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! b4d347fde0 Title: Get To The Orange DoorGenre: Action, Adventure, Indie, Early AccessDeveloper:Andrew SmithPublisher:HitcentsRelease Date: 30 May, 2019 Get To The Orange Door Crack Gamehackstudios 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. 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 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!. New Steam Page Stuff!: So this isn't a HUGE change or anything, but I played around with the Steam page a bit. Take a look around and check it out!I am also gonna use this area as a bit of an update spot too. The last few weeks my PC has been broken as all get-up, and although I have it functioning now, it still isn't quite up to speed yet. My GPU ended up kicking the bucket on me, and so most of the work I have done has been through other computers or via friends. I have gotten some neat concepts done, and some other stuff has been happening behind the scenes, but as far as straight up game design goes it has been pretty dry.BUT we are back in business enough for me to continue, so here is a GIF showing off a new Sandbox Area I am working on called "The Mess"https://gfycat.com/ReadyNaughtyHorsePretty cool, right?Anyway take a look around, join the Subreddit or Discord perhaps? Thanks for sticking with me, and stay tuned for the next update!-Andrew, GTTOD Dev. GET TO THE ORANGE DOOR: RE-HINGED UPDATE: AFTER SIX MONTHS OF BEING OFF STEAM, GTTOD IS NOW BACK UP FOR SALE IN EARLY ACCESS!!!. HUGE boost in performance, new color pallet, crashing fixes, and building overhaul progress: First off, just watch this GIF:Eye Candy[gfycat.com]This will all be in the next update that will hopefully be out in the next few days. This will greatly boost performance. I recorded this at 1080p 60FPS on a 5 year old computer that is strapped to an AC unit to keep alive, and I was able to LOCK 60FPS while not recording and 40-60FPS while recording.On top of that, I reduced Draw Call batching from about 1,000 batches to 250 batches. If you don't know what this means, it just means that your game doesn't have to load as much on the CPU so you will crash much much less.This is gonna be a good update. I will be in touch!. Some patch notes from the most recent update: FIRST OFF.Sorry to all you inverted folks out there. I had no idea until today that the P-thing didn't work correctly. I will be updating here HOPEFULLY tonight to put support for inversion in the options menu. If not tonight, tomorrow.I feel like I keep screwing you guys over, and for that, I am sorry.ANYWAY, onto the patch notes.More work has been done on fixing the White Screen Glitch, and this one might actually help out a TON. Slowed down the player Added an objective tower for testing in level 2 New Tutorial Fixed the weapon bug issue from the last patch Various bug fixes and tweaks. Release V1 crash fix tomorrow along with some other general fixes!: So, I have gotten a lot of people with crash issues when loading a new game, exiting the game, or sometimes even just playing.I apologize for the issue! Right now it is my number one priority, and I think I know what is causing the crashes. For some odd reason the entire game is running ONLY on the CPU and none on the GPU, and this is a problem for how I have set up my scenes. I am currently re-working the scenes to nullify this issue, and the update should be out by tomorrow including a few other fixes that have been brough to my attention.Day 1, off to a great start, amirite?Edit: Here is what I will be fixing for tomorrow:Optimization on arena mode, level 8, 10, and 11Exploit with no crosshairGPU/CPU fixSome buildings with bad collisions fixesEDIT #2:Alright well I couldn't sleep, so I got up and pushed the building overhaul to you guys. It should help you squeeze some more frames out before I work on the true optimization for tomorrow. I am pretty sure I screwed up the corner of one of the buildings, so hopefully that doesn't trigger anyone HNNNGH.I'll fix it tomorrow, ick...EDIT #3:ALRIGHT. WELL. I just realized that one of the buildings are kinda bugged on level 9 (the ones you can go inside of) so I am opening Unity back up to fix that, along with the weird corner thing from the last edit.DAY ONE EVERYONE. DAY ONE.God have mercy I might not wake up tomorrow.Anyway, I will let you all know when the update hits! Thanks for sticking with me, and I hope to hear from y'all soon!-Andrew. GTTOD Over-Overhaul progress!: You look me square in the eyes and tell me that THAT SHIT isn't pretty. This is an un-edited screenshot straight from the Unity Editor.All I did was pull out my gun. God. Damn.Anyway. Now that I am done jerking myself off, let's talk about all the cool shit I have done these last few weeks.And by talk, I mean show off a bunch of GIFs.Here we go:First off, we will pick-up where we left off last time.Momentum-Based movement[gfycat.com]I have re-written how my character handles forces and physics, making the character more MOMENTUM based rather than a slow sluggish mess. This makes parkour and just general movement SO much smoother than it was before. In the current version of GTTOD it feels like I am flying through butter. In my version of GTTOD, I feel free as a bird. It is an incredible change.New title screen/Movement/Environments[gfycat.com]Look at that shit. Look how smooth it is. This is showing off a few of the new enviroments I have been working on for this update, as well as optimization. I recorded at 1080p 60FPS and I think the lowest it got to was 54 FPS. GTTOD is running better than ever.The Void and Dash-Resets[gfycat.com]The Void (which used to be the black area between levels) has gotten a HUGE make-over. It is now a place that is meant to transition levels AND introduce new mechanics. There are also now pick-ups in the environment that reset your dash and double jumps to give you some extra distance.New Level Select Screen[gfycat.com]This was from last night, it looks more like this nowAnd to finish this off, LOTS AND LOTS AND LOTS AND LOTS of bug fixes, tweaks, polish, and just overall badassery. New enemies, new art, new levels, new modes, new everything. This is going to be a huge update, and I have been working my ASS off to get it to you guys.This is going to be great. I can not wait to show this to you guys.Now, all I can ask of you guys is to check out the GTTOD subreddit and the GTTOD Discord. I am there every day, and there are LOTS of really cool guys there. Recently it has been getting a bit empty, so if you want to come in I would GREATLY appreciate it! That is where I post all of these things day-of, and if you ever want to put your opinion in on the game, the Discord and Reddit is the place to be!Thanks so much for sticking around and waiting for me to get my slow ass in gear. I hope you guys are as pumped for this update as I am! Toodles!-AndrewGTTOD Discord[discord.gg]GTTOD Subreddit. Mac and PC demo is up! Mac instructions in here!: You can download the Windows version here on steam, but while I work on getting some kinks out of the Mac version for Steam, you can find the link to the Mac demo on itch.io! Just search Get To The Orange Door Demo 4 and it will pop up! For some odd reason, Steam removes links from announcements. Sorry!The Itch.io version is the current Mac build of the demo! I hope you have fun!Controls:WASD: Move (can be rebinded)R: ReloadRight Click: Use/Aim Down SightsG: Restart LevelEsc: Return to MenuF: Interact/End SlowMoTab: SlowMoC: Crouch/Change Camera In VehicleSpace: JumpShift: Sprint/Dash. GTTOD Weapons Update Progress! GIF inside!: First off, without talking, here is a GIF showing SOME of the work I have done (not all of it)https://gfycat.com/NiftyGrimKiwiWith this update comes a TON of parkour changes, new levels, enemy tweaks and level tweaks, player physics/character tweaks, and of course a full weapon redesign for every single weapon in the game, plus more.It is a huge update, and I am working really hard to get it out. I hope you guys don't mind the wait!
coamaszhunebuzz
Get To The Orange Door Crack Gamehackstudios
Updated: Mar 23, 2020
Comments