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The new dialogue editor will be added alongside a complete overhaul to all the current missions and level structure of the game. These are huge changes to the core game experience.




Make sure to follow us on any of these so you won't miss a single stream:




Here is the full list of changes this patch brings to the game:

In an effort to try and show you guys how development on BUCK is progressing, we decided to start a video series called "GDD" - Game Dev & Design .
We've been struggling with this issue internally for some time now.
Name: Unknown.
The weapon slots themselves will now be bound to pre-determined keys (rebindable on Keyboard and with alternate Input schemes for controllers).
See the green squares on Buck's hands and feet? These are our current damage indicators. The bigger ones are what we use for ranged weapons like the shotgun and revolvers.
Note the tall squares in-front of him. These colliders serve as "detectors" to tell the AI when Buck is in-range to activate an attack. Based on his distance, the AI changes his attacks from "shoot" to "bite".
These are the kind of things that happen when your game becomes a lot bigger than what you initially plan. Having one programmer to code all this takes time, but the game is stable enough for us to make changes to existing systems instead of coding from scratch.
These guys will have a different set of rules for their AI. They will attempt to distance themselves as far as they can from Buck to find safe location to fire from afar.
The Firecrackers may come in different shapes but they all have one thing in common: size. These little guys will function similarly to the Surveyors AI. They will attempt to distance themselves from Buck and land on higher ground, if they can find any. They throw sticks of dynamite that explode after a short delay, damaging any unit in it's area-of-effect. (enemies included).
We're still trying to figure out the best methods for adding story content into the game. Since we have a major revamp to our Dialogue System coming up, we do not want to expand on the narrative too much at this point.
Below is the sum total of what was added into this build during our last two months of development:
August 23rd - September 26th | Kickstarter Early Access Build goes live!
Alongside backer pets making the way into the game we've also added Elevators and Switches to our existing levels, a feature we plan to rely on much more in newer levels.
We've also started working on the new Town Hub level called Deadwood.
October 24th - November 30th | Early Access updates, backer pets and pre-orders
We've also added the initiate test of the Weapon Locker System hat will allow the player to manage his weapon slots when additional weapons are introduced in 2017:
November 30th - December 31 | Shop functionality
We're also working on a new trailer and additional cinematics to release with our Steam Early Access launch:
2017 is going to be a big year for BUCK. We plan to reach Steam Early Access near the end of February. By then we're hoping to have the weapon customization and crafting systems up and running. We'll roll out one last Kickstarter Early Access update with these systems to get your feedback on them before BUCK is finally made playable for everybody on Steam.
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