• Door Kickers - Real-Time SWAT Tactics
    176 replies, posted
I've had more fun with this game than pretty much anything that has came out this year insofar
I grabbed this off HumbleBundle store today, and just played it.. FANTASTIC! This is a brilliant game. I've only played the first level so far, but I am intent on getting it down to 20seconds.. so far, 22.
[QUOTE=Bradyns;44867264]I grabbed this off HumbleBundle store today, and just played it.. FANTASTIC! This is a brilliant game. I've only played the first level so far, but I am intent on getting it down to 20seconds.. so far, 22.[/QUOTE] Got it down to 12 myself after a bit of practise, but other times i always forget to bloody pause it again.
Bump. The jump to beta is just around the corner. [media]http://www.youtube.com/watch?v=_H-bs_rzsSc&feature=youtu.be[/media] For those who haven't been following the development the next big feature is being able to save your plans, meaning the game will become less about drawing the same plan repeatedly and planning as you go and more about building and refining a solid plan that will cover your backs for all situations making tactical movement more important. Like this: [img]https://scontent-a-lhr.xx.fbcdn.net/hphotos-prn1/t1.0-9/10403363_571384442978384_2369202626051452636_n.jpg[/img]
As someone who loved the hell out of SWAT 4, would anyone call this game similar? I'm pretty nervous about the lack of FPS aspects, and it almost kinda feels like Prison Architect judging from the pictures.
[QUOTE=Monkah;45089514]As someone who loved the hell out of SWAT 4, would anyone call this game similar? I'm pretty nervous about the lack of FPS aspects, and it almost kinda feels like Prison Architect judging from the pictures.[/QUOTE] Liking SWAT 4 will make you appreciate this game but not necessarily enjoy it. Its more fitting for those who like XCOM, Frozen Synapse, Breach and Clear, etc.
Beta is out! Awesome new trailer too (I highly recommend a watch even if you know the game) [media]http://www.youtube.com/watch?v=TR6hb5WQVQg[/media] Loads of new features in the beta. I've had it for a few days now to update my mods for the game, and it feels a lot more solid. Definitely check it out if you were waiting for a big update. [quote] Beta is here and with it the new face and soul of Door Kickers. No fear, its still the same game, but - as promised - it's got major improvements, over and under the hood. Starting with the [B]new Menu makeup[/B], going through the [B]changed equipment unlocking and Squad Levelup[/B], and getting to the[B] improved tactical options in game[/B], we feel its a much better experience. [B]Yes, we did say Squad Levelup[/B]. Back when we first put the Doctrine Tree out we knew some things didn’t really click together, and your feedback confirmed we’re on the same page. The new system works as follows: -troopers start with innate, random ability values. In the future, more might be added. -they levelup based on XP and get a flat set of improvements with each rank. In the future, there will be some player control over trooper improvements. -the squad levels up via the sum of XP received by ALL troopers -Squad Levelup unlocks the trooper classes and gains you Doctrine Points to use in the Doctrine tree -the new mission challenges give extra XP -oh, yeah, the squad and troopers should all reset with the new version Speaking of your troopers,[B] you can now quasi-customize them by replacing them with others from the available pool[/B]. In the future, you will also be able to completely edit the names and use your custom pictures! Going into the actual game, you might notice the troopers are much better at following the path and orders sequence and its much easier to predict now what you will see from each waypoint. You can also [B]have waypoints that interact with objects from a distance[/B], so if you want for example to have a trooper open the door from the side, that’s easy to plan in advance now. Also, [B]a new and handy auto-go-code is available now, the wait for clear order[/B]. Troopers ordered to do so will stay in place until all hostiles have been pacified or left their field of view, and continue afterwards. Its a handy tool, but it will put a half a second delay in your advance, so use it where appropriate only. Since the game plays a little different, we’re especially keen to hear your thoughts on the new build and features, so don’t forget to write! What else is New and Important in the Beta version of Door Kickers: -------------------------------------------------------------------------------------------------------------- [B]Features:[/B] - Challenges: in addition to the 3-star system, you can now complete challenges for each level. These do not count towards unlocking weapons but do gain your troopers XP. - Plan saving: all paths up to the first "Play" command are saved and restored when restarting the map, also called the Daimaju feature. - Unlockable items: items are now unlocked using the Stars currency. - Unlockable classes: trooper classes (assaulter/breacher/etc.) are now unlocked by leveling up your squad. - 8 new firearms. - 3 new armor types. - 8 new maps. - Many improvements to enemy AI. - Line of sight preview when drawing a path. - Proper feedback indicators for enemies that are about to execute a hostage + added countdown timers for executioners. - Feedback for the range of all sounds. Can be switched off in options. - Added indicators for shield area of cover. - Added enemy tooltips that show their equipment and intentions. - When the line of fire is blocked by a friendly unit, a proper graphical indicator is rendered. - The VIPs in "Protect the VIP" scenarios must be activated by proximity in order to be able to control them. - Can customize the name/appearance of your troopers (wip, for now you can only loop through all the troopers in the database). - Can now change resolution from the in-game video options. - Support for more .wav formats. Previously an unknown format would crash the game. - Added reverb sound effects (wip). - Added new graphics/sounds effects (ejecting bullet shells, rain, fire etc.). - Graphical updates to many maps, including the training ones. - Improved overall graphics. - Can now disable map zooming/panning from the options menu. - Arrested enemies auto-move outside the line of fire between a swat and a fellow enemy. - Selecting between paths that are over-imposed is now much easier. - It is now possible to switch between pages in the Single Mission selection screen, via the small buttons on the bottom. [B]Fixes:[/B] - Fixed the 50 mods limit downloaded from Steam. - The "Export replay to movie" feature now works correctly on more (all?) hardware configurations (and faster). - A crash that would sometimes happen after enabling/disabling mods and playing a game. - Mods are no longer deleted after starting the game in offline mode. - Deploy slots no longer look weird on very large screen resolutions. - Flashbangs that could sometimes kill an enemy if they hit him. - Too many trooper radio sounds in replays. - A bug where shields would not stop bullets coming from grazing angles. - Snipers can no longer target VIPs. - A bug where modded weapons would show up more than one time in the equipment menu. [B]Modding / Structure changes:[/B] - When updating a mod, the mod.xml "description" field is no longer updated on Steam Workshop. - Can now use additional breaching charge types on a door. - Maximum map size is no longer hardcoded at 4096x4096, though it's still limited by the maximum texture size supported by the GPU. Recommended 8192x8192. - Added more rendering layers (can now control which item renders on top of what item with more precision). - All weapon mods that use bullet_trace.tga + bullet_trace_shotgun.tga should now use the .dds versions. Will remove the .tga ones in the next update. - All weapon mods should update the firearms flare rendering layers to mimic the ones in the new equipment.xml version. - All weapon mods should add bullet-shell-on-the-ground sounds like in equipment.xml. If your mod already added such sounds (e.g. SiC), make sure to take them out or add them using the new fields in equipment.xml. - Graphics / Explosion sounds for flashbangs/breaching charges are now moddable. Mods that modify the flashbangs/breaching charges should modify them according to the new equipment.xml (added the explosion sounds and graphics). - Crowbar/lock-picks added to the equipment items and can now be modded. [/quote] [editline]21st June 2014[/editline] A lot of people were having hostage execution issues with the game in this thread. For those people you'll be pleased to hear the beta improves the visual feedback on this greatly.
Bought the game a few weeks ago, its awesome.
[video=youtube;HLnbqUxi19g]http://www.youtube.com/watch?v=HLnbqUxi19g[/video] Did a thing, sorry for the quality..
[QUOTE=arthuro12;45236774][video=youtube;HLnbqUxi19g]http://www.youtube.com/watch?v=HLnbqUxi19g[/video] Did a thing, sorry for the quality..[/QUOTE] "This video is private."
Hey hey. Long time no updates. For those uninformed out there they've been working on the release version of the game, hence the silence over the last while. And now, we finally have a release date: [b]October 20, 2014[/b] [media]http://www.youtube.com/watch?v=YP6h4nbxjNE[/media] [quote] After 1.5 years of crowdfunding, 1 year of steam early access, 13 released builds, 236 published mods, thousands of feedback emails from customers and an overwhelmingly positive public reaction, the game has matured from technological, gameplay and visual points of view. Door Kickers comes with over 80 single missions, 5 trooper classes, 45+ pieces of gear and weaponry as well as a campaign mode, random mission generator and integrated mission editor. Look out for the release, later this month, on October 20! [/quote] [t]http://inthekillhouse.com/wordpress/wp-content/uploads/2014/10/terror.jpg[/t] [I][url]http://inthekillhouse.com/door-kickers-full-release-coming-october-20-2014/[/url][/I] There's not much details in what they've got for us in the final game. There should be a campaign, and I know from speaking to a developer that there will be a new mode to encourage stealth gameplay, as well that it will be "bloodier, and more hardcore".
So the full final game releases tomorrow. Anyone else looking forward to it? I've updated the OP to accommodate the full release instead of beta details. I want to see some life in this thread again! I was lucky and because I made a few levels for the game I got early access to the final build of the game. They haven't said anything about not disclosing details about it so here's what I've found that is new: [quote] - Overall UI is much improved, slick, and it feels more "solid" and like a game. - Scenarios can now have multiple floors which is really sweet. - There's a bunch of new items and weapons including silenced pistols if you want to stealth up early. - 3 Campaigns, from what I've played they seem to have completely unique missions, aka not rehashes from the single scenarios. Injuries carry on through the campaign so you gotta be extra careful, and there's an iron man mode that doesn't let you restart. - There's about 76 single scenarios. - Lots of little gameplay visualization improvements for easier understanding what is going on. - Lots of balancing especially with stuff like the door wand thing. - More animations for things. - Drug bust gamemode where you must arrest those getting rid of evidence, collect evidence, and kill those who are armed. Awesome mode for stealthing. [/quote] Check the OP out if you're new to the thread and want to see what it's about.
Shiiiet I haven't been playing this game for a loong time. Awesome surprise to see it being released tomorrow. I'm gonna refrain from playing the newest builds.
You're in for a treat if you haven't played it for a while. So much has changed in the last few builds.
[QUOTE=Teddybeer;46277114]Is the steam overlay crash fixed by now?[/QUOTE] Overlay works fine for me. But it always has as far as I can remember.
one more day m8s
How much is the game? OP doesn't mention.
[QUOTE=StrawberryClock;46281998]How much is the game? OP doesn't mention.[/QUOTE] $15
[QUOTE=StrawberryClock;46281998]How much is the game? OP doesn't mention.[/QUOTE] Sorry, added a few links to the OP. Completely forgot to do that when I rewrote it. [editline]20th October 2014[/editline] [QUOTE=Teddybeer;46284083]Sweet its fixed now. Thats so much better.[/QUOTE] Good to hear! Get kicking some doors.
Will the game be out at the standard Steam update time?
[img]http://i.imgur.com/eQWR9h9.png[/img] Edit: Really wish someone would ban Mr. Agree for going through nearly every post I've made in this thread rating it silly things over the duration of 6 months, getting sick of it. Why is it allowed, especially saying he has been banned for it before and he obviously hasn't learned?
There arent many indie games that are worth their price or most of them I usually play hour or 2. Yet this game makes me keep coming back. Its amazingly fun game if you like a tactical games. Even a CIV/totalwar player would appreciate this for its think before you act kind of game. Get this game! You will likely waste hours on it from time to time. These devs dont deserve to be bought on sale kind of game. You can really tell they put alot of effort into it for a small team of developers like this.
It's released!
[QUOTE=PieClock;46284812]Really wish someone would ban Mr. Agree for going through nearly every post I've made in this thread rating it silly things over the duration of 6 months, getting sick of it. Why is it allowed, especially saying he has been banned for it before and he obviously hasn't learned?[/QUOTE] getting banned for ratings might be the dumbest fucking ban reason I've ever heard. edit: oh it was an orkel ban, less surprising.
[QUOTE=nige111;46286314]getting banned for ratings might be the dumbest fucking ban reason I've ever heard. edit: oh it was an orkel ban, less surprising.[/QUOTE] It's more the fact that I want to forget the guys existence but instead I have to see him shitting half my posts up for half a year with little taunts (not to mention insulting my family on my profile page). Anyway, sorry, the thread isn't about this and I shouldn't have brought it up, but he aggravates me. [editline]20th October 2014[/editline] [media]http://www.youtube.com/watch?v=swp9d9tqg7M[/media] Release trailer is pretty fucking nice.
Finally bought this yesterday after sitting on the idea for ages. Played the first mission. It's pretty cool, but I feel like I'm going to be really shit at it once I get to more difficult missions. :v:
The game is really fun. Sure have added a lot of stuff since the early access time.
I don't like how the killed perps turn into black outlines
[QUOTE=DEMONSKUL;46292901]I don't like how the killed perps turn into black outlines[/QUOTE] Mods fix that quite easily.
I use only 2 mods when i play : [url]http://steamcommunity.com/sharedfiles/filedetails/?id=250154412&searchtext=[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=317891145&searchtext=[/url] Can't play without them now
Sorry, you need to Log In to post a reply to this thread.