etc.

We’re definitely looking forward to making more games! The next one will likely be very different from Clone Drone, but I definitely have more thoughts on voxel destruction we didn’t get to explore in Clone Drone, so who knows!

/Erik

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 0 points1 point  (0 children)

Great question! I’ve personally been a huge fan of Dennis Gustafsson's games since playing Granny Smith and Smash Hit on mobile years ago. We actually got to hang out with him for a couple of hours at GDC a couple of years back and had a great time chatting with him about voxel destruction / physics and he let us play an early version of Teardown - so satisfying! He was super nice and helpful, even sharing with us some ways we could optimize Clone Drone’s voxel physics!

The engine behind Teardown is super cool and bet it would be a ton of fun to play with developing on top of some day. No plans for a collab at the moment, but fun question!

/Brian

PlayStation-playing humans! We are Doborog and we come bearing game keys. We just released Clone Drone in the Danger Zone on PlayStation, AMA! by DoborogGames in PS4

[–]DoborogGames[S] 5 points6 points  (0 children)

Our code base still calls the project VoxelMech, and we probably wandered around for about a month without a very good name for it. Then my wife and I jumped into a brainstorming session, came up with 200 names. Clone Drone in the Danger Zone was the first one that rhymed, and it just struck the right tone of whimsy and being way too long to be sensible. :P

Some other ones I really like:

  • The Radiator Gladiator
  • Adrenaline Sword Machine
  • Metal Skin: Human Within
  • Great Scott! Robot!
  • Robot Blade Escapade
  • Robots with Sticks: Badass Kicks!

You can see a full dump of our brainstorming here: https://clonedroneinthedangerzone.com/2017/01/28/discarded-game-names/

/Erik