bro this shit is NOT going to get released on the 22nd
Game dev and programmer
Age 24
right behind you
Joined on 7/15/22
Posted by frdy - September 1st, 2024
I couple of months ago, I posted about a follow up to FBHD. Although I made a couple of prototypes, including a zombie hoard shooter, I didn't really expand on any of them, but that did leave me with some cool scraps to work with.
It's less than 1 month until Madness Day, and I've decided to make what I hope to be a first person duel game, where you face off against one opponent at a time. This is inspired by the common practice of madness animators making collabs where each person animates their own character fighting the other. So, similarly, I want to have the gameplay progression where you start duels meagerly armed, starting out with your fists, and you'd either have to navigate around a small-ish arena to get a weapon, or one will basically fall from the sky so you and your ai opponent can fight over it.
Hopefully you can tell, but I'm trying to keep the scope small. I believe that I simply do not have the time any more to make any sort of 'sequel' to fbhd (that won't be disappointing for what some would assume was 1 year of work) while keeping the deadline of 9/22.
Check this out.
Posted by frdy - June 25th, 2024
The development of Fueled by Hotdogs took place over several years, which had many months where I didn't touch the project. I'm sort of following suit with what the work I've done on an improved base for a follow-up game.
Overall, I'm glad I got the warm reception to fbhd. I'm also happy that I got a lot of good feedback on how to improve.
I'm a programmer primarily, and I love making game mechanics, and tinkering around with them -- that's where I spent most of the development time for fbhd. This came at the cost of content. The game's progression, I felt, lacked some cohesion, and was generally inconsistent in how much time was put into environmental design and enemy placement. I want to change that.
For the follow up, I started from scratch. I am still working on programming movement mechanics, and I've already fixed some of the most annoying problems I had with fbhd.
What I'm really excited about is the changes to gunplay. Months ago, I made a really nice procedural recoil system that gives the guns great feel, and made the firing animations feel a lot less rigid. In addition, I've improved in my workflow for making new weapon models. Here are a few renders:
will post more stuff later if people are interested.
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.