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Get To The Orange Door Free Download [portable]

Get To The Orange Door Free Download [portable]


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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 soundtrack

Get 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!


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Title: Get To The Orange Door
Genre: Action, Adventure, Indie, Early Access
Developer:
Andrew Smith
Publisher:
Hitcents
Release Date: 30 May, 2019


Minimum:

  • OS: Windows 7 and up
  • Processor: 7th Gen Intel i5
  • Memory: 4 GB RAM
  • Graphics: Intel Integrated Graphics 4000
  • DirectX: Version 9.0
  • Storage: 2 GB available space
  • Sound Card: A 1992 Gravis Ultrasound
  • Additional Notes: This was the weakest PC I was able to test on, and it ran fine on High settings

English




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. 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 R
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(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 R
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(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 R
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D
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(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.). 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


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/IdealAggravatingCanine

This 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 stuff

Known Bugs:

Sometimes when you start a wall run before getting a weapon, it breaks all weapons reload animations. Will fix ASAP.. GTTOD: Rogue Combat Part 1:


Hello once again everyone! I hope you've all been doing well! As you have probably seen, I have been very busy the last few months! I missed the entire month of May, so I decided that this month's update would be HUGE.

Let's get into it:

To begin, I am in the process of switching all levels over to a more "Roguelite" type system. GTTOD is using a system that I have coined "Random Segmented Level Design". It is basically my version of tile based generation.

What this means is that levels are still very hand crafted, however segments of levels can be switched and swapped and merged and all this other neat stuff at will. This makes levels much more dynamic, and as you can see in the picture, it also looks pretty damn spiffy as well. A version of this system is actually in the game right now in level 1 and partially in level 2. Hopefully over the next few days I will be getting all 7 levels equipped with this system.

As you have probably also seen, Achievements are in the game, and I am working on adding more! I will be going pretty Achievement crazy here soon, since I LOVE Easter Eggs and Achievements and stuff like that. To match this system, wins, deaths, and kills are all tracked continuously while you play!



This plays into the achievements and such, and here soon I will be adding some more stuff like collectibles and other Easter Eggs tied to them.

Also, a HUGE amount of effort has been put on getting GTTOD optimized for release. Let me try and spell this out for you:

When GTTOD entered Early Access, it was a 7 GB game file after being extracted. Right now, it is sitting at 800 MB and will soon be as small as 400 MB.

GTTOD has almost always relied really really heavily on the GPU, and was at one point using 100% of the GPU. As of about 20 minutes ago on Steam, it is now using about 50%.

GTTOD has ALWAYS had memory issues, sometimes reaching up to about 3 GB of memory usage. That number has dropped to about the 700-800 MB range, and that is a pretty good area to be in.

Lastly, GTTOD now locks at 60 FPS. I know some of you like getting up in the 120's range, and eventually I will make an option to unlock the frames, but for now I am really happy with this. Yesterday I could only run GTTOD at about 45 FPS, and today I don't ever drop below 60 AT ALL. That is a milestone and a half for me, considering my PC can hardly run Fortnite.

A lot of work has been done on bug fixing as well, much of which has revolved around water and rocks. I recently made entire separated collision models for all the rocks in the water, so hopefully you guys won't be getting stuck on them any longer. On top of that a new system is in place to allow you to walk up slanted surfaces and bumpy surfaces (like stairs) much easier and smoother.

LASTLY, GTTOD will be on sale for 30% off during the two week long Summer Sale. This brings the price of GTTOD down to 7 USD, and HOPEFULLY some of you guys who are sitting there with GTTOD in your wishlist will be able to pick it up then.

I will be continuing these daily updates up until the sale, and by then I hope to have the Rogue Combat update done and over with. Thanks for sticking with me, and I look forward to hearing your reactions to the new content and stuff!

Toodles!

-Andrew. 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: Reload

Right Click: Use/Aim Down Sights

G: Restart Level

Esc: Return to Menu

F: Interact/End SlowMo

Tab: SlowMo

C: Crouch/Change Camera In Vehicle

Space: Jump

Shift: Sprint/Dash. Sorry for the delay everyone! Details inside!:
So, to start off, let me tell you about my amazing month (I'll keep it short)

On the bright side, I am now 21! Hurrah! On the bad side, I have been in and out of the hospital this entire time, including on my B-Day ):

So no, the updates have not been delayed due to alcohol consumption.

That would be a much better reason.

I got home from the hospital, booted up my PC to get back to work, and my CPU caught on fire. I had to replace my CPU with a hot brand spankin' new Ryzen 5 1600x and a new mobo/cooler (as well as RAM, as a side effect).

During this time I have talked with a lot of other game developers, fans, and critics of where the game is at, and I now have a very solid idea of where I want to go. I am currently in the process of getting Unity set up on my new(ish) PC, and hopefully GTTOD only has a few hundred errors that I will have to fix rather than thousands.

Here soon I will be doing some weird stuff. I am in the process of re-working the artstyle a tad to fit with the new ideas and concepts for level design, and also re-working how combat and parkour should be handled as separate entities (that still work together in a way). I don't know exactly how I want to explain it yet, so I will have to show you.

Since this update is going to take a hot second, I decided it would be best if I made an example level and gave it to you guys. This would be like a prototype all over again, but it should be really fun and MUCH more enjoyable than where the game is currently at. We will see.

I will keep you guys updated. Until then, may our CPU's not catch on fire and may we stay out of the ER since ER's suck.

Amen.. 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!!!. Day 2, New building art and color pallet changes:


Hello everyone and welcome to Day 2 of the GTTOD Early Access!

You probably noticed there was no update today. I decided to hold off for a few days as I really finish up on this building overhaul. I finished the first building about an hour ago, and as I was finishing it up, I was brought into a discussion about color pallet. Now, I am not the most adept person when it comes to colors, but luckily someone in the discussion was.

Long story short, the whole game is getting a fresh coat of paint. Originally the plan was only for the buildings to be remade, but in the end it seems that not only the buildings, but the colors and materials will be changed as well.

This means that as you progress later into the game, the game will change colors. I am also going with a color pallet that is a bit easier on the eyes rather than the THIS IS BLACK AND THIS IS WHITE AND THIS IS REALLY REALLY RED type deal. Hopefully this will cause less blindness on longer runs of the game.

So, what can you expect from the first big update?

-Fixed levels with less places and spots to get hung up
-More colors that won't blind you
-Greatly GREATLY improved performance
-Less crashing
-New, completely re-done props and buildings

I think this will be a really good place to start us off, and maybe after that I will do a bit of advertising and shitposting on Reddit. With the way things are going, I hope to get this update out to all of you within the next couple days.

Thanks for reading!. 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 11
Exploit with no crosshair
GPU/CPU fix
Some buildings with bad collisions fixes

EDIT #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 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:

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