Author Topic: Teleglitch: Die More Edition (now at v9.3) $  (Read 11876 times)

getter77

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Teleglitch: Die More Edition (now at v9.3) $
« on: November 25, 2012, 03:48:09 AM »
http://www.teleglitch.com/  3 years in the making, the last of which if fairly closed Overhauling from the last time there were public reckonings on it.

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Teleglich is a roguelike top-down shooter with pixel graphics. The game takes place in procedurally generated military research & training complex that has a different map every time you play. Our mission is to give players like you a chance to walk in the dark corridors, gripping their gun and few last rounds of ammunition. To play with finger on the trigger, high on adrenaline. We want to give you the, paranoid, sweaty, and bloody hard kind of fun.
The Teleglitch universe:
See the future where humanity is controlled by cold, dark mega-corporations. One of them is Miliary Technology Incorporated (aka Militech), one of the world’s largest military research organizations, specializing in necrotic tissue reactivation and nonhuman combatants (zombies, cloned battle organisms, robots etc). Far out in the edge of colonized space lies Medusa 1-C, a cheap planet with lethal atmosphere. There is only one building on the entire planet – a huge military research & training complex. Unfortunately, something goes very wrong in that base. All you know is that most of the facility personnel have been killed, microchipped and reactivated as combatants by the central processing AI of the facility. Except for yourself, a scientist with an incredibly strong will to survive.
Features:

    -20+ types of various opponents
    -40+ types of weapons and items
    -10 levels that radically change their structure every time you play
    -10+ hours of play time (it gets harder the further you get, surprise)
    -Detailed Database with juicy back story and useful info of each monster
    -Option to combine all weapons and items into new awesome gear, such as the can gun (empty can + nails + explosive) or the high velocity light machinegun that shoots armor piercing depleted uranium bullets (result of modding the standard assault rifle).
    -A sinister narrative filled with greedy military corporations, risky experiments and will to survive.

Everything scientifically accurate, of course.

$13 USD dev direct via good old Fastspring for the full version, Windows only for now while the Linux version is getting situated.

Demo available:

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The free demo gives you a good, rich taste of Teleglitch and the first four levels of the game. Expect hungry monsters and exploding microchipped brains while the dark secrets of military corporations will begin begin to unfold. Expect old school/retro in the best possible meaning of the word. Downloading & launching the game is super easy and should take just about 1 minute.

First four levels + short tutorial:

    -Short tutorial where you get to pilot an experimental battle robot
    -Outdoor training ground for nonhuman combatants
    -Military biology sector
    -Facility support systems
    -Necrotic tissue research

Rounds out with a spiffy new-and-improved trailer onsite and I'd reckon this indeed has much going for it and should turn out to be quite the spectacle.   8)
« Last Edit: May 21, 2014, 02:27:26 PM by getter77 »
Brian Emre Jeffears
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Re: Teleglitch (now available)
« Reply #1 on: November 25, 2012, 04:35:43 AM »
 :D looks like fun

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Re: Teleglitch (now available)
« Reply #2 on: November 25, 2012, 04:52:28 PM »
Really enjoying this one! Fast paced action shooter, with a survival horror theme. The visual effects on the weapons discharge is very effective.

getter77

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Re: Teleglitch (now at v6.2)
« Reply #3 on: January 09, 2013, 02:13:24 PM »
v6.2

Quote
-added: option to save your game after completing a level.
-added: launcher thats sets command-line arguments and keeps you up to date. (windows only for now)
-added: you can now change the screenshot button.
-added: desura support for linux

-fixed: linux builds are now bundled with dependencies.
-fixed: map scrolling keys can now be correctly remapped.
-fixed: monsters getting stuck sometimes.
-fixed: some trees weren't visible.
-fixed: lots of potential crashes
-fixed: bug where you could lock yourself out of a bossfight in level5.
-fixed: crash in level10 when using the map.
-fixed: lots of balancing errors.
-fixed: text database list is now scrollable.
-fixed: weirdness in level end screen
-fixed: somewhat reduced loading times
-fixed: lots of typos
-fixed: level10 sometimes not loading correctly

Mac compilation is also coming along in the background and is closer than ever.
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Re: Teleglitch (new Die More Edition inbound)
« Reply #4 on: June 27, 2013, 02:22:18 PM »
A bolt from the blue, Teleglitch is getting a spiffy new updated edition, Die More!   :o

http://www.youtube.com/watch?v=iEnS4wPRETw&hd=1
http://diemore.teleglitch.com/#

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Paradox Interactive, a publisher of games and a liker of rogues, is today proud to announce a partnership with T3P to bring out the new extended version of Teleglitch entitled Teleglitch: Die More Edition. More levels, more items and more story.
Not only have we added more content, we've also trained the AI to be smarter and deadlier in order to keep you from seeing it.

Teleglitch: Die More Edition is scheduled to launch for PC, Mac and Linux this summer. Existing Teleglitch customers will also get upgraded to the "Die More Edition" for free.

We will also do a livestream of Teleglitch: Die More Edition tonight, June 27th at 8 p.m. CEST / 7 p.m. BST / 11 a.m. PDT at www.twitch.tv/paradoxinteractive. Join us when the game's developers and producer show off the new content, or die trying.

Teleglitch: Die More Edition is scheduled to launch on major digital distribution platforms for PC, Mac, and Linux for $12.99 this summer.

Soon we will perhaps all sup anew on GameHunter's terror and descent into madness!   ;)
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Re: Teleglitch (new Die More Edition inbound)
« Reply #5 on: July 02, 2013, 12:09:16 PM »
Part 1 of a Developer Diary:

http://forum.paradoxplaza.com/forum/showthread.php?700030-Teleglitch-Developer-Diary-1-Meet-the-team

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Who are you guys?
Mihkel:
I am a young computer addict working in a small studio located on top of a dirty garage, working on different sound, game and graphic projects. I am seeking new possibilities for using technology to provide joy to myself and others.

Johann:
I'm a 22 year old university dropout. I spend most of my time behind computer, either working on Teleglitch, playing something or just wasting time.
When not behind computer, I entertain myself with hitchhiking, bicycle rides and arguing mostly about politics, the meaning of life and science over a bottle of wine.
I've also done visuals for local raves with Mihkel, but I've been too busy for that lately.

Edvin:
I am a 30 y/old game design teacher in University of Tartu, indie gamedev in various roles (except coding) and a writer. I work with several game projects and teams, of which Teleglitch and Test3P have been most fruitful so far. My dream is to become a creative producer one day, and use the funds generated with games for strategic charity and reduction of suffering around the world.
I aspire to be worthy of calling myself a humanist/nonreligious buddhist.


What do you do in the team?
Johann:
Everything involving code is done by me. I also did customer support.

Mihkel:
My field of activities is pretty wide. Graphics, sound effects, music, level bits and level design, balancing, bookkeeping and other company-related bureaucracy, that nobody else wants to deal with

Edvin:
The background setting, story and all the texts in Teleglitch. I also did the PR and marketing campaing for the initial version of the game and helped out in various aspects ranging from translation to testing to project development in general.


How did you get started with developing games for PC?
Mihkel:
We started making games together with Johann in 2002. Johann was then 11, me 13. I was creating the graphics and Johann was programming.
We started by using Gamemaker software, then moved to Blitzmax and then finally C++. We've been working on about 25 very ambitious and different
game projects, out of which only few were completed and all were only made public in the Estonian GameMaker forum. There were about 6 Teleglitch-like projects, and only few of those have remained on our harddrives. Edvin joined our gang on the spring of 2012.

Edvin:
Before entering the games industry around 2010, I had written a couple of books, participated in estonian comics scene and experimented with animations and other creative stuff. I realized I could never go deep in all of those fields, so the solution was to pick one where all of the different mediums would come together, which for me was game design. I'd been a gamer since the 90s and had also dabbled in designing tabletop games since 2005.
So I started participating in amateur indie projects and learning all aspects of game design and development. At one point, I worked through 2000-pages of truly good game design literature and, based on it, created a game design & development course for University of Tartu. BA in semiotics/anthropology, side studies in psychology and work experience as a marketing consultant were all additional puzzle pieces that would support the direction I was taking. Finally, a childhood friend brought me together with Teleglitch developers, and now I've become part of a team that's made the internationally most well-reviewed Estonian game so far.


What's the (indie)game scene like in Estonia?
Mihkel:
For me, the Estonian game-scene feels very distant. There used to be a forum dedicated to the GameMaker software games that I used to actively visit, but the forum has sort of died off. I mostly hear about other gamedevelopers through Edvin.

Johann:
There's a forum for gamemaker, as Mihkel said. Most of it is boring, but every once in a while something really brilliant pops up. I think that they deserve way more recognition than ~10 downloads, but for some reason they never really distribute their games beyond Estonia.
Other than that, I don't really know anything.

Edvin:
There's over 20 companies in the Estonian game industry (including asset creators and other supportive service providers), plus a number of small indie teams and one-man developers.
There's also the European first business accelerator focused on games (Gamefounders) in Tallinn and IGDA Estonia (independent game developers association), both of which I have the privilege to be involved with. I would say the Estonian game scene is still opening it's first blossoms and this is only the start. I see great gamedev potential in this country.
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getter77

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Re: Teleglitch: Die More Edition out)
« Reply #6 on: July 24, 2013, 09:43:25 PM »
Now getting available from the usual places, original edition owners getting the pre-order edition for free as promised.
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Re: Teleglitch: Die More Edition (now at v8.6)
« Reply #7 on: August 15, 2013, 12:10:53 PM »
v8.6

Quote
We did a patch some time ago including the following changes:

RSG:
1)Shockblade is now replaced with Powerlegs and also have new starting text
2)Silver Spoon's description had one too long line that got cut off

Stability:
1)The problem some Mac and Linux users when using Stimulants should be fixed
2)The game no longer crashes when it can't connect to steam. Will now instead try to restart itself through steam. This will likely fix issues where the game crashed right after the blue loading screen.
3)One module name had wrong capitalization This was likely the reason why people had the game crash on linux and mac while loading levels. Linux and Mac are case-sensitive while Windows isn't.

There's another update in development which will contain exiting new features! Stay tuned for more information.
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Re: Teleglitch: Die More Edition (now at v8.8)
« Reply #8 on: October 25, 2013, 11:45:24 AM »
v8.8

Quote
-Added HD Mode. Check the options menu.
You will be able to choose between 1x, 2x and 3x the default resolution.
-You can now zoom the map using mouse wheel.

-Fixed missing module names in level4b
-Upgraded to SDL2. This should fix most of the weirdness with the game window.
-You no longer have to restart the game to switch between fullscreen and windowed mode.
-Levels are now more randomized (inspired by one of the Xangi's mods)

-Fixed a minor bug that allowed you to reload when you had no ammo.

For players who haven't dared to try the game yet, we will also release a demo version on Steam shortly.
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Re: Teleglitch: Die More Edition (now at v9.0)
« Reply #9 on: January 24, 2014, 01:20:31 PM »
v9.0

Quote
http://forum.paradoxplaza.com/forum/showthread.php?750883-Patch-9.0-Live!&s=c6cc8a2f5ce8a9dec28f23f7db05a2bc  Screens!

The developers at Test3 Projects have been working hard to bring you this update containing several new cool features and a major balance change to the game.

Changelog:
Changed: Improved weapon distortion effect
Changed: Improved colors
Added: Added visual shockwaves for explosions
Added: Support for more controller models

Various balance changes across the entire game, including:
Difficulty scaling changed; early levels are easier, later levels are harder
Enemy spawn locations are more random
Some enemy behavior patterns

Railgun costs less ammo to use
Agl-Grenades no longer blow scientists up
Swarmbots now spawn outside the pipes

Various bug fixes, including:
Fixed: Achievement, The Attention Master
Fixed: Crash when loading levels on some Linux machines
Fixed: Switching fullscreen no longer results in 1x1 windows

Added: New options menu and settings:
Added: Dynamic lighting effects:
Changed: Levels are now a lot more modular, resulting in more variations in level generation:
There’s also an experimental item randomization mode
; the patch was almost done and there wasn’t enough time to test it, so for now you can enable it by typing ‘settings.randomizeitems=true’ in the console.

Please show your support for the game by visiting us on facebook and the Paradox Forums. All feedback is welcome:

Really glad to see all the continuing post-release support as the game continues to garner the accolades.   8)
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Re: Teleglitch: Die More Edition (now at v9.3) $
« Reply #10 on: May 21, 2014, 02:28:18 PM »
v9.3

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The developers have been working hard to bring you the latest patch for Teleglitch: Die More Edition.

Patch notes:

Arena Mode:
The Arena mode is an entirely new game feature developed for this patch. There are a total of 36 arenas divided into four chapters. Each chapter can be unlocked by completing the normal campaign (chapter 1 accessible by default).

In the arenas, the player will face hordes of enemies in a randomized level layout. To aid the player, each arena chapter has six different predetermined weapon sets with varying strengths and weaknesses. Each arena have one of the following three objectives: kill all enemy waves, survive a certain amount of time, or kill a specific enemy type.

The arenas will be an excellent training ground for new players and additional content for the few players who have already completed the normal campaign.

Enhanced menu:
The menu system has been improved both in looks and usability.

New achievements:
For the achievers, four new Steam achievements will be available, tied to each of the Arena chapters.

Additional updates:
*Balance changes on later levels in the original campaign (more starting items)
*Bug fixes
Brian Emre Jeffears
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