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[Release] Electric Highways  "A surreal game about virtual reality"

User is offline   zykov eddy 

#31

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User is offline   zykov eddy 

#32

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User is offline   zykov eddy 

#33

Big news!

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User is offline   zykov eddy 

#34

Electric Highways is now available on Steam. It's free, but you can also buy a soundtrack for dirt cheap if you want to support the developer.
Plus, there are some extra polishes made for a steam release.

http://store.steampo...p/412140?beta=0

A big, big thanks to everyone for supporting the game on Greenlight! I learned a lot of things about greenlight and steam in the process, and it will help me with my future games.

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#35

Congrats on getting the game onto Steam!

The few additions you made to help guide players are nice, although I have to admit, the new boss rush ambush caught me off guard!

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User is offline   Hendricks266 

  • Weaponized Autism

  #36

 Marphy Black, on 28 October 2015 - 04:51 PM, said:

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Cute. Nice job misrepresenting the game on Steam.
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User is offline   Mblackwell 

  • Evil Overlord

#37

Wait... are those actually in the Steam release? Pretty sure you're not supposed to redistribute assets from the GRP without permission...
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User is offline   Hendricks266 

  • Weaponized Autism

  #38

No, they're not. He loaded a modified map in stock EDuke32.
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User is offline   Mblackwell 

  • Evil Overlord

#39

Ah. I have no idea about this game since eddy never builds a Linux version of his releases for some reason. :)
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User is offline   Helixhorned 

  • EDuke32 Developer

#40

 Mblackwell, on 28 October 2015 - 05:25 PM, said:

Ah. I have no idea about this game since eddy never builds a Linux version of his releases for some reason. :)

I guess the EDuke32 changes are the same or a superset of those needed for Yume Nikki 3D. For example, userdef[].esc_key shows up, as well as quitgame. In any case, @eddy: a patch against a reasonably recent EDuke32 would be welcome, assuming you keep the changes up to date with EDuke32 development.
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User is offline   zykov eddy 

#41

 Helixhorned, on 31 October 2015 - 10:24 AM, said:

I guess the EDuke32 changes are the same or a superset of those needed for Yume Nikki 3D. For example, userdef[].esc_key shows up, as well as quitgame. In any case, @eddy: a patch against a reasonably recent EDuke32 would be welcome, assuming you keep the changes up to date with EDuke32 development.


So, there are necessary updated in recent EDuke 32 versions, like the con command for quitting the game, an ability to use Esc key to laucn a different menu etc?
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User is offline   Helixhorned 

  • EDuke32 Developer

#42

 zykov eddy, on 31 October 2015 - 07:31 PM, said:

So, there are necessary updated in recent EDuke 32 versions, like the con command for quitting the game, an ability to use Esc key to laucn a different menu etc?

No, I didn't integrate your changes into EDuke32. I just haven't thought enough about them to come to a conclusive decision.
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User is offline   zykov eddy 

#43

Here's me, showcasing Electric Highways on russian indie game festival. Warning: overly pretentious!



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P.S - that was probably the last promotional thing for this game. Now moving on to other projects.

This post has been edited by zykov eddy: 02 November 2015 - 11:05 PM

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User is offline   duke64nukem 

  • Turok Nukem

#44

That's pretty cool dude how do you feel on using new engines in game development? Not that you really have to just wondering... Cool stuff congrats to :)
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User is offline   Aleks 

#45

Necroing this thread as there's been some talk about Electric Highways on Discord recently and I decided to give it a try last night. Definitely felt artsy and kinda like a "festival" type of movie, but I like how focused on the concept it was and the fact that the maps kept changing basically everything made it still fresh towards the end without overstaying its welcome. That being said, the quality of the maps varied quite a bit. Map 3 (neon turquoise with orangish sunset sky) was by far my favourite one, followed by the "Take on Me" map 9 with handdrawn art and map 5 (the one taking place on the space construct). Maps 2 and 4 were also very good. On the other hand, the underground map 8 didn't fare that well, I also was not a big fan of map 6 with all the bizarre colours. Either way, I'm glad I've tried this one and in its own this felt a bit like a Black Mirror episode (or perhaps Brandon Cronenberg's Possessor).
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User is offline   zykov eddy 

#46

View PostAleks, on 31 May 2026 - 05:59 AM, said:

Necroing this thread as there's been some talk about Electric Highways on Discord recently and I decided to give it a try last night. Definitely felt artsy and kinda like a "festival" type of movie, but I like how focused on the concept it was and the fact that the maps kept changing basically everything made it still fresh towards the end without overstaying its welcome. That being said, the quality of the maps varied quite a bit. Map 3 (neon turquoise with orangish sunset sky) was by far my favourite one, followed by the "Take on Me" map 9 with handdrawn art and map 5 (the one taking place on the space construct). Maps 2 and 4 were also very good. On the other hand, the underground map 8 didn't fare that well, I also was not a big fan of map 6 with all the bizarre colours. Either way, I'm glad I've tried this one and in its own this felt a bit like a Black Mirror episode (or perhaps Brandon Cronenberg's Possessor).


Thank you very much for the feedback! Glad people are still playing this little walking sim. Omg, it's 11 years old...
Fun fact, all "maps" are located in one map file. I have no idea how I managed to fit them all in there, especially with Mapster32 wall limit.
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