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Author Topic: [PC] Door Kickers  (Read 2812 times)
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jztemple2
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« Reply #40 on: November 03, 2014, 04:22:53 PM »

I'm now at 86 hours on Door Kickers (and that was while I was playing Borderlands The Pre-Sequel and some other stuff too!) and recently I've gotten busy posting a few levels (missions) and a mod. The mod allows all classes to select a no body armor option, which I needed for one of my levels and also for folks who wanted to simulate officers being caught off guard and not fully prepared.  All my Steam Workshop item are located here.

I've been getting rather creative in my levels, probably spending way more time than needed in the backstory, but I enjoy it. My latest two missions have included an homage to the old Dragnet TV series and a reference to a Don Henley song.

click to go to the Workshop

click to go to the Workshop
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jztemple2
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« Reply #41 on: November 11, 2014, 04:02:06 AM »

Just reached 100 hours in Door Kickers, so I thought I'd just update the thread with a mention. There are two updates out now and the dev team is working on new updates to enhance the editor, add more gameplay modes and just generally include some new stuff. The developers are very active on their forum and are receptive to all complaints, suggestions and comments, which is a nice thing.

Speaking of the editor, I'd like to toot my own horn a bit  Roll Eyes and post an image of my Steam Workshop files. I've put some time into these and tried to provide some backstory as well as more interesting Workshop icons.

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Dante Rising
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« Reply #42 on: November 11, 2014, 12:01:40 PM »

This game has very favorable reviews on Steam, and I'm interested in the premise.  I'm worried that the strategy simply lies in preparing your team, but the actual infiltration is just an RTS click-fest. I've watched a few videos, but the gameplay is somewhat unclear. In the one I watched, the mission took roughly two minutes. Assuming that outfitting a team isn't that difficult, even if there are 100 missions, that is roughly 3.25 hours of gameplay.

I loved Rainbow Six, and people compare it to that, but the missions weren't 2-3 minutes long. Where does the addictive part roll in?
« Last Edit: November 11, 2014, 12:05:43 PM by Dante Rising » Logged
jztemple2
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« Reply #43 on: November 11, 2014, 04:34:59 PM »

Actually this game is the antithesis of a click-fest. You not only plan at the beginning of a mission but also whenever you want during it, by pausing (space bar) and giving new orders.

The videos produced in-game unfortunately don't show all the times you pause and plan new moves. You can also give new orders like turning, moving, throwing grenades, blowing doors, etc while unpaused, basically in real time. But really the best way to play is to start the mission (it starts paused), plan your loadouts, then plan your initial moves. Unpause and let things play out a little, then pause and plan some more. It becomes second natures after a couple of missions.

Check out this guy's video, it's a bit long but you can jump ahead. He explains and demonstrates how the pausing and planning work.

UPDATE: I also forgot to mention, a significant portion of that 100 hours was working with the in-game editor to make new levels and mods.
« Last Edit: November 11, 2014, 04:41:25 PM by jztemple2 » Logged

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Blackjack
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« Reply #44 on: November 24, 2014, 11:07:41 PM »

Quote from: Dante Rising on November 11, 2014, 12:01:40 PM

This game has very favorable reviews on Steam, and I'm interested in the premise.  I'm worried that the strategy simply lies in preparing your team, but the actual infiltration is just an RTS click-fest. I've watched a few videos, but the gameplay is somewhat unclear. In the one I watched, the mission took roughly two minutes. Assuming that outfitting a team isn't that difficult, even if there are 100 missions, that is roughly 3.25 hours of gameplay.

I loved Rainbow Six, and people compare it to that, but the missions weren't 2-3 minutes long. Where does the addictive part roll in?
You can pause and give orders at any time so it's not in anyway an "RTS click-fest," unless you want it to be.  icon_smile

That said, if you're easily frustrated, I'm not sure I'd recommend this. I was eventually able to complete most of the initial set of maps but the more complicated ones constantly butcher my guys and I've made little progress in the actual campaign stuff. Still, it's the kind of game someone with FPS motion sickness issues like me just has to support, on principle.  icon_smile And even when my guys died it was so different pretty much every play through.
« Last Edit: November 24, 2014, 11:10:39 PM by Blackjack » Logged

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jztemple2
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« Reply #45 on: November 24, 2014, 11:25:08 PM »

Also Red Panda has a mod that allows you to play the single missions with more troopers deployed. And he has a mod that allows you to play all the campaign missions as single missions.
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jztemple2
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« Reply #46 on: November 25, 2014, 02:30:06 AM »

Interview with the head designer of Door Kickers on Walawalagames.com

Excerpt from the interview:
Quote
wwg: Reading the game bio, we know that Rainbow Six and SWAT were the primary influences for the premise of Door Kickers. What other games influenced the creation of the game?

DD: One of the earliest influences was Flight Control and its path drawing mechanics; that was the trigger that started us on the design-brainstorm-path that lead indirectly to the “a-ha moment” of Door Kickers.

Big influencers are also XCOM - I’m a big fan of the original but the latest can hold its own very well, and indie titles like Faster Than Light. In case you wonder, we were kinda set on having an Iron Man Mode after those two, yeah.
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jztemple2
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« Reply #47 on: November 27, 2014, 05:58:47 PM »

Two big annoucements on Door Kickers:

First, Door Kickers is on sale on Steam for 20% off.

Second, Update 1.0.3 and a contest!

Quote
Just when you thought you absolutely need that game that's on sale, here’s some new stuff for your Door Kickers. A LOT of fixes, but a new campaign too. Don’t worry, its a short one, or so it seems at first sight.

It shouldn’t be too hard to finish it, right? Well, then … the first person to send us a screenshot with the “Terror at Sea” Campaign Victory screen, in Iron Man mode, wins a trooper portrait and a limited run Door Kickers T-Shirt. Mail the screenshot to [email protected].


Now for the actual patch briefing:
--------------------------------------------------------------------------------------------------------------

New Features:
- New campaign: Terror at Sea.
- 7 new weapons: 2 pistols, 4 long guns, 1 shotgun. You might find some new favorites here.
- Can now compare stats for weapons/armor/shields with the ones currently equipped.
- Campaign missions can be replayed as long as you don't play the next mission in line.
- Added "Delta" Go Code for all those that plan ahead.
- Two new ambient music tracks.
- Sniper: use TAB key for cycling between visible enemies.
- Added a "keep previous plan" checkbox in deploy screen.
- Replaced “switch to primary/secondary” waypoint action with a single switch-weapons waypoint. This will make planning ahead easier.
- Added campaign restart button.
- Added "how to play" video for Snipers.
- Red screen border when HUD is minimized and game is paused.
- Game will auto-restart when changing active mods or window resolution.
- When a flashbang waypoint is set on a door that gets opened by an AI, that waypoint is cancelled.
- Trooper no longer stops when given a direct "Reload" command. He stops at reload waypoints though.
- In-game Mods menu now has filters to help you browse more efficiently.

Fixes:
- Campaigns sometimes not finishing.
- Bug where trooper would go inside a door after lockpicking it.
- Breaching charge waypoints disabling themselves.
- Bug where trooper would kick doors while looking the opposite way.
- Deploying on maps with no deploy zones is done with the current equipment, instead of the default one.
- Can no longer interact with bystanders.
- Reload commands cancelling orientation commands.
- Broken sound/crashes for some Creative sound cards (replaced OpenAL with OpenAL Soft).
- Bolt cutters no longer show up for for Breachers when they don't have it equipped.
- Broken backgrounds for "no intel" maps.
- Some replays were impossible to export to video.
- Several bugs related to maps (impossible challenges, impossible to arrest enemies etc.).
- The random killhouse generator will generate *at least* a room.
- You no longer need to retrieve ALL dope items to get three stars.
- Increased timeout values when connecting to Steam Workshop.\
- Fixed enemies destroying dope even when stunned.
- Tooltips now show key shortcuts (if available).
- Out-of-screen indicators not correctly aligned for certain game resolutions.
- A bug related to restoring a plan that had hold/move waypoints.
- Enemies not patrolling on paths on floors other than the starting one.
- Linux/OSX not detecting conflicts between mods.
- Removed SHIFT=Right Click in OSX (would interact badly with path-lock and Steam overlay).


Have fun, keep eyes peeled for new game content coming out this December smile
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"The function of economic forecasting is to make astrology look respectable" - John Kenneth Galbraith
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