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?
Cuba is a magical place, and a perfect destination for bros willing to take on a spiritual path… or to just have fun and spend a great vacation.
Dudebro’s mission will eventually lead our hero to this location, and — as the final website update before we take a short Summer break — we decided to post a brand new screenshot from a previously unseen part of the Cuban chapter.
This picture shows the main plaza from a small Cuban town, with Generalissimo Carnassus’s mansion in the background. Although the place may seem empty at first, it will be getting crowded sooner than you can say “cigar”.
In Dudebro II’s lore, Broner is a catch-all term for the undead, who rise from their graves to feast on brains and keep partying even when the party is long over.
One specific, and especially disgusting, type of Broner are the Zombros, decaying corpses of fallen SkullPros brought back to life by a certain character‘s brodiocity.
They slowly drag their decomposed remains reeking of alcohol and rigor mortis with only one goal: get their revenge on the one person responsible for their demise.
Going by statistics, there’s a 99.4% chance that person is John Dudebro.
Here’s a first look at a previously unseen location.
A lush forest somewhere in Cuba, with pollen floating lazily in the wind. A dream to some, a nightmare to others, depending on how much they enjoy inhaling allergens.
No one knows who ever came up with the idea of trimming a bush into a Dudebro shape, but we’re certain it helped making our protagonist’s ego a little bit bigger.
One recent addition to the array of Dudebro II’s gameplay mechanics was allowing the player to shoot faster by tapping the button instead of just holding it.
This may seem like a minor detail at first, but it can actually make a world of difference, saving Dudebro’s gentle buttocks in a wide variety of situations.
In fact, it allows the player to either focus on spewing bullets faster and more precisely, possibly as a means to survive a heated firefight; or instead to focus on mobility/aiming while still keeping a constant – yet slower – rate of fire.
However, this mechanic doesn’t actually apply to all weapons. Some may already have a fast enough firing rate or, in certain cases, may be too peculiar for faster shooting to make sense in the first place. For the weapons that do allow tapping, though, finding the best rhythm to tap the button with, which may differ from weapon to weapon, is a good first step to mastering their usage.
With probably the least subtle name of all time, the Money Shot is one of the first weapons players will gain access to near the beginning of the game.
This semi-automatic rifle uses its integrated piggy bank to shoot bursts of three coins at a time, which can get up to sound barrier-breaking speeds. Getting hit in the face by a golden shower of coins may sound painful enough, but this weapon’s capabilities – like most guns in Dudebro II – extend far beyond simply hurting enemies. The Money Shot, in fact, is rumored to be capable of breaking paywalls and buying back affection, but beware! As relationships in life can hardly be reduced to mere numbers, throwing money into the equation has a significant chance of backfiring and making things worse. There’s no “cashing out” in that case.
To refill the piggy bank, Dudebro won’t be able to use ammo pickups found lying around. Thankfully, the game world is littered with ATMs to draw money straight from Dudebro’s private bank account. Will our hero go completely broke before the end of the game? That will be up to you.
Public Service Announcement: Starting from the next post, now scheduled for May 31st, website updates will go online on Saturdays instead of Mondays.
In game development, a variety of software tools are needed to accomplish the most disparate tasks efficiently. When such a tool doesn’t exist, or isn’t easily obtainable, the most sensible choice is often to just make your own. That’s what we did in the early infancy of the 2D version of the game, with the Dudebrewery tool.
This tool was developed rather quickly as a separate XNA application. It was meant for 2D artists and coders to visualize sprite sheets and superimpose shapes representing, for each sprite, their colliders within the physics engine (named “fixtures”). This would allow them to position and resize (“brew”) the sprites precisely.
Similarly to other tools used in development, the focus for Dudebrewery wasn’t making a user-friendly application with a neat looking interface. It just needed to work, so we could afford to leave some roughness around the edges.
Over time, we abandoned this tool for a more flexible solution that allowed us to work on each fixture directly within the game. Still, Dudebrewery remains a nice curiosity worth sharing, especially for those of you curious about game development.
In a previous post, we showed that General Dawgless Lee, Dudebro and Chicken’s commanding officer, would follow his brodacious soldiers through their mission as a cool-looking hologram.
Back then, the switch to a 2D sidescroller wasn’t announced yet, so we had to settle on only showing a cutscene sprite, whose 16 bit style was already public.
Well, a lot of time has passed since then, and on the left you can now finally see how our beloved General really looks ingame, in pure 8 bit retro style glory.
Over time, though, we came to realize that holograms alone wouldn’t have been good enough. They are, by nature, static. Especially in a sidescroller, that is something you can rarely afford outside of cutscenes. If the only way to communicate with General Lee (or other characters) was through holograms, we would have been forced to keep that to a minimum so as not to interrupt the player too much.
Instead, we came up with another idea: giving Dudebro a mobile phone.
This would allow for some interaction with the offscreen characters, without interrupting the flow of the gameplay with cutscenes or separate “codec screens”. The phone call dialogue wouldn’t require user confirmation and just punctuate the action in specific instances without stopping it altogether.
To choose a design for Dudebro’s phone, we went through multiple iterations until we found one that covered the least screen space, but still allowed for some sort of visual presence for your interlocutor. Our goal was to make this as unobtrusive as possible, so we went for the rightmost design in the picture above.
And here’s the final result: a thin phone call dialogue box with a half-transparent background, located near the bottom of the screen to prevent it from covering important gameplay elements.
While adding another means of communication may seem redundant in theory, phone calls have already proven themselves a valuable tool in the instances where holograms just wouldn’t fit, and together with the Holo-General they have allowed for a whole new array of jokes and gags.
Well, yeah. The feature list may have probably given it away, but it was all a joke. No VR announcement for the time being, and thankfully no VR mode with features closer to the dark side of a certain social network than to what we’d expect (or want) from the real thing. We dodged a bullet on that one.
Normal updates will resume as usual on Monday, April 14th.
DudeVRo II: VR Support Announced!
We are glad to announce that Dudebro II will be the first completely 2D game to support virtual reality headsets.
No stereoscopic 3D, no virtual theaters, no BS, final destination: a quality VR experience to immerse yourself in a world of pure brodiocity.
Exclusive features for VR Mode:
- Post your achievements directly to your Timeline!
- Share selfies from Mirror Mode and unlock the Ducky Face!
- Repost randomly generated inspirational quotes!
- Get invites and notifications from players you barely know!
- Show your friends how to get wasted without leaving home!
- Share your personal information with advertising agencies!
- Spend a fortune playing free games!
Disclaimer: The VR experience may or may not involve one or more of the following: targeted advertising, online arguments, moral relativism, hashtags, chicken.