I added updated the game with a restart game button, plus a speedrun timer. It's available at almost-friday.itch.io/fuelled-by-hot-dogs
Game dev and programmer
Age 24
right behind you
Joined on 7/15/22
Posted by frdy - October 1st, 2023
I added updated the game with a restart game button, plus a speedrun timer. It's available at almost-friday.itch.io/fuelled-by-hot-dogs
Posted by frdy - September 28th, 2023
I'm glad to see that there is, in fact, a 'market' for a madness combat fps. I've been totally burnt out with working on the MD'23 build of Fueled By Hotdogs, and if anything, I'm just glad it's over.
For now.
There's a lot of things that I thought went very well, and a lot more stuff that I think was underbaked at best. I've been told -- a lot -- that the game has "potential"
I'm going to say it -- I won't have time to make any real major projects once I start to catch up on my classes this Spring, so Over the next 3 months, I have the opportunity to either go hard on making a better version of FBHD, or do the more likely thing and do nothing.
Posted by frdy - February 28th, 2023
Spring break. A week's respite from the endless stream of homework assigned by 3 400-level stem classes. And, seeing as I'm not going to be living it up in Cancun like MTV promised, I'll try my "hardest" to publish a build of the madness-themed fps I've been """working""" on. If you're reading this, thanks for following in the first place. I know I'm not doing much to hype my shitty game up, but that'll probably make it all the more surprising when I drop the hottest game this website's seen in... uhh... at least a couple months.
Yeah right.
-frdy
Posted by frdy - December 12th, 2022
I just uploaded a sandbox version of my Madness FPS (working name: Fueled By Hotdogs) to my itch.io page at
almost-friday.itch.io. New additions include a revamped diving mechanic, and the agent!
Notice that blood effects have been amplified!
Posted by frdy - October 29th, 2022
Edit (11/2/22): idk why I decided to be so optimistic with my estimated release date. there's a lot of stuff that needs fixing.
Hey all.
Just some info for all 2 of the people that are mildly interested in the upcoming update to my game:
The dash mechanic will be removed because no one knew it existed. It's not like it did anything special anyway.
You'll get to play with 3.5 new unique weapons --
This thing slices grunts good.
Throw it like a frisbee! (and aim for the head)
Makes bullets go fast I think. Has a cool laser. Can be dual wielded!
In these last 36 hours or so, I'm going to prioritize bug squashing and level design. I'm very content with the main gameplay loop, so all that remains is to work on the experience.
See you in a couple days! I hope this shit was worth the wait.
Posted by frdy - September 30th, 2022
Until now, I have been using the Universal Render Pipeline in Unity. For those who don't know what it is, I don't really know either. What's important is that this renderer allowed me to make cool bruise decals that I could paste onto grunts.
Look at this dude. (screenshot taken in the unity editor)
It took me a while to notice, but these effects were barely present in the webgl build of the demo -- Grunts wouldn't show bruises 99% of the time, unless they were clipping into a wall or something?
(screenshot taken in webgl build)
I was banking on these decals working, as blood 'n bruises are integral to madness combat. I'll try to see if I can somehow get them to work on webgl, but if I have to make concessions, I might have to unfortunately make the game download only, which I really don't want to do.
I'll keep you guys posted.