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Get To The Orange Door Free Download [Xforce Keygen]

lathemerarviu

Updated: Mar 19, 2020





















































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! 6d5b4406ea Title: Get To The Orange DoorGenre: Action, Adventure, Indie, Early AccessDeveloper:Andrew SmithPublisher:HitcentsRelease Date: 30 May, 2019 Get To The Orange Door Free Download [Xforce Keygen] 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. Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/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.) Get To The [Insert Color Here] Door: Patch notes n'stuff: You can now choose your own color scheme in GTTOD! This is very WIP, so at the moment it is just for testing, but I figured I'd throw it in there for fun.https://gfycat.com/IdealAggravatingCanineThis update adds some really experimental things and fixes to the game, as well as a new primary weapon. I also re-wrote how GTTOD handles restarting the game, so it is now instant instead of...broken.I am also testing a new fix for the white screen glitch here. Hopefully it at least minimizes it some more. Hold your breath and cross your fingers folks.Also, take a look around the starting island, you may see something there that will interest you. I slammed some stuff in there to test it out. New white screen glitch fix attempt New starter weapon New color scheme option New restart game button functions A bunch of small bug fixes/tweaks Optimization Some secret hidden stuffKnown Bugs:Sometimes when you start a wall run before getting a weapon, it breaks all weapons reload animations. Will fix ASAP.. Whoops! Patches to some accidental bugs incoming!: Sorry about that, everyone! In a rush to get ready for the Summer Sale, I accidentally broke some stuff. A patch will be hitting all of you square in the face in about five or so minutes.After that I will be looking in to some other issues you have reported, and that patch will be out sometime tonight or tomorrow morning.Fixes that I am pushing now:-Secondary fire now works properly-Not fitting through the last door-Some slope issues-Enemies not properly flanking you-More white screen glitch workP.S. Does anyone want a Summer Sale themed update during this sale?. GTTOD Combat 2: https://youtu.be/Ud5C_5y7JHo. GTTOD: Over-overhaul patch notes: [/imgWow that took a long time.After three months of work, I can happily say that the Over-overhaul is FINISHED. I have gone through and completely re-made a huge portion of the game, and right now I could not be more satisfied. If you are seeing this and HAVEN'T checked out the new stuff, what the hell are you doing? Get in there and give it another shot!To everyone who sat through the last three months, thank you so much for your support. I hope that where the game is now satisfies you, since it's only going to get better from here.The positive reviews I have been getting have really filled me with determination to keep working and keep going, and I thank all of you so so much for writing them. We are almost at 90% positive! HYPE!ANNNNYWAY, lets get these patch notes over with so I can get back to making the game, and you guys can get back to enjoying your Saturday. Six new levels Added water where there at one point was nothing Swimming Enemy teleportation Enemy tweaks Optimization Real lighting and shadows All new art and art direction New menus, options, and level selects All new weapons, weapon tweaks, and animation fixes New bullet effects New enemies (turrets, new Sword and Kamikaze enemies) New trailer! Launch pads Dash resets New momentum-based parkour system Parkour tweaks and fixes Over-all bug fixes (literally hundreds, I'm not listing that shit) New race mode based on 10 second timer New Ninja mode with updated sword mechanics New tutorial Work on a save system Dialogue system Started work on the actual story of the game in new intro Probably a lot more but I'm tired of listing thingsI think the real bummer is that this isn't even all I have worked on over the last three months. There are still a TON of new things that I haven't even put in the game yet, and are just waiting to be implemented. I won't be putting them in until more levels are added to the rotation, that way I don't cram pack the current levels and cause a really bad "Indie" difficulty curve (thanks for the wording, Ven). As time passes and more content is added to the game, I will be working with this difficulty curve a lot.So, for now, enjoy the update, and I'll see you all in the next one!-AndrewPS: Don't forget to join the discord to catch up on what is really going down on a daily basis, and to also report bugs and add in suggestions! Discord Server [discord.gg]. 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!. GTTOD is getting mod support, controller support, and a new sandbox area!: https://gfycat.com/FlakyUnitedImpalaYou will be able to create maps in game and share them via Steam Workshop! Get HYPED!Here is me playing with a controller:https://gfycat.com/SilkyLongElandHere is some work showing off my idea for level and menu options IN level:https://gfycat.com/SilverWhichCatfishhttps://gfycat.com/LoathsomeEsteemedAxisdeerAnd lastly here is showing off the new sandbox areahttps://gfycat.com/ReadyNaughtyHorseYeah anyway some cool stuff. 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!. GTTOD Update 2 -Hordes'n'such-: Christ this took forever. The update will be out in a few minutes. Taking an extra look and tweaking Emission a bit.Lots and lots and LOTS of changes here in this update, many of which I have probably already forgotten. I never ever want to take three weeks working on one update again. I feel like I have burned my retinas out staring at this computer for this long. At this point, I am probably gonna focus fire on some bugs for the next week or two to get the game to a more stable point, as well as adding some more things to Arena and Horde mode to fill them out a bit, but I will focus more on that after I get through these patch notes.Here we go:IMA BIG ASS THING OF PATCH NOTES RIGHT HERE. GTTOD Update 1a -Enemy Parkour Patch-: Just jumping in here to fix a few bugs and change some things that I saw while watching a player stream the game. Enemies do slightly less damage so you aren't melted quite as quickly Enemies get easier the more you die Fixed a bug where sometimes the enemies wouldn't spawn as you entered a level Increased wallrun cooldown Increased force of walljumpKeep in mind, everyone, that proper wallrunning technique is HOW YOU STAY ALIVE. Spend as much time as you can on a wall, that way when you jump off it not only do you have more time to think about your next move, you also have more momentum going forward, which is the direction you want to head in. On top of that, keep in mind that enemies have a much cleaner shot if they are aiming at you moving vertically than if you are moving forward and horizontally. Spamming the spacebar on a wall will get you killed MUCH faster.It's first grade Squarepants.Anyway, going further into the week I will be working on a few parkour changes as well. First off is a MINIMUM required time spent on a wall. I am pretty sure Titanfall 2 has this where as you have to get a firm footing on the wall before you can jump off of it. This makes it so people can't spam jump walls, which I think is a really valuable tool. On top of that, I think bumping the player off of a wall if he reaches the top of it is causing a lot of confusion for people. I am trying to think of a good way to go about fixing this, and right now I have a few ideas to work with but nothing solid. We will see how these things go.From here on out I am going to try and make it a tad bit more difficult for players to be able to spam wall-jumping to gain altitude. Remember it is not altitude that you want, but forward momentum.Have fun! Sorry for the rough start everyone!-AndrewP.S. In the coming patches I will be spreading enemies out more and prying them away from the spawn doors. Sorry for the issues involving that.Peace!. GTTOD Horde Mode/Practice Mode progress: Hello and long time no see everyone! It has been 10 days since my last update, and lots has changed! Progress has been slowed to a crawl due to my computer crashing once every hour or so, but I still have some cool new stuff to show off!Right now I am working on some big bug fixes regarding enemies, some visual improvements, and most importantly a new mode in the form of Horde Mode! The picture above is a screenshot of the WIP map for Horde Mode. On top of that, I am working on a replacement for the tutorial in the form of Practice mode! This will have a full gun range, combat practice, and parkour playgrounds to.mess around in.Right now I am typing all of this out on my phone because my computer crashed right after I sent that screenshot, so I won't go much further into detail, but I hope this clears up some of my silence recently! Sorry for the long wait!

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