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Miscellaneous

No Delivery: Employee Survival Guide Documentation


Everything you need to survive the pizzeria is here!
The Employee Survival Guide holds the collected knowledge of past employees and will serve as your guide during your time at the establishment!


Catch the update on itchio!

Comes as part of your purchase of the No Delivery base game, the Employee Survival Guide is a general, early-game strategy guide for beginners or newcomers to the roguelike genre.

Here's a sneak preview:

Announcement

No Delivery v1.01 patch

No Delivery v1.01 patch is up!

Fixes include bug cleanup, quality of life improvements, and general balancing

Save files from v1.0 ARE compatible with v1.01
To transfer previous save files, copy and paste the ’/www/save’ directory to v1.01 ’/www’ directory

Catch it on itchio
https://horror-n-oates.itch.io/no-delivery

Announcement

No Delivery v1.0 COMPLETE Release

No Delivery is COMPLETE and OUT NOW!

You're hired! Ready for the night shift?
https://horror-n-oates.itch.io/no-delivery



Don't forget to check out the Stezzoni Pizza Webpage!
(Ask your parents' permission before going online)

Progress Report

No Delivery Dev Log #5 - Content Completion


Great news! No Delivery has just passed the content completion milestone!

This includes the implementation of all the features that will be seen in the full game, most of which include content for the story, visual assets, and the battle system. Some of which can be seen in the teaser below.



Full release will be sometime near Spooktober!


Catch the rest of the devlog on itchio!

Progress Report

No Delivery: Tales from the Pizzeria Teaser



No Delivery: A Procedurally-Generated Pizzeria CRPG

Full game coming soon to itch.io!

Music:
Dance Gavin Dance - Betrayed By the Game
Suspense - The NGVirus


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How's your brightness?

Progress Report

No Delivery Dev Log #4 - Next Milestone



Been a busy few weeks and a lot of progress has been made in terms of the overworld and encounters. Bugs and algorithms have been addressed to accommodate the increasingly complex gameplay loop as it all contributes to many of the much-needed quality of life improvements. At the moment, most remaining assets to be made largely pertain to endgame segments, with most Wrong Turns and new areas now implemented. This brings the project much closer to content completion!

To kick things off let’s introduce our newest employee- the Arcade Attendant!


Each of the characters is designed with different item requirements for their skills; this is to incentivize exploration and attaining items that may not necessarily be used by your current character, but can be used for future runs, should you meet your end somewhere. Some of the Attendant’s skills for example use tickets at a resource, but for other characters, tickets can be used as a means to another end.


Another difficult thing to design for is consumable items. In roguelikes, these come in all varieties and are given longer usefulness despite their short-lived nature, largely because they are used quite frequently during runs. Most of the Souls games run into this problem as consumable items are often out-classed by equipment that applies those effects permanently, however Sekiro somewhat addresses this with a limited/pragmatic item pool. Item design here is approached similarly by envisioning what economies can be made between which characters and which specific items; any run-off of extra items can contribute to future runs.


Environment design takes the same approach by displaying what “ecosystems” exist within the different areas of the restaurant. An example in-game includes relationship between the Alleys and the trash produced; environment design then sets out to illustrate the effects of that relationship. These include what interactive elements are laying around to what set-pieces you want to draw the player’s interest.


Then comes placing the elements that tie user experience and environmental storytelling together. At the moment, certain characters and sidequests are being implemented; some require a fair amount of writing while other don’t.


And that about wraps it up! Also wanted to says thanks to everyone who’s been checking out and downloading the game everyday. Also to those who choose to donate or support me on other outlets, your help means a great deal.


If you’re digging the soundtrack, check out the composer @The_NGVirus for news on the music!

https://twitter.com/horror_n_oates
http://cheesesteak-horror.tumblr.com/
http://sonicboy112.deviantart.com

Got a question?
Contact me at: oates.pixels@gmail.com
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