Back when the idea of going for an 8 bit style was moving its first steps, even before the first mockup that kickstarted everything, there was a little known attempt at a slightly different concept, for which the assets seemed to have been lost for a while.
Thankfully, they now have apparently emerged back from the mists of time that had silently swallowed them, and by “mists of time” we mean “someone’s hard drive”, so we’re proud to finally show’em off.
Besides the crude color palette, which was eventually replaced by something more faithful to the 8 bit days, there is one pretty important detail hidden in this picture: the foreground terrain tiles have a distinct blocky style that’s nowhere to be found in the final assets. Why that? Well, because they were originally supposed to be completely destructible. Mind you, this was before games like, for instance, Terraria were even announced. You would be able to carve your own path through the levels by putting Dudebro’s vast array of tools of destruction to good use.
…then why would one ever get rid of that? Sounds freakin’ awesome.
The reason is simple. Because, once we actually started working on the sidescroller version, we wanted to put its level design to good use. Reward exploration, add challenges for the player, give him tools to unlock new areas he had no reason to suspect even existed. Being able to just dig around obstacles and open up those new areas before time went very easily in the opposite direction, design-wise. Also, it wasn’t easy to determine what should have been destructible and what should not.
Some parts of that original concept, though, ended up staying. Destruction is in Dudebro’s DNA after all, so we still added plenty of destructible objects to our environments anyway. Some of them may break easily, some may require certain weapons, some may even explode and trigger chain reactions. If you want to express yourself through virtual property damage, you’ll get many chances to.
To start off the new year with a goodie, here’s a new wallpaper depicting the crashed helicopter scene from the beginning of the game.
This scene was recreated using the assets from the old 3D version of the game, and a fair share of post-processing magic. We hope you’ll enjoy it!
Holiday greetings from the Dudebro II team!
Website updates will resume, as usual, January 10th.
Update: Because of unforeseen technical difficulties, the Holidays will last one day longer, and the next website update will go up on January 11th.
Ever wondered how he’d look in a hypothetical sequel, though? Well, here’s your answer, in full 16 bit styled glory, placed next to the current sprite for comparison.
Ever wondered what the gameplay for the lost prequel Dudebro Minus One looked like?
We did too.
While half of our team is currently busy digging in the deserts all over the globe to retrieve the rumored surviving copies, which by the way would be a pretty cool and original premise for a live action Dudebro movie, the other half interviewed WWII veterans and some of the surviving developers to try and reconstruct at least one screenshot of the game as accurately as possible.
Here’s the result of their year-long effort.
One of the interviewees, whose name is being kept confidential, claims to have seen this very map running at 1080p with a refresh rate of exactly 60 fps.
Which is kinda nuts if you ask me.
He also claims to be a time traveller from the future, for what’s worth, but don’t worry. The mental hospital is treating him well.
It’s that time of the year again, when unspeakable forces rise from the depths of infinite hells to feed with sweets and chocolate. Happy Halloween folks!
For #ScreenshotSaturday, here’s a brand new screen grab showing Dudebro taking the fight up to the top.
We’re proud to show for the first time one more enemy for Dudebro to shoot/slice during his journey, perhaps one of the most interesting in the whole bunch: the StealthBot!
A deadly automated turret equipped with a 3-directional gun, hidden inside what looks like a regular cardboard box until the player gets in their range. At first glance, the StealthBot may seem reminiscent of the countless incarnations of Mimics found in video games.
Except, it’s much more than just that.
While those enemies only disguise themselves as harmless elements of the scenery (usually treasure chests) until the player gets close enough to get ambushed, what the StealthBot can do is best summed up by this GIF:
Not only can the StealthBots act as improvised platforms: they can be topped over, picked up and thrown around. By doing this, as evidenced by their change in color and disappearance of evil red eyes, they will join Dudebro’s side to kill other enemies for him.
But can they really be trusted?
What if someone else was capable of picking them up again?
Would they be fickle enough to…
Back when Dudebro II was still a top-down shooter, the first enemy type we came up with were the SkullPro Soldiers, foot soldiers equipped with guns pretty much identical to John Dudebro’s own Razor Blood. To complement them effectively, we soon realized that melee enemies, larger in numbers and with movements significantly faster to better flank the player from multiple directions, would have been ideal.
So, we came up with a SkullPro variation… Enter the Inuits.
They were originally only meant to be used in the first chapter, set in Alaska, and later replaced by other enemy types. For this reason, to differentiate them further from the gun-wielding SkullPros, we decided to make them ice themed, and gave them a frozen salmon as their weapon of choice because that looked just ridiculous enough.
After they were added to the game, though, we realized that fighting them felt good enough to warrant their use in later levels as well. Even more so after Dudebro II became a 2D sidescroller: their role as weak, expendable enemies that could get surprisingly dangerous when attacking en masse proved itself essential rather soon.
There was only one problem: their looks. In Dudebro’s globetrotting adventure, finding some Inuits stranded in unexpected locations, possibly all sweaty for the higher temperatures, would have been funny… but masses of them? They would only have looked out of place.
So, we came up with a variation of the variation… Enter the KnifePros.
Besides their appearance, how exactly they differ from regular Inuits will only become apparent after playing the game.
What better way to resume from the website Summer break than an updated look at the same location we chose to show in our last post?
The plaza now features more detail, including a majestic beer fountain for Dudebro to quench his thirst with, and… wait a minute. What’s up with the sky?