uh
nice to see the updates coming but it still isn't fun to play
they need to deal with cover and hit chance somehow better
i so want this to be good but it just makes me want to go back to frozen synapse
It’s been 2 months since the conclusion of the “Terror at Sea” campaign, and a sinister sub-plot comes to light. The police have failed to locate and disarm a deadly nerve agent dispenser hidden in the belly of the Luigi Balauro, and it has contaminated the waters of Nowhere City Harbor.
Now, the fruits of your bad performance come to life – the deadly Zombies attack!
Note: If you have actually disarmed the device during your play of “Terror at Sea”, you will be unable to run Door KickerZ. It just wouldn’t make any historical sense, would it? We’re sorry for any inconvenience. No refunds.
New Features:
4 new enemy types: Basic Zombie, Covert Zombie, Ghillie Zombie and Chalk Outline Zombie
dynamic zombie generation based on realistic simulation of a made up nerve agent
“Are you mad?” confirmation screen when pressing ESC by accident on the Mission Failed Screen.
Bonus: All Zombie requests will be deleted from the forum
To counter the Zombie threat, your troopers receive access to special gear:
[*] 6 new weapons including fan favorite Mac-10 and Armor Piercing Mp9.
[*] Whatever bullshit armor the Juggernauts were wearing.
[*] 3 new gear pieces including the often requested Live Chicken Decoy!
Door KickerZ is the official sequel to the critically acclaimed and highly successful SWAT command game Door Kickers (with an s). Coming to Win / Mac / PC in mid 2015.
There's a sequel inbound, in 3D this time. Not sure what to think about it, we shall see
Quote:
As 2015 has come to an end, it’s time to talk about the future, and the future is Door Kickers 2 … and more.
DK2 brings the step to 3D: environments, characters – but keeps the clear and easy-to-use top down perspective and hardcore, unforgiving action. It keeps the real life action but moves it to a new and exciting setting. And it changes… everything.
Oh, are we being a little vague? Yes, we are. On Sunday, January the 17th of 2016 you will know more.
As 2015 has come to an end, it’s time to talk about the future, and the future is Door Kickers 2… and more.
DK2 brings the step to 3D: environments, characters – but keeps the clear and easy-to-use top down perspective and hardcore, unforgiving action. It keeps the real life action but moves it to a new and exciting setting. And it changes … everything.
Oh, are we being a little vague? Yes, we are.
On Sunday, January the 17th of 2016 you will know more. In case you wonder, that’s exactly 3 years after we let the first news out on Door Kickers.
To help with the challenge, Door Kickers 2 adds Cooperative Multiplayer to the existing mix of Single Player Missions and Campaign. And since you can never have too much content, the game comes with complete modding support, improved mission editor and partial source code access. Yes, we can; it’s our own custom built 3D engine. We’re cool, crazy, or most likely both.
Wow.
Might even buy it at release after waiting for some reviews.
Approximately how long will this game be in Early Access?
“The game will be in Early Access for 6 to 8 months - up to July 2018.”
How is the full version planned to differ from the Early Access version?
“Our development plan involves regular updates, at least once a month. The FINAL version should include the following changes:
Major Features:
- Character Development
- Boss enemies
- Level Editor
Minor Features:
- Leaderboards
Content:
- 1 NEW Player Class: Recon (total 4 classes)
- 6 usable weapons per player class
- 60 playable levels
- 17 non-boss enemies”
What is the current state of the Early Access version?
“The game is very playable and fun to play, but there's content and features to be added.
The current content is:
- Single Player and Cooperative Multiplayer (online and couch coop)
- 3 Player Classes: Assaulter/Breacher/Shield
- 3 unique weapons per class
- 3 usable, common, gear items
- 24 levels
- 8 enemies
- 1 non enemy NPC
- 3 mission types”
as for the state of DK2 , they posted this in June
Quote:
In case you were wondering, we are aware of all the “where the fuck is dk2” messages on facebook, twitter, forums, email, personal phones and PO boxes, but we honestly didn’t have a clear plan of where the project was headed.
We are very, very behind schedule, due to various reasons which there’s no use over analyzing right now (the game was completely on hold for some time), but the important thing is that we’re working on it!
We lack development resources right now (programming mainly), which we’re trying to solve, but it’s hard considering we’re not using a third party engine and experience with building custom engines is hard to find.
DK2 will be a very big step up from DK1 (design/art/tech) and we’re just realizing that it won’t be possible with the same small teams as for DK1 or Action Squad (“technically” speaking, Action Squad is one programmer, while DK1 was one full-time programmer and a couple of part-time programmers).
We’ll try to document our progress more often from now on, but currently there’s nothing “pretty” to show, we’re just building the underlaying technology while having mostly stand-in graphics and unfinished animations.
But since you probably won’t believe us, here’s a prototype we did for a new control scheme, which was later removed.
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