Dex - All News
Monday - January 26, 2015
Dex - New Year’s News Update
Developer Dreadlocks posted a new update for Dex a few days back with information on the games development that they call New Year’s Dex News. So here a short sample.
As indicated above, we are pretty much finalizing the game. The December update was the last major update without the main storyline and with the game being feature-incomplete. We are now pulling out all the stops in order to drive to the finish line. The process may seem like total chaos, but in fact it is highly organized (actually, it’s somewhere in the middle). Needless to say, we are now putting everything we’ve been working on into the game. Everything that was half-finished or partially-finished, but we decided not to include in the public build, we are now polishing and finishing.
- We have finished the preproduction of all the cutscenes, and Bogna is now elaborating and polishing all of them, moving them from concept sketch into fully fleshed out cutscenes, while respecting the art direction set in the rest of the game. This is something we’re all looking forward to seeing; it’s gonna be a blast!
- Axel is now finishing all the dialogues and scripts for the main storyline. We have over half of the story complete now, with an estimate to have all the remaining dialogues done by the end of January. Since we did quite a lot of preproduction on this (numerous internal docs, including all the biographies and backstories for the most important characters and corporations), the job is going quite smoothly!
- Our programmers are now focusing on the hacking/AR/cyberspace functionality. It is still in process and under development, but we can already confirm that after several prototypes and iterations, it works and it’s fun and enjoyable!
- Our two new animators, Kristyna and Veronika, are now finishing all the remaining animations. It is still going to take a good couple of weeks, but we can confidently say we’re moving toward finalization, as we know what remains to be done and the process and workflow are already well established.
- Prokop, our lead artist, has done the remaining portraits and sprites for the NPCs in the main storyline (over a dozen NPCs, in addition to the ones from the side quests you might have met in the earlier releases) and now starts to finalize all the storyline locations. Although we have all of them in concept art, and most of them in color, it is still over twenty full locations, so it’s going to be month of work or more. The good news is that he can now concentrate on this task only, as the animations and cutscenes have been delegated to our new hires).
We plan to have a Beta release—a feature-complete build including the main storyline—by late February or early March.
Tuesday - January 20, 2015
Dex - Preview @ TechnologyTell
If you're interested in reading another preview of Dex then head on over to Technology Tell where writer Jenni Lada shares her opinion on the games Early Access version.
To be honest, the best part of the Dex early access is the exploration element. This is a rough build, but manages to look beautiful. All 10 available areas look great, and characters are quite detailed. It’s the sort of game were you could look at a NPC and come up with a whole backstory for them, based on their general appearance. Buildings, establishments, people, opponents all already have this sense of personality. It bodes well for the final product.
Sunday - January 18, 2015
Dex - Maintenance Update Released
Developer Dreadlocks released a small Maintenance update for Dex.
We have released a new update for Dex. It is a maintenance/bugfixing update, addressing mainly the issues mentioned here on Steam forums as well as several bug reports we received from our backers.
- Visual improvements for some areas of the game
- More animations and animated characters added (ie. Afrodite Club)
- Added Clara (ship for Samaras, visible from Docks)
- Fixed the savefile corruption bug (or at least some of the occasions of it)
- Numerous minor tweaks and fixes
Tuesday - December 30, 2014
Dex - Early Access Gameplay Video
Axel Droxler of one hour gamelpay video for Dex.posted a new
Also no transcript is available so don't ask for one.
Friday - December 19, 2014
Dex - Early Access Phase #3
Developer Dreadlocks posted news on Steam that has that Dex has entered the the third phase of development on Early Access. Here are the details, and a new video.
We’re happy to announce a major content update that introduces several new quests and new locations, as well as over ten new NPCs and loads of minor additions and improvements!
Thursday - December 18, 2014
Dex - Post-Funding Update #29
The next update from developer Dreadlocks has news the OUYA version of Dex is now available for Early Access. The Steam version launched a few months ago.
After several months of preparations, optimizations, and adding gamepad support and all the other prerequisites for the console version, it is now up and running! We can confirm that the game runs smoothly and plays well on OUYA and we are looking to all feedback related to the OUYA version. It’s really exciting to see Dex running well and looking cool on a console the size of a human palm (75mm cube)! But it really does work and it’s fun!
It also seems we are one of the first complex RPG games on OUYA, so we are eager to see how the game will sell there. Keep your fingers crossed and help us spread the word!
Early Access for Dex on OUYA works in a similar way to Steam Early Access: You can recover/buy the game now, which gives you access to all the updates, as well as the full final version once it’s finished and complete.
As with Steam key recoveries, you will be able to recover the key for OUYA (provided you supported us with 7 GBP+). Please note that unless you purchased extra keys for Dex, you are eligible for one key only (Steam/OUYA/Wii U). We will be sending a private message on Kickstarter to all backers of 7 GBP+ with details on how to proceed reclaiming the Dex key for OUYA in the following days.
Monday - November 24, 2014
Dex - Post-Funding Update #28
In the update for Dex of last week provides information on the new build that is scheduled to be available in the middle of December and offers some screens.
The update will include quests related mainly to high society, corporations, and the tension between the low life and high tech. Images can say more than words, so we’ll keep the post brief this time. Below, you can find a selection of new artwork done by our lead artist, Prokop Smetana. These are the new locations, interiors, and NPCs you will be able to see and meet once the update is finished and released.
Thursday - September 18, 2014
Dex - Early Access Preview @ Cliqist
My final verdict is… There is no final verdict. I enjoyed my time playing Dex, but it was absolutely riddled with small flaws and broken mechanics that would’ve ruined the experience for me, personally, if I’d paid the $15.99 price it’s currently asking. It’s hard to recommend in its current state, but if you check it out and like what you see, you can buy it early to help the devs out and play it when it’s finished. Just be careful out there, make informed purchasing decisions, and don’t give money to people who haven’t earned it. Stay classy, thanks for letting me talk your ear off.
Tuesday - September 09, 2014
Dex - New Preview @ Continue Play
Continue Play has a new preview from Nic Bunce about the Beta version of Dex.
Dex is a game to keep your eye on, but perhaps not one to pick up at this early stage, as currently it’s likely to frustrate more than it impresses. The next update will come at some point later this month which will bring the cyberspace and hacking functionality. We’ll keep you posted with our State of Play series as development progresses over time, so check back every month or so to see what’s new.
As a final note, Dreadlocks has told us that there is a “high chance for your feedback, suggestions, and ideas to actually influence the final game”. If that sounds like something you’d like to take part in, do feel free to contact them via their official site, Twitter or Facebook pages.
Saturday - August 23, 2014
Dex - Early Access Review @ Eurogamer
Eurogamer has posted new review of the Early Access version of Dex.
Rough edges are to be expected of an Early Access title and Dex bears them better than some. Whether you're tempted to take the plunge now or wait for a more stable, feature-rich release is a question of just how much the cyberpunk vibe and side-scrolling action-RPG premise appeal to you. There's a way to go before Dex is a cohesive, refined and wholly enjoyable game but its future, unlike the one it depicts, appears bright.
Saturday - August 16, 2014
Dex - Available On Steam Early Access
Dreadlocks annouces that Dex is now avaiable for Early Access on Steam, and that they also released a new trailer for the game. Here are the details.
Dex Available On Steam Early Access + New Trailer!
Hey there, friends and backers! We told you earlier that big things would be coming right before Gamescom. First and foremost:
Dex is now available on Steam Early Access!
Everyone can now buy the current version of the game! You are welcome to do so now directly on Steam or later via Humble Widget on our website (coming soon)!
What does this mean for you, our valued backers?
- We’d totally appreciate any kind of support – tweets, Facebook shares, letting your friends know, writing on forums related to videogames/cyberpunk/RPGs, etc.), tagging walls in your city with Dex graffiti (well, this might be too much, but hey) – anything that can help us raise awareness!
- You will be able to recover your Steam key. We’ll be sending links for Steam key recovery later this week. If you want the game on Steam, you can recover it and have it up permanently till the final release! Keep in mind that, unless you purchased specific add-ons to receive multiple keys, you are eligible to receive only 1 digital key for Dex. If you choose Steam, you will not be able to receive the OUYA or Wii U key. In other words, if you bought, for example, the Deluxe Digital Edition for £15 and you want to play Dex on your Wii U, do not recover the Steam key. Sounds a bit complicated, but it’s simple: 1 backer = 1 key of your choice. (Note: Early Access on OUYA coming soon!)
Dex Early Access For All Backers Who Purchased The Game
We’ve decided that from the Steam Early Access release on, we will give access to the game to all our backers (anyone who bought the game; that is £7 pledge and above).
The main reason is that we feel that now is a good time to begin inviting more participants into our test community, so as to receive more feedback and test the game on a wider variety of hardware and software configurations. In other words: We can really use your help testing the game and would appreciate any feedback you can give us about bugs you find! (Note: Everyone in £7 and £12 tiers will receive an email with instructions on how to acquire the build! For tiers of £15 and above, the process is the same as with previous builds. Plus, there is the Steam key option mentioned above.)
We have opened our forums (http://forum.dex-rpg.com/) to the public. So, if you are reading this and aren’t registered yet, you are welcome to register and join us for Dex- and cyberpunk-related chat at the forum!
Thursday - June 05, 2014
Dex - Work in Progress Update
Dreadlocks has posted a new post-funding update for their Cyberpunk 2D RPG Dex. The update is mostly a status update on the state of the game.
Work in Progress
We’re back with another update on the development process of Dex, with a couple of major and minor news items to share with you. We decided to dub this update “Work in Progress,” since there are a lot of game pieces in motion and all members of the team are busily pushing their respective parts of the project forward.
New Dex cover art
We decided to improve the main cover art image for Dex. How do like it? ;-)
Our lead artist Prokop Smetana has completely reworked the animation set for Dex (he’s now working on animations for the various enemy types). Below you can see a small GIF showcase; the full effect and improvement will be visible in-game in the next Early Access version (coming soon). In short, all the animations should feel smoother and more refined now – compared, for example, to the character animations from the trailers.
New quests and locations
We have a complete new set of locations and side-quests to ship with the next Early Access version.
New Early Access version
The release date for this new Early Access version is set for mid-June (10th -20th) and this time we promise we won’t postpone it. It is going to be packed with more content, new features, and improvements visible in every nook and cranny (if you played the Early Access version from before, you should notice the difference).
So stay tuned; it’s only about two weeks away!
Digital Identity Content
We have also contacted all the backers who pledged for digital identity content (custom graffiti and custom NPCs), so quite soon you may see Dex infused with custom-made graffiti and characters based on instructions/materials provided by your fellow backers. We’ll update you on these assets once they have all been created and added to the game. We’ll throw in a couple of pics, too.
Saturday - April 26, 2014
Dex - Pre-Alpha Wrap-up & Indievelopment
Dreadlocks has a new post-funding update for DEX with information about their experience at EGX Rezzed, Indievelopment, and a new Pre-Alpha Wrap-up.
Dex Pre-Alpha Results
Since our pre-alpha launch to Early Access backers, we’ve received numerous bug reports and comments on the game. These have dovetailed nicely with our showcase experiences at the events, where we also took notes while observing people play Dex, and listened to their comments.
Most of the reported issues are already fixed as of this writing and we’ve also added some new functionality (such as improved inventory and trade systems, among others) and lots of performance tweaks (to allow for smoother gameplay with integrated graphics cards, such as Intel HD 3000/4000). All of these changes will be seen in the next Early Access game build, which we aim to release in May. We will inform you about the release of that build here as well as on the Early Access forum.
We’d like to thank everyone who has already participated in Early Access; your comments and feedback really help us to fine-tune the game!
Important: If you have not yet received an Early Access invitation from us (and you are eligible for it), it may have ended up in your spam folder. If you don’t find it there, please email us at email@example.com
Early Access/Pre-Order Requests
Since the launch of Pre-Alpha Dex, we’ve received numerous requests about the possibility of pre-ordering the game and/or upgrading original Kickstarter pledges to higher ones (to be eligible for Early Access). We plan to open a shop (both for original backers to upgrade pledges and for new backers to pre-order). Once ready, we will inform you about it here.
As mentioned above, thanks to both events as well as our Pre-Alpha access, we’ve scored a number of media previews, a selection of which we present below!
- Strategy Informer: http://www.strategyinformer.com/pc/dex/previews.html
- Expansive DLC: http://expansivedlc.com/preview-dex/
- D-Pad: http://d-pad.co.uk/2014/04/first-impressions-dex-egxrezzed-pre-alpha-build/
There were many more articles following the events (including some in Dutch, Italian, and Czech). We’ve compiled a full list for you to browse here: http://dex-rpg.com/download/PreAlpha_Media_Summary_22_4_2014.pdf
Friday - April 18, 2014
Dex - Preview @ Strategy Informer
There was much to see in the version of DEX we played, but not much to do. Nevertheless, the message was clear – DEX will present a well crafted world made by those with a passion, love and understanding of classic cyberpunk themes – and we can't wait to see more.
Wednesday - April 16, 2014
Dex - Interview @ Strategy Informer
Strategy Informer interviewed Dreadlocks Designer & Writer Jan Jirkovsky to ask a few question s about DEX at EGX Rezzed last week.
Strategy Informer: You've got the funding, but you also aimed to generate a community, and that was one of your goals with Kickstarter. Do you feel you achieved that goal?
Jan Jirkovsky: At the moment the game is in pre-alpha development stage and it's accessible to our Kickstarter backers, and we are getting feedback from them, and it's very motivating. Because there's like six-to-seven hundred people in the early access, and it's very motivating because they are the hardcore fans of the genre, and we are pretty much on the same line, and pretty much the same energy, and it's real nice that the first people who see the game are actually the ones that probably most appreciate the game. So that's great. That gives us power to work and work.
Strategy Informer: And what has the feedback been like?
Jan Jirkovsky: It's been very positive, yeah, there's been some, like, minor stuff with the controls but we're going to fix it. But as to the major, major things, it's very positive so far. So that's nice.
Strategy Informer: And I read that you're going for a “mature” storyline. In what way is it mature? Is it violent, political, philosophical?
Jan Jirkovsky: I would say it's not-- we don't talk about themes that would be interesting for really young players. It's not about that. We don't, like-- there's not much prostitution, or sex, or drugs, just-- it's a bit like Fallout as to the rating and stuff. Like, there are stimpaks for HP restoration, but it's not a porn game or whatever.
It's mainly because I think the topics and themes would appeal to mature audiences in the same way as cyberpunk novels are for mostly mature audiences. I think most of the cyberpunk stuff is, like, for 16-17 years olds and above-- you know, people start reading it as soon as-- I'm not speaking about rating, but it's an interesting topic for mature gamers.
Sunday - April 06, 2014
Dex - Preview @ Expansive DLC
Expansive DLC has a new preview of the 2D Stealth Platformer RPG Dex based on an early build of the game played at Rezzed 2014.
When I played DEX at Rezzed recently, the first thing that struck me was the beautiful art style – with a unique blend of Comix Zone, Flashback and a dash of Blade Runner – the game looks amazing!
Equally unique is the game type. Not being content with simply making a very crisp looking game, Prague based developer, Dreadlocks Ltd, have decided to make DEX a 2D Stealth Platformer with RPG elements. It’s a bold idea but it actually seems to work. In fact, it’s a wonder this hasn’t been attempted before.
Starting the demo, there is no introduction, no cutscene to announce your mysterious female protagonist or the futuristic Neo-Tokyo setting. You simply start, accompanied by a hypnotic electronica soundtrack, stood in an alleyway. Moving around your surroundings, you find stray dogs searching for scraps, homeless people huddled around a bin fire and market traders serving up questionably fresh food. DX tries to paint a picture of a slightly dystopian cyberpunk future and so far. it’s pulling it off quite well. Even DEX herself – with her body armour under a trench coat and bright blue hair – walks the part. The NPCs usually shuffle around but DEX has a confident stride which make you feel more akin to characters like Ultraviolet.
Wednesday - April 02, 2014
Dex - Spring Update & Early Access
It has been a while since I posted news about Dreadlocks side scrolling RPG Dex. Well that ends now as the say. So lets get started.
The developers have posted a new update that talks about the games status, and mentions the game is now on Steam Early Access.
Major Spring Update & Early Access Launched!
We have a major update, so take a deep breath and join us for big news about Dex’s development!
First Early Access Build Available
All backers eligible for early access to Dex should have received an email by now (or within an hour from this post) with instructions on how to download the Dex development build. If you are eligible for early access but haven’t received an email from us, please double-check your spam folder. If you don’t find it there, please send us a message! (Note: We use the contact email address provided here at Kickstarter or the payment email address if you backed us via PayPal.)
For those of you not in the early access group: we’ve attached some new artwork to give you a glimpse of our latest progress. Also – just so you know – we are not limiting the usage of early access builds in regards to taking videos, so if any fan-made footage from Dex pops up, we’ll post it here for all of you to enjoy!
Now, the major news: We are somewhat behind our original schedule, and so we are officially announcing that we will not be hitting final release by this summer. That was our original expectation when we were preparing and running the Kickstarter campaign in November 2013; however, many things simply took much longer than we planned and expected.
We are sorry for this – especially since we know many of you are looking forward to playing Dex – but as we stated before, we’d rather postpone the release date than ship an unpolished and incomplete game. So, although it is a bit sad that there will be a longer wait time for the final version of Dex, please rest assured that we will use the development time to best of our abilities and that the final game will be better for the delay.
Right now, we would rather not give a definite official release date – until all major game systems are complete and working well, it is really hard to pinpoint. Internally as well as externally (in press materials etc.), we have changed the expected release date to Q4/2014; that is October, November, or December of 2014.
Friday - February 07, 2014
Dex - Interview @ Gamecloud
Gamecloud has an interview with Lead Designer Jan Jirkovsky about his RPG Dex.
How do you feel being put up against the likes of other Sci-Fi RPG games such as Deus Ex?
Jan: It is quite ok, actually. We haven’t faced any comparison in the negative sense of the word, rather in the positive way, which is good for us. I think the key to stand out of the crowd is either by having something absolutely unique (in the sense that the game is hard to compare with anything at all and draws attention for this reason) – or – to have a nice and fresh take on an already existing topic or genre. For the fans of RPGs, cyberpunk or metroidvania games, we offer something familiar, yet in a new way, with very specific atmosphere and several innovative concepts.
What inspired “Dex”, and who thought of the name?
Jan: Dex is mainly inspired by Neuromancer as for the story, atmosphere and because of our devotion to W. Gibson’s work. Dex as a name comes from his novel Neuromancer. The second most important inspiration is the Deus Ex series, myself and other team members being its avid fans since the first installment from 2000.
How would you explain “Dex” to someone unfamiliar with the game?
Jan: I would refer to one of our trailers as it is likely the fastest way to get a glimpse of everything!
In my own words, Dex is a sidescrolling RPG, in a cyberpunk setting, with focus on exploration and player choices. The game is story-driven, however, there are numerous side missions for you to undertake and the whole city for you to explore. You can improve your skills and get yourself augmented with various implants that either boost your abilities or offer whole new abilities. And, last but not the least, the gameplay (as well as the storyline) takes place both in physical world and in cyberspace. In cyberspace, you do all the hacking and infiltration. Plus, many NPCs are there, both hackers as well as advanced AIs, whom you can fight or talk to (or learn something from).
Thursday - February 06, 2014
Dex - The Sounds of Silence
After a month of silence Dreadlocks has a new update for thier Cyberpunk 2D RPG Dex.
The Sounds of Silence
It has been a month of radio silence. We had a break for the Christmas holidays and then returned in full strength to work single-mindedly on Dex for the whole of January. Here are some updates as to our current plans and happenings:
- We plan to launch the development forum for Dex. This will include: a public section for everyone to join and chat about cyberpunk and related topics, a private section for all our Kickstarter (and PayPal) backers to discuss the game, and an “ultra-private” section for our Early Access backers to share suggestions and feedback regarding the first alpha build.
- Simultaneous with the forums, we are preparing to launch a blog for you to enjoy. We’ll cover news and stories from the development trenches (like we do here on Kickstarter) as well as other topics you’ll definitely be excited about once you see it all online!
- And last but not the least, we are developing the game itself. That task actually consumes 95% of our time (compared to the above). We are now focusing on the less visible stuff – work that may not look interesting from the outside, but needs to be done in order to deliver a functional game. Right now we can’t announce the exact date of the release of the alpha version, nor the exact details; however, we expect to have a clearer sit-rep by mid-February.
Tuesday - December 17, 2013
Dex - Successfully Funded
The sidescrolling RPG Dex has been successfully funded, and the developer says thanks in the games latest post-funding update.
It’s been a long run – full of surprises, tight deadlines, and lots of words going back and forth between us – and you have been with us all the way in this long cyberpunk race.
So first and foremost, thanks to all of you – everyone who pledged; everyone who shared and helped to spread the word; everyone who voted for Dex on Steam Greenlight; everyone who wrote supportive comments, tips and suggestions; all of our families and friends who may have noticed that we’ve only been leaving work long enough to get a few hours’ sleep. And deep thanks to everyone on the team, both the internal core in our small office and our contractors, for help in preparing the campaign and for your sustained support, with all those tight deadlines, all the way through the campaign itself.
This month ate up a lot of energy – whew – but it got replenished by a fresh burst of motivation. Funding is one thing, but this campaign was a great reminder that we’re not developing this game just for ourselves. Thousands of you are really excited about the idea and its presentation, and that is a powerful inspiration for us to keep our heads up and overcome any and all obstacles on the path to the full realization of Dex.
After a weekend of rest, we’ll start working again, with our concentration fully back on the game development itself. We’ll possibly release a minor update from the game (pics, news, etc.), but the main focus moving forward will be to get the first alpha version into the hands of the community (Early Alpha backers). We intend to release the alpha version of the game once it is feature- and content-complete (or very close to that state), which we expect to happen in February 2014. Around that same time, we will open the internal development forums (again, for Early Alpha tier backers and above), and will begin actively including you in the development, hearing your feedback, working with your ideas and opinions, and simply making the development process more open.
Whichever tier you pledged on, we’ll keep you informed through updates. We also plan to expand our website, add a blog, and possibly also start a wiki about the game – but we’ll have more details on this later.
Once again, you have our deepest gratitude as we look forward to early 2014. We’ll keep you updated with insights into the development process as well as other news, both major and minor.
Thanks, and we sincerely wish you an amazing holiday season!
Thursday - December 12, 2013
Dex - Harbor Prime Trailer
Dex is a story-driven, 2D side-scrolling RPG with a fresh new vision of cyberspace. It offers a unique visual style and a living city, open for exploration. The game also features non-linear level design, with multiple possible approaches to enemies and obstacles (stealth, hacking, fighting). All of Dex takes place on two distinct planes of existence, which constantly overlap and interact (physical reality and cyberspace).
The main protagonist – a young woman leading an ordinary corporate life – is approached by a legendary hacker named Raycast. She is asked to play a part in the events surrounding the enigmatic AI known as Kether. The reason for her recruitment is her innate ability to move freely through cyberspace, without a “jack” or any kind of implant. The whole story serves as a grinding stone between the heroine (Dex), the local low-life, the hackers (the Grid), the corporations (the Complex), and Kether. Kether is struggling to reach the Singularity, a theoretical “event horizon” when AI will surpass human intelligence. The corporations want to rule Kether, the hackers want it to free itself and lead mankind to a next evolutionary stage – but no one knows what the real outcome will be.
Tuesday - December 10, 2013
Dex - Preview @ Siliconera
Siliconera has posted a preview of the side-scrolling cyberpunk RPG Dex.
Dex is a 2D, side-scrolling RPG which brings to mind some of the best of the glamorized futuristic hacking lifestyle. Players will be able to choose from one of three different specializations, or mix them if they so choose, to approach problems.
And what will the world be like? Dark and dystopian for one. And with everyone wired up, there appears to be a collective “We” meta-mind force living within the net now. A living force that only needs one final “experience” to finish its transcendence—you. As an incomplete “biological”, your life separate and living a life of “ignorance and limited knowledge” against the powers of the We will somehow tie into the final, overarching storyline.
Developers Dreadlocks have promised that they will give you less, but more meaty, side-missions (or “runs”, which sends happy quivers down my Netrunner back) so players get deeper immersion into the world. To that end the game will be non-linear, allowing you to both choose how you’ll advance the story as well as the ways to do so. Any problem, the team says, will have multiple solutions—including hacking into the mainframe.
Sunday - December 01, 2013
Dex - Kickstarter Updates #8 & 9
The cyberpunk 2D RPG Dex had a few more updates this week were we get to meet the develiopment team, get news of new reward tiers, and get to sample some music.
Now that we’re midway through our campaign, we decided it would be a good time to introduce our small team. Three of us work in the office, the rest are external freelancers who contribute to the project in their own specific ways.
More Music & New Reward Tiers!
Many of you have offered positive comments about the music from the game soundtrack and some of you have written us to release more samples. Karel Antonin, our music composer, has created a new piece – possibly a main theme for the game menu or intro. We talked a bit and decided to share it with you!
It might sound even better with a live singer, right? Keep those contributions coming! ;) And let us know how you like this one! Do you think it would make a good main theme for the game?
Music Lover Tier
We decided to try a little experiment and added a “Music Lover” tier. If you like the Dex soundtrack and music from Karel Antonin (www.karelantonin.com), you can choose this tier and Karel will compose a track specifically for you, based on your suggestions about mood, atmosphere, rhythm, etc. Limited to three backers only!
Deluxe Physical Edition - Tier Extension
Based on numerous messages from you, we also decided to open an extension tier for the Deluxe Physical Edition. It is exactly the same as the £50 tier, except with a modest price increase (+ £5), so as to reward those early backers who already committed. We are making 50 additional slots available for the extended Deluxe Physical Edition.
Tuesday - November 26, 2013
Dex - Update #6, The Art of Dex
In the sixth kickstarter update for Dex we get a look at the art of the game.
The Art of Dex
Today, a more relaxed update, with more visuals than words. We decided to share some of the concept art and the process of making animations and scenes for Dex.
Sprites and animations
We start with a concept - traditional drawing (paper and pen) or digital drawing.
Once we have the concept done, we can start making sprites. Since sprites are quite small in the game and there are lots of them, we can't focus on details. Instead, we aim for the whole shape to be characteristic.
Once we have the final look of the character in sprite, we can start with animation, frame by frame.
The same process is also used for the in-game locations. We start with a short storyboard – a simple series of frames showing the idea and atmosphere of the location.
Sunday - November 24, 2013
Dex - Update #5, Funded & New Stretch Goals
In the fifth kickstarter update for Dex we get news the game is funded, and more information on the games new stretch goals.
Funded! Stretch Goals Revealed!
Hurray! 100% funded and going up!
Thanks to your amazing support, we’ve made our initial goal! We still have 19 more days to go – and several nice updates coming. We believe we can reach even more fans with the following exciting stretch goals including a Wii U version, improved soundtrack, PS4/Xbox One support, and game localizations! Plus some exciting game extensions and additions!
Cheers, and thanks again!
Foreword to Dex Stretch Goals
When choosing Stretch Goals, we wanted to meet these basic criteria:
- The Stretch Goal can be delegated to external contractors (as a whole or at least partially), or can be done after the game is released, so it will not extend development time.
- We focused mainly on improvements, rather than extending the game itself. Game extensions (additional areas, enemies, items) would definitely mean prolonged development time.
- The notable exception is the £48000 goal. At this point (now having ample funds for added development), we will let the community vote between organically extending the game (with an increased development time of 2-4 months) or releasing the additional features and content in the form of post-release DLC (free for all backers eligible for Digital Game Download)
We had some stretch goals prepared, but added new ones and rearranged the order based on the feedback we received from you during the course of the Kickstarter campaign. Thus, we put more emphasis on additional platforms (NVidia Shield, Wii U, PS4/Xbox One) and localizations (German, French, Italian, Spanish, plus one voted language).
Needless to say, more funds will always result in a better and extended game. We vow to do our best to create the coolest game possible with whatever level of funding we receive.
Saturday - November 23, 2013
Dex - Update #4, RPG Features
In the latest kickstarter update for Dex we get more informaion on the games RPG features, and how it handles XP and specializations.
Introducing Dex RPG Features: XP and Specializations
Continuing our series about RPG features, our topic today is XP, leveling, and specializations in Dex.
As you progress through the game, you are rewarded with XP. Experience points are awarded mainly for: 1) mission completion, 2) overcoming enemies (kills, takedowns, stealth performance), 3) exploration, and 4) hacking.
When you reach the required amount of XP to level up, you are awarded skill points. Skill points can be assigned to one of six specializations. We were considering a more elaborate branching skill tree, but at the moment we have decided on the following specializations and enhancements:
- Firearms – more damage with ranged weapons, better accuracy, faster holster and reload.
- Martial Arts – more damage in melee, faster combat moves, additional combat moves.
- Endurance – more HP, additional Energy Slots for implants, ability to install more advanced implants.
- Hacking – stronger Avatar skills, more Firewall HP, additional Avatar skills and software, ability to enter more advanced parts of cyberspace.
- Street Lore – better lock picking, stealth-related skills, dialogue-related skills.
- Gadgets – ability to use more advanced equipment and gain more from using it (some of the consumables and passive upgrades become more effective).
Thursday - November 21, 2013
Dex - Update #3, Open World & Exploration
In the latest kickstarter update for Dex developer Dreadlocks talks about the games open world, how exploration is done, and shows a map of Harbor Prime.
Open World + Exploration + Map of Harbor Prime
Things are moving well so far – our first week and we are over 50% of the way toward our initial goal. Several journalists have written articles about Dex and their first impressions from our Kickstarter campaign. Another great influx of backers and fans emerged thanks to you – our sincere appreciation for all the sharing, whether on reddit/facebook/twitter or specialized forums! Please, keep an eye on us and continue to help us spread the word and reach yet more people.
In this update, before elaborating further on our RPG features, we want to address a common question: Will the game and level design be linear/open-world/Metroidvania/hub-based?
Our aim was artistic – a vision we felt compelled to bring to life. We wanted to create a living, thriving cyberpunk city in 2D artwork and animation. Of course, comparing Dex with monster-budget AAA open-world games such as the ingenious Elder Scrolls series is not appropriate. But still, we feel we can give birth to something truly remarkable and unique.
Images tell more than words, but still, let me clarify: Dex is a semi-open world RPG.
Our aim was artistic – a vision we felt compelled to bring to life. We wanted to create a living, thriving cyberpunk city in 2D artwork and animation. Of course, comparing Dex with monster-budget AAA open-world games such as the ingenious Elder Scrolls series is not appropriate. But still, we feel we can give birth to something truly remarkable and unique.
Our gameplay and level design idea:
- Create a living 2D city with shops, NPCs, markets, corporate headquarters, slums, etc. Everything you expect from a cyberpunk world.
- The game world is divided into locations. The transition is not seamless – it is not one huge open world, but rather, dozens of connected locations.
- You can visit locations repeatedly. (There are certain exceptions, story-wise.) This works pretty well with the RPG features, such as implants – you acquire an implant for high jump, for example, and you remember that in one abandoned power plant there was an intriguing platform you were unable to reach. You return there now, with the newly acquired implant, and you are able to access a new area.
- In the city center is a hub – a series of interconnected locations. There is only occasional violence here, so these locations serve mostly as a “safe house.” You can return there in between missions, to get new missions, to find out more information, to buy stuff, etc.
- The city is open to exploration. Yes, there is a story and there are side missions, but there are also locations no one will guide you to – no GUI markers, no quest markers. Some of these locations are hidden in the city or in the underground; some are simply side exits or rooftop entrances. Explorers, enjoy!
- We are also considering some typical sandbox/open world features (a kickboxing arena, where you can train or join tournaments; casinos, where you can play various mini-games, etc.), but we are not quite sure whether or not to include these (considering both development time and the overall feeling and gameplay). Let us know your suggestions!
- Storytelling is mostly linear, with several possible endings. However, you can choose to do missions in your own order (where applicable), plus there is a large selection of side missions, most of which are independent of the main storyline. The levels themselves are linear in the sense that there is one clear goal, but non-linear in the sense that there are multiple possible approaches (mainly action/stealth/hacking, as addressed before).
Monday - November 18, 2013
Dex - Kickstarter Updates #1 & 2
Developer Dreadlocks has two new kickstarter updates for the story driven sidescrolling RPG game Dex. As usual the links and details are below.
Update #1 - "Augmented Reality and Cyberspace in Dex"
Thanks for all the support so far! It seems we’ve been gaining steady momentum (over 15% in first 48 hours). If we manage to keep going at this rate or even faster – with your help, both by backing us and spreading the word – we can make Dex come true and fully realize our vision. We are excited about our progress as well as your suggestions, questions and comments! We plan to address the most recurrent topics in ongoing updates (mainly the RPG features, stealth features, story, and hacking/cyberspace), starting with today’s topic.
Let’s take a look at augmented reality and cyberspace in Dex.
In the world of Dex, augmented reality (AR) and basic reality (BR) are interconnected. The whole world is “online” and cyberspace is omnipresent. As in today’s world of Twitter and Facebook, most denizens of Harbor Prime are permanently connected to the augmented reality layer of the internet. There are digital commercials on the streets, instant newsfeeds for everyone, and lightning-fast communication amongst the users. And – of course – all of this is controlled and monitored by governments and major corporations.
Update #2 - "Introducing Dex RPG Features: Implants"
Many of you have asked about our planned RPG features for Dex – whether we will have character development, skill trees, abilities, etc. We will address these questions in a short series of updates regarding RPG features, starting today with the topic of implants.
Cybernetic implants form an integral part of gameplay and, in fact, are designed to be a gameplay-changing feature. Implants not only boost your abilities and make you stronger, but also offer new possibilities for exploration, combat, movement, and hacking. Each implant alters the parameters of some activity or enables some new ability.