Stuff You May Have Missed in the ScreensMain News

Stuff You May Have Missed in the Screens

Monday, November 26th, 2012

Together with the trailer last month, we released a number of screenshots. While most of them mirrored scenes also shown in the gameplay clips, some didn’t. So, we decided to put a few select screens in the spotlight, and elaborate on what’s in them.

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A polar bear, not looking too entertained, is peeping from outside the half-collapsed wall in the background. Could he be getting ready to pounce, or perhaps just be content with watching from a distance?

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A penguin on a shooting spree, causing lots of bullets to rain down from the sky. Dudebro may not be able to carry an umbrella, but it looks like he found something else to shield himself with.

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Passed out SkullPro Soldiers won’t be a rarity inside bars. It’s a very mentally taxing job, when you have a sidescroller AI.

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There are two ways to get past this bed of spikes. One looks painful, the other one needs a bullet and just a little bit of physics.

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The missiles shot by the Ledge Hammer can be used as platforms, but you don’t want to be standing near them when they run out of fuel.

Stuff You May Have Missed in the Trailer

Monday, November 12th, 2012

With the trailer out for nearly a month now, we thought it would be a good idea to make a few details present in it clear. Whether you’ve analyzed every frame or just watched it once, here are a few easily missable tidbits.

  • The top down intro showing an empty field is a shout out to the dropouts in the team forcing the switch to a 2D sidescroller.
  • It’s clear enemies become ghosts when they get killed, but one looks a bit different. Can you spot it in its very brief appearance?
  • Burgers make ladies fat. Who knew?
  • Enemies and ladies are able to jump and chase you. Everyone wants to stalk Dudebro it seems.
  • Small exclamation marks pop up when enemies spot you. Don’t need to say what that’s a shout out to.
  • Real time weapon change with more than two weapons!
  • The brodiocity meter refills every time Dudebro kills an enemy.
  • There’s a weapon called the Ledge Hammer that shoots ride-able rockets. Be careful though, because they have limited fuel.

Dudebro II Reborn

Monday, October 29th, 2012

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The recent gameplay trailer highlighted a major change in Dudebro II’s development; a switch to 2D sidescroller. But how, and when, this happened is a story worth telling.

Those who had been following the game from the beginning would know about the original plan to create a 3D top-down shooter, with a team consisting of more than 130 volunteers. As time went on, several contributors dropped out, forcing a switch to 2D sprites for the characters instead of 3D models.

After the first screenshots of this version were released in February of 2011, even more key members left the project, leaving the team dangerously understaffed. Multiple delays and missed deadlines, including a missed E3 2011 trailer, led the team to rethink their approach. Around June of 2011, it became clear development would remain at a standstill or progress incredibly slowly for the foreseeable future. After all, there were tasks for over 50 people, yet the team had less than 10 active members. To be able to create a quality product in a reasonable time frame, the scope of the game had to be changed.

The decision was unanimous; Dudebro II would become a sidescroller. It was deemed preferable to simply cutting away features from the top-down version, which would have turned it into a shadow of its former self. With an all-new design the game wouldn’t have been affected in any way by the development issues of its former incarnation, and a much smaller — and determined — team would certainly have been more manageable.

A retro pixel art style was chosen, rather than to follow trends in the indie scene, as a purely practical means to create assets faster. It being a good fit for what the team is going for, was a fortunate side effect. For example, making a walking animation for the Dudebro sprite in the old build (link) took around a week, while making one for the new sprite didn’t even need a whole hour. With a much better time:work ratio, crazier ideas could be implemented to make the game world much more lively and interesting.

Abandoning the old style also meant abandoning the Unity engine that had been used up to that point. The replacement was XNA, as it was much more fitting for the 2D style, and it could offer a large amount of middleware readily available. Dudebro II may have switched to an old school look, but we didn’t want it to feel entirely retro. The team approached development with the goal to create something halfway between old and new, by utilizing modern features as well, such as particles, shaders and realistic physics.

Speaking of physics, the choice for the engine ended up being Farseer Physics. It allowed the game to keep its throwing mechanic, one of the team’s favorite features from the top-down version, and to give more flavor to the platforming. The team took quite a bit of time to tweak the engine, making sure everything had a good sense of weight to it, and not the floaty feel that has plagued many physics-based titles.

Throwing away a good chunk of the work we had already done to start from scratch was a bold and risky move for the situation we were in. The surprisingly good reception of the 2011 April Fool’s Day joke’s Nostalgia Cam, coincidentally made long before this decision came to be, made us confident enough to take the chance, and now we can say it has definitely paid off.

Everyone at the team agrees the new incarnation of the game is more fun, so we honestly believe it was a change for the better, and we can’t wait to reveal more of what we’ve been working on.

Dudebro II Theme

Monday, October 15th, 2012

Here’s a much requested goodie for all the bros out there. The full song used in the gameplay trailer, to make this day even more badass.

UPDATE! Looks like we reached the download limit on SoundCloud, so here’s an alternate link to download the song.

UPDATE 2! Lyrics added.


Mastgrr ft. Soul Creator – Dudebro

    LYRICS (Soul Creator)

    Dudebro! I’m handy with my tools, yo!
    Pabst Blue Ribbon is my favorite choice of booze, yo!
    Pop my collar, oh you know it’s straight up dawg time
    Smack you in the back of your head ’til you get Alzheim’s
    Feared worldwide, fuck Osama Bin Laden
    And I’m plotting I got the beard girls like
    Heaven sent and descended from father Broseph
    I got mad weed…dude! Let’s go and smoke this
    Machine gun, now it’s time to fuck it up
    Fuck a global warming summer, cuz instead I hummer truck it up
    BOOYAH! Got no time for the kiddy shit
    Blowing up helicopters like that muthafucka Fiddy Cent
    But I don’t walk with a limp
    Shit, I store weapons in my beard, man that shit is so pimp!

Gameplay Trailer Released!

Monday, October 15th, 2012

It’s finally here! The moment everyone’s been waiting for! The team has worked hard, and now they have something to show for it. Introducing, the result of our efforts, the first gameplay trailer to Dudebro™ — My Shit Is Fucked Up So I Got to Shoot/Slice You II: It’s Straight-Up Dawg Time.

Debut Trailer

Monday, October 15th, 2012

Right click and choose “Save as…” to download:

FULL HD (1920×1080): MP4, MOV (uncompressed)

Trailer Song: link

This content is posted under fair use. All rights reserved to their respective owners.

Screenshots

Monday, October 15th, 2012

Gameplay Screenshots

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Cutscene Screenshots

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TWO Trailer Pixels

Monday, October 1st, 2012

With the release of the long-awaited trailer getting closer, we decided to add more fuel to the fire by posting a substantial preview: TWO whole pixels, captured straight from the video. Hype!

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If you are easily impressionable, or prone to fainting after experiencing strong emotions, fear not: the next website update will not be about three trailer pixels.

Trailer Pixel

Monday, September 17th, 2012

The highly anticipated Dudebro II trailer is getting closer and closer to launch. The team is hard at work to ensure the video does everyone’s favorite manly hero and his quest justice. Here’s a sneak peek to show it’s coming along well. Introducing, one single pixel from the actual trailer!

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The announcement for a countdown to the announcement of the date when the trailer hits will be coming at a date yet to be announced.

Unused Concept Art: Piston Sledge

Monday, September 3rd, 2012

Today, we take a look at one major character, Piston Sledge. This former partner of Dudebro was originally not part of the story, but our concept artist, Pylon Trooper, suggested his inclusion to the team. Here’s what he looked like in his earliest incarnation.

Piston Sledge design 1

The team decided to give Sledge a role in the game, leading to fellow concept artist, m0dus, giving his own interpretation of the character. The comparatively standard soldier’s appearance became more distinct iteration after iteration, one of which can be seen below.

Piston Sledge design 2

It’s safe to say Piston has gone through quite an evolution. Those looking to see the final design we chose for him will have to wait a bit more, though.