SWARMRIDER OMEGA Download] [Xforce]
- sunleloninika
- Sep 5, 2019
- 5 min read
About This Game SWARMRIDER OMEGA is an "endless runner"+"twin stick shooter" ARCADE mashup. Based on SWARMRIDERS(2016), OMEGA is a darker and faster version, featuring the Saint from UBERMOSH Vol.5. A low-tunned and remastered version of the classic soundtrack meets new powers, achievements, class mods and a denser Swarm. The gameplay is shaped by over a year of feedback, making a short but intense arcade experience. 7aa9394dea Title: SWARMRIDER OMEGAGenre: Action, IndieDeveloper:Walter MachadoPublisher:Walter MachadoRelease Date: 19 Sep, 2017 SWARMRIDER OMEGA Download] [Xforce] swarm rider omega steam. swarmrider omega ost dlc. swarm rider omega reveal key. swarm rider omega I love the the artwork and style, I just cannot progress past 99 seconds. The gameplay is limited but quite fun in bursts 5-10 mins, Percieverence is key.. Achievements are hard to get, especially the last one....took a lot of time since it's more about luck than skill. The longest 3 minutes of your life.. THIS ♥♥♥♥ING GAME IS AMAZING. COCAINE HELPS TOO. A really nice update for the original Swarmriders, which is free. It doesn't bring much to the table, but it's fun and cheap\u00ad.. Now I understand reviews like: PLEASE DON'T!!. "1000 years after the events of UBERMOSH, death has a different meaning in OMEGA, and it funds again the Vol.5 question about mortality."Another great expansion on the UBERVERSE lore.8/10 DRIFTER: How personal can a game be?During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis.The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it.More stuff soon, you can follow the steps here:https://store.steampowered.com/developer/waltermachado. FUEL: What fuels a game developer? In my case, I can say that a mix of motivation, resources, and feedback... and it is working pretty nice on UBERMOSH Vol.7 Early Access.Today I uploaded version 0.4, a structural update, more focused on performance and compatibility than gameplay and cosmetics. Update 0.3 was the first balance tweak, this one will solve memory issues on some machines and runs lighter on older computers without sacrificing audio and visual elements. Now I am working on 0.5... the next characters will come on 0.6.Why is it flowing faster than I expected? The awesome community provides fast and accurate feedback, creating in a few hours enough feedback for me to plan and execute the next update, motivated by their kindness, enthusiasm, and reviews... that also brings new players for the community.This journey would not be possible without you. Many many thanks. More content soon (music stuff too, I designed a new FUZZ guitar pedal for the next track).https://store.steampowered.com/developer/waltermachado. THE DARK MIX UPDATE: It is not just about development, I play UBERMOSH Vol.7, for fun, a lot. Shredded it during Closed Alpha, Early Access, 1.0, 1.1...1.2.....and finally I came with the Dark Mix Update. The game was made following players' feedback, and some elements still surprise me, like the thugs A.I. and how awesome is it to test new ways to use the powers.One lesson I learned developing TTV and TTV2 and it was inserted on all previous UBERMOSH: Randomic changes on how the light is pre-rendered on the floor refresh players' perception. TTVs change level filters each maze and the UBERMOSH games change a bit "light projection/ground tonality" each match. Now, it works on Vol.7 too.While experimenting variations on the OST I brought back the Dark Mix, a "tweak" that I liked to make on the tracks to "listen while driving". Low tunning plus some degrees of a special reverb setup that can morph surf music thru the darkest metal. Now, on Vol.7, the dark-mixed can randomly play with the classic tracks, and I hope you have as much fun as I am having.Many many thanks for the support and hub interactions, it is guiding the development and performance updates. If you like what you are seeing, please, please, make a review on Steam, it helps a lot to spread the seed.Play it loud!https://store.steampowered.com/developer/waltermachado. PULP: Howdy folks, after a busy week working on the next project and double checking the players' feedback on the latest games launched (WARPZONE DRIFTER and UBERMOSH:SANTICIDE) I finally cooked the "PULP" bonus track, created following the "Hiper-Saturated Fuzz and Brazilian drums" of the ARCADE PULP bundle (TTV2+SANTICIDE+DRIFTER). If you check inside the "eggs" folder, it should be there for these 3 games (some of the titles I released contains an Easter Egg folder inside the game files with bonus stuff "c:\ProgramFiles(x86)\Steam\stamapps\common\GAME_NAME", it started inside UBERMOSH:WRAITH when players asked for the covers). Now I will return to the community hub to answer the "unanswered yet" questions.Many many thanks for the kindness and support on this development journey! More stuff soon.https://store.steampowered.com/developer/waltermachado. SANTICIDE: Howdy folks, it's been a long time, ...it took over a year since Vol. 5 to process all players gameplay feedback and ideas, think the next step of UBERMOSH lore, create the new content, balance and playtest everything.Checking the software clocks, UBERMOSH series got 3616 hours of Game Maker Studio and 684 hours of Black Ink for half of the production time. The other fraction was spent on audio, not just recording and playing, the journey for the correct timbre has a fascinating complexity. For example, the UBERMOSH fuzz timbre uses 2 matching BC109 transistors in a fuzz circuit, matching with a BC549 before the clipping. The new gun sounds and the shredder uses an analog delay self-cycling before overdrive to create the "energy" sounds... not mentioning the different slide materials tested to match the desired vibe for the track (a blue ceramic "Moonshine Slides" 246 won).UBERMOSH:SANTICIDEEach volume added something new to the table, Black brought Brainclap and the Blue gun, Vol. 3 came with endless pit and the swarm, Wraith inserted the Manastrike, Vol. 5 gave Dual strike, Shield and Melter. Santicide comes with way more enemies (with more cosmetic differences) better AI, more shielded enemies that will cover the smarter thugs, a stronger, faster and even smarter enemy with a new usable gun, you can choose the Vol.5 Dual Strike or starting with a Single Strike that will climb to Double and Triple (triggered by time) or go with the Single Strike + Shredder, a slow-moving time triggered energy attack that counters shield.You have the Classic mode being able to be changed (without resetting scores) to Hardboiled (more challenge, more scoring opportunities) and Santicide (a mode aimed for the veterans, with its own Santicide Achievements).By the end of the month I will be able to launch it, you can follow some of my production updates here: https://store.steampowered.com/developer/waltermachadoMany many thanks for the support, see you soon.
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