NetherWorld is a pixel art action-adventure narrative experience, and also a dark and decadent land full of filthy creatures.
After being abandoned by his wife, Medoo faces his disgrace going to the nearest bar to drown his sorrows in vodka. What started as a marriage crisis will soon become an unexpected, surreal and twisted journey surrounded by quirky fellow travelers.


After being abandoned by his wife, Medoo faces his disgrace going to the nearest bar to drown his sorrows in vodka. What started as a marriage crisis will soon become an unexpected, surreal and twisted journey surrounded by quirky fellow travelers.

- STORY: Get along with cokehead mages, entrepreneur prostitutes, mobsters, sociopath kids, old perverts and more to fix the pieces of your broken life, or at least to try it.
- MINIGAMES: Get money and items taking part in drinking competitions, having sex, shooting stuff or controlling a tick called Joe through filthy underground rogue-like dungeons.
- BOSS FIGHTS: Time to kick some asses! Survive Fight savage bosses during your crazy adventure using all kind of guns… or unarmed!
Development Recap #1
Its been 2 years since our Kickstarter campaign ended, and a lot of stuff has happened: +25 development updates, extended articles Our backers and newsletter subscribers have already read them, but What about you?
Thats why weve decided to make a two-part recap update summarizing all weve been working on from 2018 (and before) to now.
Once up to date, well continue posting brief development updates with the current progress.
-------------------------------------------------------------------------------------------------------------
Okay, introduction done. Lets start from the beginning then!
[u]
Heres the Menu we designed for our first backer demo, and we actually like it for the final game. What do you think? Imagine yourself watching this while listening to NetherWorlds main theme Wait, you actually can listen to it in our website !

Youll be able to explore more than 15 scenarios in NetherWorld, including exteriors and interiors. Lets see the first one you're gonna play in:

Deumanville is the hometown of Medoo, our unlucky black jellyfish-like main character. The green flying snot is Bozky, his best friend and pet.
This town has changed a lot since we started its development. Youll play it at night, but also in a beautiful sunset.

Okay, so this crazy adventure starts in Deumanville but WHO starts it?
[h3][i]
Cubick is running away from the Mafia. Why? Dont know yet. But what we know is that hell be involved in all the boss town fights... And will involve you in them, of course.

To the nearest drug dealer, and beyond!
Here are some characters youll meet in Deumanville too. Most of them will have an important role in the story:
Yummi, the party-loving newcomer.

Aitana, the shy newcomer.

Roger, the town bully.
[u]
We love big fights, and thats why all the enemies in NetherWorld will be deadly bosses like the pal over here:

Hot armors aside, were glad to show you the first 2 bosses youll have to fight in Deumanville. And you know what? Youll have to face them unarmed! MUAHAHA!
[h3]

Did he drink Monster Energy or what?

[h3]
Theres nothing more deadly than a party with a cokehead mage. Wait... Is that a unicorn?

[u]
Youll get money or materials taking part in drinking competitions, having sex (you better don't ask with who), shooting stuff or even controlling a tick called Joe through filthy underground rogue-like dungeons.

Tick Joe in action! [WIP]
[u]
Sword, shield, torch, shotgun, submachine gun, flamethrower Not Pokmon games, but some of the weapons youll use to [strike]survive[/strike] fight bosses. Check out all the upgrades weve made to the weapon system below!

Old one.
If youve ever worked with Unity, youll know how useful the LineRenderer tool is for adding a laser sight like this in your weapons. The problem lies in having a cool HD red laser in a pixel art game. We fixed it using Bresenhams line algorithm:

New one.

If you wanna know how we did it, feel free to check out our IndieDB article .
To avoid frustration and despair among players while trying to shoot a target, we reduced recoil parameters. Heres the comparison:

[i]
Were gonna kick lots of boss butts in NetherWorld, so the combat UI has to be up to scratch.
According to the mess you got into, youll be able to switch between ranged and melee weapons. This double weapon category system made difficult to decide how the weapon selector should be. We finally opted for a quarter circle in the top left corner of the screen.

Besides showing the weapon list, its rotation would allow to change weapons and the weapon category as well.

[u]
[i][h3]
Developing NetherWorld for Steam and Nintendo Switch at the same time has taught us how to work in a more efficient way, mostly in terms of performance optimization. Weve been able to reach stable 60 fps even in our 300-IA-bird benchmarks!

Hitchcock-inspired benchmark approved!
In this other image below, you'll see more than 20,000 triangles! By increasing the number of tris in each scene element, we can fit to its shape better and reduce overdraw risk.

This is particularly important in the game, because we love playing with illumination (and this consumes resources).



In the second part of the update well talk a bit more about how we use particles in the game.
That wasnt an easy decision: NetherWorld rotation system has experienced several (and important) changes during its development. In the beginning, the calculations to build a new rotated image for big objects like the gauntlet youll see below raised the 30,000. After an optimization, we reduced it to 10,000.

We also developed a system to storage the rotated images, so if we already had Object X rotated in a certain angle, next time we needed it we'd use the stored image instead of doing the rotation calculations again.

Calculating rocktations.

[i]
We want you to enjoy Medoos suffering no matter the situation, so we added some outlining when his body is hidden. Dont miss a thing!

[i]
Theres quite a lot of blood in NetherWorld, so we wanted it to feel right. Thats why we created a 2D pixel bloodstain system that generates random bloodstains every time you hurt someone. It can be used by us (Hungry Pixel team) to decorate scenarios too, and works for dirt and other stain materials.

Testing random bloodstain generator.

No difference at all!

Is she hitting you with a fetus? Of course she is.
If you wanna know how we developed the Blood Stain System, we explain it here !
-------------------------------------------------------------------------------------------------------------
We hope you enjoyed this update as much as we did developing all this stuff. It'll be a pleasure to hear your impressions and answer any question you have about the game!
[u]
You haven't added NetherWorld to your wishlist, or joined our Community Hub?
WHAT ARE YOU WAITING FOR?
https://store.steampowered.com/app/672420
Thanks so much and see you next week!
Hungry Pixel team
(Oh, you can stalk us below too, including Facebook !)
Hey Netherholics!
Its been 2 years since our Kickstarter campaign ended, and a lot of stuff has happened: +25 development updates, extended articles Our backers and newsletter subscribers have already read them, but What about you?
Thats why weve decided to make a two-part recap update summarizing all weve been working on from 2018 (and before) to now.
Once up to date, well continue posting brief development updates with the current progress.
WARNING:
NetherWorld is still under development, and this is a recap. Most footage and information shown here may be outdated or may change in the future to guarantee the best quality and fun.WARNING 2:
GIF compression quality is worse than in-game real footage (sorry!).WARNING 3:
There are not more warnings, ENJOY!-------------------------------------------------------------------------------------------------------------
Okay, introduction done. Lets start from the beginning then!
[u]
INTERFACE: The Menu
[/u]Heres the Menu we designed for our first backer demo, and we actually like it for the final game. What do you think? Imagine yourself watching this while listening to NetherWorlds main theme Wait, you actually can listen to it in our website !

[u]SCENARIOS (I): Deumanville[/u]
Youll be able to explore more than 15 scenarios in NetherWorld, including exteriors and interiors. Lets see the first one you're gonna play in:

Deumanville is the hometown of Medoo, our unlucky black jellyfish-like main character. The green flying snot is Bozky, his best friend and pet.

This town has changed a lot since we started its development. Youll play it at night, but also in a beautiful sunset.

Okay, so this crazy adventure starts in Deumanville but WHO starts it?
[h3][i]
- Cubick, the cokehead mage

Cubick is running away from the Mafia. Why? Dont know yet. But what we know is that hell be involved in all the boss town fights... And will involve you in them, of course.

To the nearest drug dealer, and beyond!
Here are some characters youll meet in Deumanville too. Most of them will have an important role in the story:

Yummi, the party-loving newcomer.

Aitana, the shy newcomer.

Roger, the town bully.
[u]
Let's kick some asses: BOSSES (I)
[/u]We love big fights, and thats why all the enemies in NetherWorld will be deadly bosses like the pal over here:

Hot armors aside, were glad to show you the first 2 bosses youll have to fight in Deumanville. And you know what? Youll have to face them unarmed! MUAHAHA!
[h3]
- Xenus, the Mafia Doctor

Did he drink Monster Energy or what?

[h3]
- Cubick Party
Theres nothing more deadly than a party with a cokehead mage. Wait... Is that a unicorn?

[u]
MINIGAMES (I)
[/u]Youll get money or materials taking part in drinking competitions, having sex (you better don't ask with who), shooting stuff or even controlling a tick called Joe through filthy underground rogue-like dungeons.

Tick Joe in action! [WIP]
[u]
MECHANICS IMPROVEMENTS (I): Weapons
[/u]Sword, shield, torch, shotgun, submachine gun, flamethrower Not Pokmon games, but some of the weapons youll use to [strike]survive[/strike] fight bosses. Check out all the upgrades weve made to the weapon system below!
-
Pixel Laser Sight

Old one.
If youve ever worked with Unity, youll know how useful the LineRenderer tool is for adding a laser sight like this in your weapons. The problem lies in having a cool HD red laser in a pixel art game. We fixed it using Bresenhams line algorithm:

New one.
-
Procedural pixel arms

If you wanna know how we did it, feel free to check out our IndieDB article .
-
I swear I was aiming the boss!
To avoid frustration and despair among players while trying to shoot a target, we reduced recoil parameters. Heres the comparison:

[i]
-
Weapon Selector
Were gonna kick lots of boss butts in NetherWorld, so the combat UI has to be up to scratch.
According to the mess you got into, youll be able to switch between ranged and melee weapons. This double weapon category system made difficult to decide how the weapon selector should be. We finally opted for a quarter circle in the top left corner of the screen.

Besides showing the weapon list, its rotation would allow to change weapons and the weapon category as well.

[u]
GRAPHICS IMPROVEMENTS (I)
[/u][i][h3]
- Optimization challenge
Developing NetherWorld for Steam and Nintendo Switch at the same time has taught us how to work in a more efficient way, mostly in terms of performance optimization. Weve been able to reach stable 60 fps even in our 300-IA-bird benchmarks!

Hitchcock-inspired benchmark approved!
In this other image below, you'll see more than 20,000 triangles! By increasing the number of tris in each scene element, we can fit to its shape better and reduce overdraw risk.

This is particularly important in the game, because we love playing with illumination (and this consumes resources).

-
Lightning


In the second part of the update well talk a bit more about how we use particles in the game.
-
Rotation system
That wasnt an easy decision: NetherWorld rotation system has experienced several (and important) changes during its development. In the beginning, the calculations to build a new rotated image for big objects like the gauntlet youll see below raised the 30,000. After an optimization, we reduced it to 10,000.

We also developed a system to storage the rotated images, so if we already had Object X rotated in a certain angle, next time we needed it we'd use the stored image instead of doing the rotation calculations again.

Calculating rocktations.
-
Weather system

[i]
-
Outlining
We want you to enjoy Medoos suffering no matter the situation, so we added some outlining when his body is hidden. Dont miss a thing!

[i]
-
Blood Stain System
Theres quite a lot of blood in NetherWorld, so we wanted it to feel right. Thats why we created a 2D pixel bloodstain system that generates random bloodstains every time you hurt someone. It can be used by us (Hungry Pixel team) to decorate scenarios too, and works for dirt and other stain materials.

Testing random bloodstain generator.

No difference at all!

Is she hitting you with a fetus? Of course she is.
If you wanna know how we developed the Blood Stain System, we explain it here !
-------------------------------------------------------------------------------------------------------------
Aaaaand thats it for now!
Next week well finish this recap with PART 2: Desert scenario, worms, particles and more!We hope you enjoyed this update as much as we did developing all this stuff. It'll be a pleasure to hear your impressions and answer any question you have about the game!
[u]
Wait a second...
[/u]You haven't added NetherWorld to your wishlist, or joined our Community Hub?
WHAT ARE YOU WAITING FOR?
https://store.steampowered.com/app/672420
Thanks so much and see you next week!
Hungry Pixel team
(Oh, you can stalk us below too, including Facebook !)
[ 2020-09-16 21:20:47 CET ] [Original Post]
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