About This Game The objective is in the title.Get To The Orange Door, an intense and adrenaline pumping parkour platforming First Person Shooter based around the neon-and-chrome retrofuturist aesthetic of the 80's. With a mix of classic and modern first person shooter mechanics, wall run, slide, clamber, and dash around each level at supersonic speeds as you blow through enemies using unique weaponry and fluid movement mechanics.Use a varying range of weaponry, from a sword that can deflect bullets all the way to two full auto extended magazine machine pistols that shoot heat seeking rounds. Vending machines and boxes scattered and hidden around each level will help you arm up and prepare for combat. Fast paced movement focused FPS; a modern take on classic game mechanics Multiple modes to play and master Over 20 unique weapons, all with alternative fire modes Partially generated levels and enemies; no single playthrough plays the same A rad soundtrackGet To The Orange Door is currently in HEAVY development, and new changes are being added every day! The current roadmap is only a small portion of what I plan to add to the game, but with the nature of the game being very experimental, who knows what could happen. I appreciate you taking the time to check out my game, and I am excited to show you all what I have cooking up next. If you'd like to follow development, report bugs, or add in suggestions, please come and check out my Discord server! I am there every day talking with fans and showing off new stuff! 1075eedd30 Title: Get To The Orange DoorGenre: Action, Adventure, Indie, Early AccessDeveloper:Andrew SmithPublisher:HitcentsRelease Date: 30 May, 2019 Get To The Orange Door Ativador Download [addons] Incredible fluidity of motion and extremely satisfying gunplay. This is only going to get better as the developer continues to add more to this game. If I had to rate this game I couldn't because it's still in early access and any score wouldn't do this justice.A word about the developer: I have never seen someone as dedicated as Andrew. He had lost the original game to corrupted data and rebuilt his game anew. He is constantly posting on the subreddit and discord. You can feel his passion for this project. If I had to give the developer a score..... 19\/10. Incredible fluidity of motion and extremely satisfying gunplay. This is only going to get better as the developer continues to add more to this game. If I had to rate this game I couldn't because it's still in early access and any score wouldn't do this justice.A word about the developer: I have never seen someone as dedicated as Andrew. He had lost the original game to corrupted data and rebuilt his game anew. He is constantly posting on the subreddit and discord. You can feel his passion for this project. If I had to give the developer a score..... 19\/10. G E T T O T H E O R A N G E D O O RETTOTHEORANGEDOOR(Love it, the guns, the movement, the nades, the music, the aesthetic, its great. Few bugs here and there, not game breaking, and the AI is alright.). Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/10. G E T T O T H E O R A N G E D O O RETTOTHEORANGEDOOR(Love it, the guns, the movement, the nades, the music, the aesthetic, its great. Few bugs here and there, not game breaking, and the AI is alright.). G E T T O T H E O R A N G E D O O RETTOTHEORANGEDOOR(Love it, the guns, the movement, the nades, the music, the aesthetic, its great. Few bugs here and there, not game breaking, and the AI is alright.). G E T T O T H E O R A N G E D O O RETTOTHEORANGEDOOR(Love it, the guns, the movement, the nades, the music, the aesthetic, its great. Few bugs here and there, not game breaking, and the AI is alright.). Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/10. Incredible fluidity of motion and extremely satisfying gunplay. This is only going to get better as the developer continues to add more to this game. If I had to rate this game I couldn't because it's still in early access and any score wouldn't do this justice.A word about the developer: I have never seen someone as dedicated as Andrew. He had lost the original game to corrupted data and rebuilt his game anew. He is constantly posting on the subreddit and discord. You can feel his passion for this project. If I had to give the developer a score..... 19\/10. Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/10 Three months worth of information, GIFs, updates, and more!: Hello everyone! Welcome back to my humble abode. As you have probably guessed, I've been a busy bee these last few months. From just a GAME point of view, a LOT has changed, not just with gameplay design, but HOW the game is made.Recently, I have partnered up with the company Hitcents to further develop GTTOD! This is super SUPER exciting news, since not only does that mean GTTOD has a BUDGET now (woah) but it means that new opportunities have made themselves available.Like PAX EAST FOR INSTANCE!!!GTTOD and Hitcents will be at PAX East this year showing off some cool new stuff and interacting with folks! I will also be there answering questions and sweating profusely due to nerves! Come on down to Booth #21019 where you can interact with me, play a new demo of GTTOD, and get some neat merch!Now, time to show off all the stuff you've been missingGTTOD Got a new AI that is really helping to shape combat up:https://gfycat.com/weespiffyasianwaterbuffaloYou now begin to pre-lean into walls:https://gfycat.com/farawayimpeccableivorybilledwoodpeckerDual wielding was finished (sorta) and fully implemented into the game:https://gfycat.com/slimyfearfulicefish-arcade-coin-gamingLots and LOTS of changes to the fluidity of parkour:https://gfycat.com/jaggedalarmingerne-arcade-coin-gamingQuick vaulting:https://gfycat.com/infinitehardappaloosaEnemy fire patterns:https://gfycat.com/descriptivedrearyamoebaA new attack tied directly to your combo meter:https://gfycat.com/sentimentalterrificazurevasesponge-arcade-coin-gamingA new options/pause menu:https://www.youtube.com/watch?v=b70m1WnwMNE&feature=youtu.beNew miss effects:https://gfycat.com/insistentenergeticamericanavocetThe LAW was reborn for the 15th time:https://gfycat.com/devotedrewardingbullfrogThe shotgun was reborn as the second coming of Derek:https://www.youtube.com/watch?v=6KxxFIjCfEc&feature=youtu.beIt's really really good.New equipment and a new rifle, the Breach Rifle:https://gfycat.com/violetpositiveeyas-arcade-coin-gamingThanks for reading! Sorry for being so distant on Steam. I have been super busy working on GTTOD and sometimes I just lose track and forget to do these types of things. Thanks so much for sticking with me, and I hope this clears a lot of stuff up for those of you not on the subreddit or Discord!And if you AREN'T on the subreddit or Discord, here's some links:https://www.reddit.com/r/GTTOD/https://discord.gg/PBpYjwuToodles!. GTTOD Patch V1.0.2 - Weapon feel update!: This update is a pretty sizeable patch to address some of the issues with current weapon feel. A lot of weapons have new SFX, visual effects, and all the weapons bounce and bump around quite a bit more than they used to.PATCHNOTES:. Whoopsie-Daisy. Patch incoming to fix that loading screen bug!: Sorry about that. I forgot to turn the level load script back on after I edited the intro.Uhhh, patch note:- Fixed the game, you can play it now I hope.. GTTOD: Rogue Combat Part 1: Hello once again everyone! I hope you've all been doing well! As you have probably seen, I have been very busy the last few months! I missed the entire month of May, so I decided that this month's update would be HUGE.Let's get into it:To begin, I am in the process of switching all levels over to a more "Roguelite" type system. GTTOD is using a system that I have coined "Random Segmented Level Design". It is basically my version of tile based generation.What this means is that levels are still very hand crafted, however segments of levels can be switched and swapped and merged and all this other neat stuff at will. This makes levels much more dynamic, and as you can see in the picture, it also looks pretty damn spiffy as well. A version of this system is actually in the game right now in level 1 and partially in level 2. Hopefully over the next few days I will be getting all 7 levels equipped with this system.As you have probably also seen, Achievements are in the game, and I am working on adding more! I will be going pretty Achievement crazy here soon, since I LOVE Easter Eggs and Achievements and stuff like that. To match this system, wins, deaths, and kills are all tracked continuously while you play!This plays into the achievements and such, and here soon I will be adding some more stuff like collectibles and other Easter Eggs tied to them.Also, a HUGE amount of effort has been put on getting GTTOD optimized for release. Let me try and spell this out for you:When GTTOD entered Early Access, it was a 7 GB game file after being extracted. Right now, it is sitting at 800 MB and will soon be as small as 400 MB.GTTOD has almost always relied really really heavily on the GPU, and was at one point using 100% of the GPU. As of about 20 minutes ago on Steam, it is now using about 50%.GTTOD has ALWAYS had memory issues, sometimes reaching up to about 3 GB of memory usage. That number has dropped to about the 700-800 MB range, and that is a pretty good area to be in.Lastly, GTTOD now locks at 60 FPS. I know some of you like getting up in the 120's range, and eventually I will make an option to unlock the frames, but for now I am really happy with this. Yesterday I could only run GTTOD at about 45 FPS, and today I don't ever drop below 60 AT ALL. That is a milestone and a half for me, considering my PC can hardly run Fortnite.A lot of work has been done on bug fixing as well, much of which has revolved around water and rocks. I recently made entire separated collision models for all the rocks in the water, so hopefully you guys won't be getting stuck on them any longer. On top of that a new system is in place to allow you to walk up slanted surfaces and bumpy surfaces (like stairs) much easier and smoother.LASTLY, GTTOD will be on sale for 30% off during the two week long Summer Sale. This brings the price of GTTOD down to 7 USD, and HOPEFULLY some of you guys who are sitting there with GTTOD in your wishlist will be able to pick it up then.I will be continuing these daily updates up until the sale, and by then I hope to have the Rogue Combat update done and over with. Thanks for sticking with me, and I look forward to hearing your reactions to the new content and stuff!Toodles!-Andrew. Launch pads, boost jumps, realtime reflections and a bunch of other stuff.: WATCH THIS GIF FOR FOOTAGE OF CHANGES[gfycat.com]Whew it has been a hot second. Sadly, this is not a game update, but it IS an update to show you what I got done today (and yesterday).I am working on expanding the "platformer" aspect to GTTOD with this new go at things. One of the things that are an OBVIOUS addition would be launch pads! I tried doing something like it with the black holes, but those things freakin' suck so they are outta here. Introducing a glitch/bug free (probably gonna regret saying that) replacement!On top of that I have also added the addition of slide hopping! This is one of those things that are hard to master, but are a very very helpful tactic if you wanna clear space really really quickly.As you can see, I am also working on some new art for buildings and levels! I decided to go back to my roots a little bit (as far as gameplay AND visuals go). A lot of people seemed to like the really really early versions of GTTOD MORE than they do the current version. I think there are good and bad things from both of them, so with this redesign I am aiming to keep only the good parts from both sides of GTTOD's life. I know exactly how I want to do this, and I think you guys are gonna love it.As far as visuals go, I added realtime reflections. I am aiming for GTTOD to look more like an Unreal Engine game rather than a Unity engine game. We will see how well that goes. With this I had to really work hard on optimization, and so far I have seen very little difference in performance on my end, if any.And lastly are the changes to parkour. Mostly little changes and bug fixes that add a bit more depth to the system, as well as to smooth out some of the rougher edges. I think right now the system is near perfect, but I am not really the one who should be making that decision (;I will get in touch with you guys again soon showing off some more stuff! I am working really really hard to get GTTOD back up and running again. Sorry for all the delays!. Day 2, New building art and color pallet changes: Hello everyone and welcome to Day 2 of the GTTOD Early Access!You probably noticed there was no update today. I decided to hold off for a few days as I really finish up on this building overhaul. I finished the first building about an hour ago, and as I was finishing it up, I was brought into a discussion about color pallet. Now, I am not the most adept person when it comes to colors, but luckily someone in the discussion was.Long story short, the whole game is getting a fresh coat of paint. Originally the plan was only for the buildings to be remade, but in the end it seems that not only the buildings, but the colors and materials will be changed as well.This means that as you progress later into the game, the game will change colors. I am also going with a color pallet that is a bit easier on the eyes rather than the THIS IS BLACK AND THIS IS WHITE AND THIS IS REALLY REALLY RED type deal. Hopefully this will cause less blindness on longer runs of the game.So, what can you expect from the first big update?-Fixed levels with less places and spots to get hung up-More colors that won't blind you-Greatly GREATLY improved performance-Less crashing-New, completely re-done props and buildingsI think this will be a really good place to start us off, and maybe after that I will do a bit of advertising and shitposting on Reddit. With the way things are going, I hope to get this update out to all of you within the next couple days.Thanks for reading!
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