About This GameEvery day, millions crowd the tube in a desperate bid to get to work. Can you build and run the perfect metro station to help them make it on time? Overcrowd is a tactical management sim set on the metro of bustling city Lubdon Town. Blending base building with pausable real-time strategy, Overcrowd offers a unique mix of spatial puzzling, strategic thinking and split-second choices. Excavate your way through 4 layers of earth. Design your layout carefully and plot commuter routes with user-defined directional signs. Keep things on track with a wide range of equipment to unlock and procure. You’ll need to assemble a crack team, tool them up and deploy them to run your station in real time. You can set priorities, schedule breaks or just deploy them manually. Keep your staff room well stocked and your employees levelled and you can take you tube station to new depths. Commuters have needs, just like you and me. The hazards of a badly run station - delays, heat, dirt, rats - will affect their state of mind and your station reputation. Beware hoodlums and pickpockets who will try to derail your operation! Everything from bin emptying, generator refueling, power, litter collection, heat, commuter AI, shop prices, stock and staff activities are simulated down to the individual level. The huge range of interacting systems gives scope for emergent and unpredictable gameplay.
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overcrowd a commute em up download. overcrowd a commute em up. overcrowd a commute 'em up gameplay Of Early Access, Autumn and A.I.:
Maintenance. Escalators are in!:
. The game has been progressing nicely the past few weeks. I thought I'd show you some of the new commuter walk cycles and escalator objects you can build. I'm super happy with them. Building escalators will allow your commuters some rest as they traverse floors in your station. Take a look: . Lights, cameras, actions! February update: I thought I’d give you a quick update on what’s been going on with Overcrowd in 2019. First up, I've improved the commuters and staff sprites. As well as looking great with a super smooth walk cycle, we have now animated a bunch of new actions, from sitting, to foot tapping, to using objects and tools. Combined with a new lighting system, the overall look of the game has taken a big step forward. I can’t wait to update this page and make a new launch trailer to show off the new aesthetic. But for now here's a gif of some staff relaxing in a the staff room (you can see more video on my twitter feed). Of course, it's not all about the visuals. I’m also working hard to get as many features and items as I can in before hitting early access. With lots of the core functionality done, I’ve been able to add a slew of new objects. These include new power generators, capacitors, an ornate clock, air purifiers, light fixtures, staff seating, benches, CCTV cameras, a PA system and an arcade machine. And there's more to come. On the systems side of things, I've been refining a fully customisable sandbox mode. This lets you generate maps, set win/lose conditions, starting money, scenarios and goals, and generally tweak a load of settings to make the game as hard or as easy you like. Alongside the custom sandbox, there is a procedural campaign. This is really where the heart of the game lies. Your aim is to build a series of underground stations – and a team of staff and procured tech – across a series of increasingly tough randomly generated terrain and scenarios. Every time you restart you can enter a random seed to generate a new campaign. This should maximise replayability even during early access. I hope to add one or two more game modes on top of this (possibly more challenges or an endless-type play mode), though those will probably be introduced in early access (depending on your feedback). In the coming months I'll be sorting out a gameplay video showing how it’s all coming together, so remember to check back if you can! If you have any questions, drop by the discord server[discordapp.com], start a thread in the steam discussion group, or pop a question below.. Next stop: Early Access: As ever it’s been a busy few months, and I’m happy to report we’ve made a lot of progress on Overcrowd. We are just about on schedule for a (reasonably) imminent launch. More on that later. First, here are the headline features/fixes we've been working on.
Stabilised and balanced procedural campaign. Overcrowd makes Indie Prize final + other updates:
This month we had some great news - Overcrowd has been selected as a finalist in the Casual Connect 2019 Indie Prize[www.indieprize.org]! This coveted award allows us to showcase the game alongside some of the top indie games around. As part of the award, we've been gifted a stand at the event in London towards the end of the month. We're super excited to have been picked by the judges, who played an early build of the game before nominating us. If you're attending the event, please drop by and say hi!
Polish and progress. Overcrowd Discord server now live:
Ever wondered what aspect of Overcrowd I am working on right now? Sure you could post a question in the Steam discussion forum (and please do!), but it could be hours before I notice and reply. You're a busy person. You don't want to be waiting around for a forum reply. No, you want real time discourse. You want a fully featured online chat room, with seperate rooms for general chat and announcements. You want optional voice chat. You want a place where you can see new development screenshots and gifs as soon as I make them. That's why I've launched a server on Discord. If it sounds like your thing (and come on, how could it not be!?), drop by the Overcrowd Discord server[discord.gg] and say hi. Hope to see you there! . 'Brute' behaviour tested in crime-and-punishment update: Following our success at the EGX Rezzed gameshow in London - and a month of "refactoring" the core rendering code to improve performance - I have finally been able to return to the fun part: adding new features! I am in what we (myself and Sarah - gf and game artist) call Stage 0. This is basically the final phase of the game dev before we hit alpha or minimum viable product, or whatever you might want to call it. Anyway, new behaviours have been the focus so far, especially related to crime and punishment. First up is ''brute' - which is basically when a commuter enters a frenzy and punches anyone around them. You've had a commute like that - right..? Anyway, you can check out some footage on twitter. The idea is staff can 'cuff brutes when their HP is worn down. When they get 'cuffed, i'm not 100% sure what will happen. Possibly they just stand there until you call the cops (if that feature is added). There has long been a plan to be able to build prison cells, so when that is implemented, crimnals can go there. This would make a nice balance, meaning you don't have to pay out for police, and can use your cells instead, which I think could be fun. Let me know your thoughts in the comments or the behaviour thread in the steam discussion forum!. Lubdon Town, launch date and prices: Overcrowd: A Commute 'Em Up will launch in Early Access this Thursday 6th June!
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