Greetings Community, We haven’t posted here in a while just wanted to show you where we are in development of The Misfits. We just recently started a new IndieGoGo campaign and are on our way to early access on Steam in a few months. Here are some dev vlogs to get you caught up. We’ve added new maps, revised the characters, added light classes, new weapons, character/weapon skins made changes to our game modes, player mechanics and the list goes on. I’ve you would like to join us in the Pre-Alpha, jump into our discord and we will set you up with a key. Let us know what you think… PigDog Team Discord: PigDog_Misfits https://www.youtube.com/watch?v=RGwuGfVggjY https://www.youtube.com/watch?v=WOLjJ6Sai8s https://www.youtube.com/watch?v=t3ni4lDC5f8
VLOG Update-41
We are showing off footage from our latest play-test, announcement to our IndieGoGo sign up. Thanks for your support!
Nathan The Bog Arena (Day)
Updated character Nathan in The Bog map.
Contract Killers Game Mode BT Construction (Day)
Contract Killers Game Mode in BT Construction map.
IndieGoGo Sign-ups
Please help support The Misfits on our IndieGoGo camapign.
The Misfits is a stylized third person arena shooter game with one thing in mind…Kill or be Killed. Take advantage of cover, weapon pickups and communication to destroy the opposing team. For our full release, we plan to ship with 8 unique maps and several team oriented game modes. If you’re into team-based game-play with a comic book feel, then show your support on, IndieDB, Twitter, Facebook, Discord and our YouTube channel. Don’t forget to like and subscribe for the latest development V-Blog. Thanks for watching!
Join our discord community to organize player matches. Our weekly play-tests are currently on Wednesdays at 3:00pm PST Friday at 10:00am PST and Sunday 7:00pm PST with additional planed in the future. Follow me on Twitch for dev content streams and play tests…
I like a lot the look and style of your game
TPS are not new, will you bring new gameplay on your game ?
What shaders are you using ? Did you code yourself the TPS gameplay ?
Thanks for the feedback. We have several gameplay features and mechanics planned for the game that will seem familiar but with a few twists. As for the TPS gameplay, we’ve used several asset store products and adjusted and added code to fit our needs.
Fx looks pretty nice
The smoke from the barrel of the guns looked odd when reloading.
Could tell it was planer mapped particles.
I’m not sure polygonal characters are visually appealing for this type of game. Doesn’t really add to the aesthetic in any way. Why are they shaded like that?
We’ve made a ton of progress in a short time and will continue to refine and update the game. We know we have miles to go and we know the game definitely can be improved. As for aesthetic, we are not going for a realistic shooter. We are going for a more stylized look. Hope that answers your questions. Thanks for the feedback!
I dig the art style, reminds me a little of borderlands. Can I make a suggestion though? Maybe remove the crosshair from the main gui and move it out ahead of the character a bit. Attach another panel to the end of the weapon and place it there?
We don’t plan on having character classes in the game. We will have achievements, character skins, weapon attachments and skins that you can unlock as you level up. Think of the game as a multi-player Gears/Uncharted/Call of duty hybrid with a day/night cycle.
First impression: Borderlands clone. That means it looks good!
I think in your videos you should focus on showing what makes you stand out from the zillion other shooters out there. I watched one video and you seemed to be bored and were rambling about fixing bugs.