Door Kickers [PC] - 2D Top Down Tactical Shooter

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Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Door Kickers just showed up on my Steam news. It's Early Access, but lately I've been having some good luck with those, and the subject matter is a draw for me. I'm cross-posting this on GT because I'm not sure to which audience this game would appeal to more.
About the Game
Door Kickers is an innovative realtime strategy game that puts you in charge of a SWAT team and lets you command them during a tactical intervention.

Analyze the situation, plan team routes, choose equipment and breach points and coordinate multiple troopers to reach the hostage room before the bad guys get to press that trigger.

It may sound daunting, and like real world CQB combat, it sure is. But most levels can be completed in minutes and on the fly improvisation works. Achieving the perfect planning, getting the mission done with no false steps, that’s a skill harder to master.

Quick Points:

2D, Top Down for optimal tactical analysis
Real Time With Free Pause
No turns, no hexes, no action points or awkward interfaces
Realistic but action packed
Non-linear levels, freeform gameplay
Mission editor and modability
Unlimited gameplay via mission and campaign generators
Single Player (but MP might come later)
Last edited by jztemple2 on Sat Aug 16, 2014 11:16 pm, edited 1 time in total.
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Re: Door Kickers [PC] - Steam Greenlight/Early Access

Post by jztemple2 »

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Re: Door Kickers [PC] - Steam Greenlight/Early Access

Post by jztemple2 »

I picked this up and have played about a half hour. Oh yeah, it is addicting. While the physical layout of the level stays the same, the tangos can be deployed differently each time. Also they sometimes move to confront you, but sometimes not. All in all, lots of fun. And they are promising a campaign, a mission generator and a map editor. Actually there is a fan built map editor right now for those with the urge.
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Re: Door Kickers [PC] - Steam Greenlight/Early Access

Post by jztemple2 »

New, minor update to fix some issues, updated automatically through Steam:
Update 0.0.43
September 9th, 2013 - Pintea
Hey DoorKickers!

We’ve done a quick update to address some issues with the game not starting on some hardware configurations.
Some bug fixes are also included.

————————————————————————–
Door Kickers 0.0.43 Changelist
————————————————————————–
Features:
- added one more ambiental music track

Fixes:
- fixed crash when MSI Afterburner was turned on (or other third-party apps tinkering with the game’s display)
- fixed crash / ”minimum requirements fail” on some video cards
- fixed troopers getting stuck after defusing a bomb
- fixed infinite weapon shuffle (the trooper would no longer equip his weapon when taking damage while throwing a flashbang)
- fixed a bug where the grenade trajectory would remain on-screen forever
- fixed interaction waypoint showing up for already rescued hostages
- number of deployed troopers text moved to the HUD bar for better visibility
- changed waypoints’ tooltips for more clarity
- fixed waypoint showing up in lower left corner when cursor was blocked
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Re: Door Kickers [PC] - Steam Greenlight/Early Access

Post by jztemple2 »

Door Kickers Alpha 8 has been released, for those beside me who picked this up already :wink:
Hello, Troopers!

It’s time for the arrival of SWAT snipers and Shield Troopers, all part of Alpha 8.

Alpha 8 completes the class system in Door Kickers, with all 5 classes being available for use. Each brings a different approach to the tactical picture and its up to you to decide how to mix them.

Pointman – fast movement and first to shoot, an excellent choice for first man through the door. Unless its a trap, in which case its better to send in the …
Shield – Excellent protection from the front but poor accuracy and rate of fire. Needs his flanks protected and can’t breach doors.
Assaulter – Excellent firepower at medium to long ranges but may have trouble in tight corners and when handling doors.
Breacher – Quickly brings doors down when noise is not an issue, and packs quite a lot of close-range firepower.
Stealth – Silent and deadly but vulnerable at long range.


Its not by accident that snipers are not mentioned in this list as they are an off map asset. They don’t deduce from your manpower and you have limited control over them.

Speaking of Shields, enjoy them in the current invulnerable form while you can :) – as the armor system is implemented you will see most shields (note: plural) succumb to rifle fire.

Alpha 8 also brings a little bit of trooper evolution – they will get XP and rise through ranks. While we work on the perks that will be unlocked by this evolution, we’d like to hear from you how far you manage to get your troopers before they die!

Since Alpha 7 we have seen a lot of players putting the replay system to good use. Taking your feedback and actual use experience into account we have improved a number of things:
-There’s much less sound clutter in the replays
-Replay browser now shows the actual filename, making them easier to sort and distinguish
-There’s a convenient button that opens up the replay folder
We’re also preparing an Export to Video function for the game and would like to hear from you. What options would you like to have? What interface or playback functions would be needed? Let us know so we can make a better tool!


What is New and Important in Alpha 8 of Door Kickers:
——————————————————————————–
Features:
- Shield trooper class
- Snipers (off map asset available in select missions)
- Windows
- Troopers gain XP and advance in rank (though nothing to do with that, yet!)
- Better enemy AI + pathfinding
- Added “open replays folder” option + replays file name
- Improvements on trooper control

Fixes:
- Trooper statistics are no longer updated after watching a replay
- Less sounds overlapping in replays
- Stealth Class no longer kicks doors
- Silenced weapons are no longer heard through walls
- Flashbang target no longer resets to default when setting a gocode
- Fixed a bug where a dead trooper would not be replaced
- Fixed a bug where completing HostageRescue on a mission with more than 1 rescue zone would not end mission
- Fixed playing “Aborting” sound after shotgun-breaching a locked door
- Fixed a couple of crashes, tweaked some stuff and in general improved the game in too many ways to mention here.

Enjoy the game, and like always, don’t forget to hit the feedback button :)

Your DevTeam @ KillHouse Games
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Re: Door Kickers [PC] - Steam Greenlight/Early Access

Post by mori »

I have it in my wishlist, but I am not really interested in early access/alpha builds.
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Re: Door Kickers [PC] - Steam Greenlight/Early Access

Post by jztemple2 »

mori wrote:I have it in my wishlist, but I am not really interested in early access/alpha builds.
Actually my interest in getting Early Access games has decreased. I think I was seduced by Kerbal Space Program and Prison Architect into thinking all Early Access could be a lot of fun. Now I just look for them being a bargain for a game that I know I'll be getting eventually.
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Re: Door Kickers [PC] - Steam Greenlight/Early Access

Post by jztemple2 »

For those still following Doorkickers; Alpha 10 has been released:
Friends from distant lands…you have been called to answer the threat of the armored bad guy!

Your bullets will bounce. You will scramble at their bursts of automatic fire. You will use clever tactics or you will perish. You will … download Alpha 10 (via the download link you received during purchase, Steam or other stores – which could be late a couple of days).



10 is such a nice number, and counting a little over 1 year since we started releasing these builds, we thought its time to move to Beta?

What does that mean? Nothing to fear! ? Just that from now we’re focused on actually finishing features and giving a more complete level of polish to the game! You will see the overall quality ramp up, and also the remaining features being tackled. We still listen to feedback, we still add and change stuff!



To keep you occupied while we do this, we’ve added Steam Workshop support and an in-game Mod Management interface. This means that you get to see mods and custom maps shown in a centralized location, and its also easier to activate / deactivate mods without editing game files yourself. If you’re into modding or map building, head over to to read Pintea’s (work in progress) guide on modding.



The moment you start the game you will notice the new Squad Doctrine Tree. Every time a trooper gains a level, you get a Promotion Point. Used that point to give a permanent upgrade to your squad, and all troopers benefit from it. We’ve opted to have it work this way, as opposed to upgrades on the individual level, since our game is all about the team, and we hate micromanagement. But remember, we’re not done with the game yet :)

This also means that your squad is now back to level 1. They don’t know anything. They’ll shoot stuff, but its up to you to teach them advance stuff. Double Taps? Long Range shots? Sure. Headshots? Well, that’s not yet implemented :( Soon!

So get them up and running, and make sure to let us know what you think of the current doctrine tree, while we work on V2.

What else is New and Important in Alpha 10 of Door Kickers:
————————————————————————————————————–
Features:
- Bigger maps (zoom/scroll enabled for all maps)
- New scenario type: Protect the VIP
- Three new enemy types (Operator Orville, Juggernaut Emil, Assassins)
- Three new maps
- Improved enemy/SWAT AI
- Export replays to video
- Modding support + in-game mods menu
- Steam Workshop support
- Can resume a game anytime during a replay
- Added enemy ghosts for last visible location

Other:
- Added maxFPS and vertical-sync in options.xml
- Improved FPS / loading time
- Game size reduced significantly (due to compressed textures)
- Can now hide the HUD while playing; not yet in replay mode
- Multiple graphics improvements
- rebalanced armor types
- rebalanced 9mm and .40 caliber vs .45 caliber pistols
- New sounds
- game now loads .dds files in addition to .tga and .png
- new door types added – elevator and bus doors

Fixes:
- Can no longer be heard through walls when picking locks
- Fixed a couple of replay-desync bugs
- Fixed some ambient sounds that were too loud
(plus bugs, crashes, etc)

Modding / Structure changes:
- changed location of single mission and RMG repositories
- the distance at which shots are heard is now specific to each weapon
- the noise distances for stealthily opening a door vs kicking it down are now configured separately.
Have fun, wear your plates, and don’t forget to hit the feedback button :)
Your DevTeam @ KillHouse Games
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Another update, Door Kickers Final Beta and the road forward.
We will now take some time to work on the remaining big features and polish the game some more, with the release coming no later than November 2014. As we are 100% dedicated to quality and our players, Door Kickers won’t be truly done until “it’s done”; expect progress to be made clear as time moves forward.
The game is in very nice shape. The campaign hasn't been released yet, but there are dozens of maps, lots of options for loadouts and squad members and now a complete level creator. If you are at all interested, keep it on your wish list in case they do a sale prior to final release.

One really appealing aspect of the game is that a level can be played in minutes, so it's easy to pick up and put down. Also, there's no "on the rails" or preferred solution to each assault, it's possible to develop you own style or approach. Finally, it has Steam Workshop integration, so there are already (and will be more) level, gun mods, art updates, etc.

I took the liberty of changing the main post title to reflect the update.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

I've been trying some of the new Steam Workshop levels that have been uploaded. Here's a shot from one I like, Coke House Bust. This is just part of the map, I have zoomed in so you could see the details.

Image click to enlarge

To get a feel for what the gameplay is like, I've uploaded a replay video of a mission on this map to my Dropbox account. It's 16MB so it might take a bit to down load. It's in AVI format at 1280x720, which I converted from an MPEG of 1920x1080. Since this is a Steam Workshop level it won't be giving away any spoilers of the default game missions.

Please note that this is NOT how the game actually plays. The replay is a bit over four minutes but it took me about twenty minutes to actually play it, since you can pause at any time, assign orders to units and then start the clock, stopping again when you wish. What the replay shows is what went on when the clock was running. Maybe I'll use FRAPS some time and record a couple of minutes of what gameplay looks like with the pauses and order assignments.

By the way, I wasn't playing with the default weapons in the standard game. I had downloaded a mod so my guys were carrying a Thompson SMG, a sawed-off BAR, a full auto M1911 .45 pistol with extended magazine and front grip, and finally a Colt 1902 .45 target pistol :csmile:

In a side note, does anyone know how to trim a video frame? Not the length... for some reason the replay of this level put a big black border on the replay video. If I could edit that out I could use the original 1920x1080 size which has a better resolution. I've really never done any serious video editing so I'm clueless on this.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Development continues on the Door Kickers beta with another small update to fix a few things. The single mission system is already pretty complete, with just some small tweaks expected for the gear and tactics. They already have 72 missions and are expecting to add another 40-50 more. Also working pretty well right now is the mission generator. It uses the existing maps but adds random number of bad guys (although you can specify small, medium or large amounts) as well as the mission type (kill 'em all, hostage rescue, VIP escort, warrant execution), map size, and whether you have intel on the interior of any buildings. The gold version will have this mission generator plus one that instead of using existing maps will auto-generate one instead, so it will be truly unknown to a player.

The campaign has yet to be released, but apparently it's going to be a sequence of missions. During them your officers gain experience which raises their individual skills. You also get points to unlock new or better skills on a skills tree, also you gain points to unlock better and more exotic weapons.

On their Facebook page they teased one of their new maps, it's a 64 meter long ship:
Image click picture to enlarge

There is also an in-game editor which allows you to build missions pretty much like the official ones. Right now the only thing lacking is an easy way to build the background, which is the floor or ground surface. There is a decent default surface but you can get fancy and use some image editing to get much more detail if you wish.

What makes the game so much fun right now is the Steam Workshop support. There are dozens of user made mods, mostly levels and weapons. Red Panda has made some excellent ones, including one of my favorites, Extra Gear, which adds new items like glow sticks for your guys to carry. His levels are pretty good as well, I've play through several of them and they have some clever touches. There are other folks posting mods as well and the game supports adding, enabling and running mods pretty easily.

I'm not a shill for the developers. I'm just figured that this is one of those gems of a game that gets buried with all the other games in Early Access over on Steam, so I figured I'd be a bit of a game angel for them and talk the game up a bit. Even if you want to wait till release (which is now supposedly planned for October) it's still worth putting on your Steam Wishlist if this is a genre in which you have an interest.

UPDATE: I was going to mention this in the writeup above but it slipped my mind. As I have been playing Door Kickers I've been trying to think of a game to compare it to. People have mentioned the Sierra SWAT series and there is a lot of common ground there (of course, DK is 2D and top down, but it has a lot of the same feel to it). However, it occurred to me that what it really reminds me of is the early Rainbow Six games, again, just that it's 2D and top down. If you remember spending hours playing that first (I think it was the first) mission in the original Rainbow Six, where you laid out your plots for your teams to enter and search that museum and free those hostages, this has the same sort of feel to it. The maps aren't as large of course, but it does have a lot of the same characteristics of planning and execution that R6 did.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by MonkeyFinger »

Thanks for doing this, JZ. I bought into this game because of your posts but am now (patiently?) waiting for the full release before I dive in for reals.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by $iljanus »

You're not a voice in the wilderness JZ! I bought this when it was in alpha and haven't played it again till I saw your latest post. It sure has come a long ways and I was having a lot of fun with it. Haven't nearly gone through all the maps but I liked raiding this house on the beach where I had sniper support. Pretty polished now and look forward to what they come up with for the final release. I do like how a game doesn't take forever to play so you can knock off a few rounds of play easily.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by Smoove_B »

Yeah, I'm very interested in this game but not as an early release title. Looks great and I appreciate your feedback on what you've been seeing so far.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Here's a YouTube video of a mission from the game that I just played. I usually am not so fast and reckless, but sometimes you just have to move!

You may wish to pause it, set at full screen and ramp up the resolution so you can really appreciate the details of the rooms.

Door Kickers Mission 45: Beauview Condo #83

UPDATE: Audio file of above video (MP3, 289KB from my Dropbox account) in case you want to make it your ring tone ;)
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by $iljanus »

Now that I've leveled my police force up they're a lot more competent at clearing buildings. I'm taking some of the highest level officers and soloing them through some missions to get more stars to buy equipment and because they're badasses. I also got to grind a bit to unlock the breaching specialist.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by $iljanus »

Hey JZ, there's a stealth option on one of the ability trees. Did you unlock it and find it useful? Also is there a way to quietly open doors other than kicking them open or does the noise not alert other tangos? Thanks
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

$iljanus wrote:Hey JZ, there's a stealth option on one of the ability trees. Did you unlock it and find it useful? Also is there a way to quietly open doors other than kicking them open or does the noise not alert other tangos? Thanks
The stealth class, one of the four classes of loadouts, gives that officer the function of opening doors rather than kicking them (assuming the door is unlocked). This is quieter of course. Note that this changes the default kicking action to just a knob turn opening, the player does not get the option in-game. Red Panda has posted a mod called Door Openers which gives the same ability to all officers, but it requires that you have unlocked the "Go Silent" doctrine discussed below.

The experimental "Go Silent" option on the doctrine tree:
Image

This is what this Go Silent option gives any officer using the Stealth class. If the enemy does not have the officer in his field of vision, instead of the officer shooting the bad guy automatically, the player get a button you can push to shoot. As long as you do not alert the enemies, you can move around; the "FIRE" button stays active. Officer classes other than Stealth will still shoot the bad guy at once.

Image

By the way, I used the in-game editor to whip up the quick test for the above. It works very well, although there is no detailed explanation of how each bad guy will differ in behavior from another, this is something you can just experiment to find out. I'm sure once the game is released there will be a much more thorough editor documentation, either provided by the developers or by the fans, who are already doing great things with the editor. For example, check out The Last Stop - Defuse the Situation by Red Panda. You stop the bad guys, rescue the hostages and defuse the bomb(s) on a moving train.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by Citizen »

Door Kickers vs. Breach and Clear - has anyone tried both?
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by map »

Yes. Definitely door kickers for me.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Red Panda has just uploaded another one of his amazing mods. This one is Lone Panda Mode.
Are you up for the Lone Panda challenge? Choose your entry point, gear up and go it alone. All official maps can now only be played with one trooper.

To play the maps you will find them in the downloads section at the map choice screen.
I've tried the first three and it's a hoot. Just like the Tango Hunt in the old Rainbow Six series, just you against a map full of baddies... well, hostages too, try not to shoot those :wink:
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

The venerable Cartel Beach Party (youtube replay), but played in Lone Panda Mode. Just to give my guy a fighting chance, I equipped him with a Daewoo USAS12 from Red Panda's Workshop.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Door Kickers is on sale, 40% off, on Humble Bundle for the next twenty-three and a half hours.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Release of the full game comes tomorrow.

Just spotted this on the KillHouse Facebook page newsfeed, Door Kickers Campaign, Shadocvao Plays #1 [Missing Persons Search, 2125 Milford Heights]. It's a YouTube video of the first mission of one of the three campaigns plus a look at what's new in the game in the full release.

The released game is supposed to be $20 USD starting tomorrow, so if you pick it up today it's essentially 25% off.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by $iljanus »

Awesome news. I had stopped playing for a while so I wouldn't get burned out on it and looking forward to running through a whole set of new houses killing bad guys when I get home.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by Sepiche »

I probably wouldn't be interested in this one except the campaign/career stuff looks really cool.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

And the game is now officially released! Here is the Steam announcement, excerpted below:
It’s been one year since we’ve entered Early Access on Steam, one and a half since we began crowdfunding. One and a half years of constant updates, great feedback from the players and two-way communication with you guys.

And we’ve taken the process to completion - Door Kickers moves on from Early Access.

For those that actually play each version, what’s new? The Campaign is IN. You have 3 campaigns now, with more to come! We’ve also changed the way Single Missions count now - troopers deaths are no longer saved in those. Think of Single Missions as your proving ground, where you try to beat your own performance, and campaigns as your real job - do the objectives and keep the troopers alive. Can you handle that? Maybe also in Iron Man Mode?

Another new and long in-coming feature are multi-layer maps. You can go up and down, exploring some new and old locations in a new way.

There’s also a new scenario type - Dope Raid - which tasks you not only with securing the suspects, but also capturing evidence before it gets trashed. And it will get trashed, unless you move swift and to the point.
And no, you cannot shoot everyone.

One last thing… this vesion will reset all your stats and mission completion. So why are you still reading this, get back to 3-staring everything!

What else is New or Changed since last version of Door Kickers:
--------------------------------------------------------------------------------------------------------------
New Features:
- Random killhouse generator + over 90 new random house layouts.
- Over 50 new maps (in campaign, single and random combined).
- New door types: grating doors / padlocked doors.
- New item: Bolt Cutter. Useful for cutting down padlocks.
- New item: Breaching Kit
- Silenced handguns. You asked for them, you got them.
- Can copy/paste/default equipment for each class.
- Improved loading time.
- Enemies start with their weapons lowered, until alerted.
- New music.
- Loading screens with tips&tricks. Can be disabled in options menu.
- Improved path-editing when multiple paths are over-imposed: press SHIFT for locking on a single path.
- Added stretch-to-fit video option (for monitors that are not 16:9).
- Separate volume option for for ambient sounds.
- Improved weapon/trooper stats to better account for their performances.
- Added "reset progress" option.
- Countless other small changes, tweaks and overall improvements.
Played a few minutes and everything looks nice, no obvious problems. Modders actually got the new version several days ago so they could update their mods; the Red Panda mods are IMHO particularly awesome and add a lot of new variety to the game.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Door Kickers has released a small post-release patch to fix a few small items.
We issued a patch that fixes some small annoyances and bugs, based on user feedback. If you run into bugs/crashes or would like to share any other kind of feedback, make sure to let us know by email – devteam (at) inthekillhouse (dot) com


Features:
- Colored paths option.

Fixes:
- Fixed two crashes.
- If you choose a resolution that is not supported by your monitor, the game will now revert to the default one, instead of not starting anymore.
- Campaign sometimes not finishing even though all conditions have been completed.
- Campaign rewards not being calculated correctly.
- Effects bugs when switching between map storeys.
- Explored areas are no longer reset when switching between storeys.
- “Bored” sounds are now played MUCH less often than before.
- Hidden camera controls visible from other floors in multi-floor levels.
- Removed an Executioner from a mission with no hostages.
- Fixed some silenced weapons (HK45-SD, P226-SD, HK416-SD) not fully working as intended.
- Added some missing weapon descriptions
- Corrected missing sounds for HK416D10SD.
- Various map bugs.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Another update to add new features and kill some bugs
Game version 1.0.2

Features:
- You can now move arrested enemies and secured hostages between map floors.
- Increased maximum path length.
- Stars from random maps are now usable.

Fixes:
- Some Steam Achievements related to campaign not working as intended (e.g. Hardcore).
- Crash when changing map floors with a Stealth trooper deployed.
- Exporting replay to video resulting in videos without sound.
- Crash/bug related to older mods.
- Some random generator maps having misaligned doors/objects.
- Missing descriptions for Tazer/Shields.
- Removed single-plan challenges for multi-storey maps.
- The stealth "Fire" button also shows up for suppressed pistols.
- Fixed random generator not working when manually editing the seed with certain values.
- Fixed an issue (one of many) with Creative X-FI sound cards that could lead to a crash.
- MacOSX: fixed black borders on some objects.
- Linux: fixed freeze when clicking URL buttons.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

I'm now at 86 hours on Door Kickers (and that was while I was playing Borderlands The Pre-Sequel and some other stuff too!) and recently I've gotten busy posting a few levels (missions) and a mod. The mod allows all classes to select a no body armor option, which I needed for one of my levels and also for folks who wanted to simulate officers being caught off guard and not fully prepared. All my Steam Workshop item are located here.

I've been getting rather creative in my levels, probably spending way more time than needed in the backstory, but I enjoy it. My latest two missions have included an homage to the old Dragnet TV series and a reference to a Don Henley song.

Image click to go to the Workshop

Image click to go to the Workshop
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by Citizen »

On wishlist. Will buy when it goes on sale again. Those mods look like fun.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Just reached 100 hours in Door Kickers, so I thought I'd just update the thread with a mention. There are two updates out now and the dev team is working on new updates to enhance the editor, add more gameplay modes and just generally include some new stuff. The developers are very active on their forum and are receptive to all complaints, suggestions and comments, which is a nice thing.

Speaking of the editor, I'd like to toot my own horn a bit :oops: and post an image of my Steam Workshop files. I've put some time into these and tried to provide some backstory as well as more interesting Workshop icons.

Image
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Two big annoucements on Door Kickers:

First, Door Kickers is on sale on Steam for 20% off.

Second, Update 1.0.3 and a contest!
Just when you thought you absolutely need that game that's on sale, here’s some new stuff for your Door Kickers. A LOT of fixes, but a new campaign too. Don’t worry, its a short one, or so it seems at first sight.

It shouldn’t be too hard to finish it, right? Well, then … the first person to send us a screenshot with the “Terror at Sea” Campaign Victory screen, in Iron Man mode, wins a trooper portrait and a limited run Door Kickers T-Shirt. Mail the screenshot to.


Now for the actual patch briefing:
--------------------------------------------------------------------------------------------------------------

New Features:
- New campaign: Terror at Sea.
- 7 new weapons: 2 pistols, 4 long guns, 1 shotgun. You might find some new favorites here.
- Can now compare stats for weapons/armor/shields with the ones currently equipped.
- Campaign missions can be replayed as long as you don't play the next mission in line.
- Added "Delta" Go Code for all those that plan ahead.
- Two new ambient music tracks.
- Sniper: use TAB key for cycling between visible enemies.
- Added a "keep previous plan" checkbox in deploy screen.
- Replaced “switch to primary/secondary” waypoint action with a single switch-weapons waypoint. This will make planning ahead easier.
- Added campaign restart button.
- Added "how to play" video for Snipers.
- Red screen border when HUD is minimized and game is paused.
- Game will auto-restart when changing active mods or window resolution.
- When a flashbang waypoint is set on a door that gets opened by an AI, that waypoint is cancelled.
- Trooper no longer stops when given a direct "Reload" command. He stops at reload waypoints though.
- In-game Mods menu now has filters to help you browse more efficiently.

Fixes:
- Campaigns sometimes not finishing.
- Bug where trooper would go inside a door after lockpicking it.
- Breaching charge waypoints disabling themselves.
- Bug where trooper would kick doors while looking the opposite way.
- Deploying on maps with no deploy zones is done with the current equipment, instead of the default one.
- Can no longer interact with bystanders.
- Reload commands cancelling orientation commands.
- Broken sound/crashes for some Creative sound cards (replaced OpenAL with OpenAL Soft).
- Bolt cutters no longer show up for for Breachers when they don't have it equipped.
- Broken backgrounds for "no intel" maps.
- Some replays were impossible to export to video.
- Several bugs related to maps (impossible challenges, impossible to arrest enemies etc.).
- The random killhouse generator will generate *at least* a room.
- You no longer need to retrieve ALL dope items to get three stars.
- Increased timeout values when connecting to Steam Workshop.\
- Fixed enemies destroying dope even when stunned.
- Tooltips now show key shortcuts (if available).
- Out-of-screen indicators not correctly aligned for certain game resolutions.
- A bug related to restoring a plan that had hold/move waypoints.
- Enemies not patrolling on paths on floors other than the starting one.
- Linux/OSX not detecting conflicts between mods.
- Removed SHIFT=Right Click in OSX (would interact badly with path-lock and Steam overlay).


Have fun, keep eyes peeled for new game content coming out this December :)
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Doorkickers is 50% off for the next 23 hours as part of the Steam Holiday Daily Sale.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by tgb »

Breach & Clear is also on sale. I'm on the fence as to which one to get. Can someone who has both make a recommendation?
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by storz »

tgb wrote:Breach & Clear is also on sale. I'm on the fence as to which one to get. Can someone who has both make a recommendation?
I have both games, and I like Door Kicker a little better, as it has the pause to give order system that I like, very tactical, plus you can forgo the planning and just do it straight RTS if you want. Every game in Door Kicker is little different, due to the random enemy AI placement, some of the map are tough to get 3 stars, plus there are tons user made content on steam workshop.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by Citizen »

I find Door Kickers to be a little repetitive. Redoing missions (at least for me) seems like the bad guys are in the exact same spot. I also didn't like that I had to be level 6 before I could start a campaign. Being forced to do single missions to level up was more like a grind than a tutorial. Now that I'm doing the second campaign it just seems like a string of missions - I'm not really feeling any connection. Nor do I feel any real immersion with my troopers. If they get KIA then I'm sort of like....meh....the only reason to redo the level is to keep them alive so I have enough men to finish out the campaign.

I know some of you really like this game. For me, though, it just feels a little thin on depth. At the $9.99 price I'd buy, but more than that and I'd say don't.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Citizen wrote:I find Door Kickers to be a little repetitive.
Actually I find this to be true at times too. I use the Mission Generator a lot more now than I used to at first. Also I grab new missions on the Workshop and give them a go too. It also depends on how you play DK. I'm the antithesis of the "perfect plan" player; it's nice if I get three stars in a mission, but I'm satisfied if I just complete it and then I go on to a new one.
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Door Kickers is still 40% off for the rest of the Steam Holiday Sale, and the new Winter Update, Part 1 has been released:

Image
Hey there Door Kickers,

As you know, there was a big Winter update planned for this December. Don't worry, it's still coming!
Since there is a lot of new content, we decided to split it in two updates in order to gain more time to deliver high quality stuff.

So here's Part 1 of the Winter Update:

Features:
- Can now paint floors in the editor + several other editor improvements.
- Added shortcut for stealth Fire button (F).
- New mod: Winter Games (example for implementing weapons with projectiles and custom map music).
- Improved loading speed.

Fixes:
- One single-mission map was missing on Linux and Mac.
- Broken Mac OSX scroll for magic mouse and trackpad.
- Re-added Right-Click keyboard shortcut useful for trackpads (now C, instead of Shift).
- Pointmen not being able to switch weapon from tazer to pistol.
- Incorrect reload time stats for cyclic reload weapons (shotguns, revolvers).
- Sniper hud disappearing from multi-storey maps.
- Showing campaign success screen even when losing all missions.
- Crash related to mods and picking locks.
- Crash when enabling and disabling certain mods.
- Enemies not shooting back after recovering from a tazer shock.
- Pre-planning more than 1 breaching charge not working.
- A bug with failing final campaign map, restarting it and still finishing campaign.
- Sometimes campaign would not finish even when all troopers were dead.
- Hostages not always following you when changing floors.
- Trooper switching to primary weapon after detonating a door while pistol was equipped.

Modding:
- Weapons can now shoot with projectiles, check out the two examples in equipment_patch_4.xml (Grenade Launcher and Bow) and the "Winter Games" mod.
- Can now set custom music for a map. Check the "Winter Games" mod for an example.
- Added "ejectShells" option for firearms (revolvers no longer eject shells).


Coming up in Part2:
- new campaign (longest yet)
- new single missions
- new weapons
- new scenario type
- new enemies


In the meantime, let's see those maps made with the new editor, we feel a contest coming up!

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-KillHouse Games
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Re: Door Kickers [PC] - 2D Top Down Tactical Shooter

Post by jztemple2 »

Winter Update: Part 2/3
we will be splitting the Winter update in multiple parts, keeping the bulk of the update for the end :)

Here's the changelist for Winter Update - Part 2:

Features:
- 2 new single-mission maps.
- 1 new enemy type.

Fixes:
- Game unable to run in full-screen resolution on certain configurations (high-DPI screens or settings).
- Crash related to modding sounds.
- Crash introduced in 1.0.4.

Coming up in Part3:
- new campaign (longest yet)
- new single missions
- new weapons
- new scenario type
- new enemies

PS: Steam Workshop seems to be back, so let's see what you can do with the editor introduced in Part1.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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