Paper Cowboys is an online + couch co-op six player western platformer. Ride through the old west on a raptor that shoots lasers as you tear through the worst bad guys in Texas with a can of beans in one hand and an eight-barreled shotgun in the other! Enjoy a heart-pounding soundtrack, the finest stick figure artwork made with professional imaging tools like MS Paint, and game play that will have you banging on your keyboard as you shout "I'm gonna beat this game next time!"

Post news Report content RSS feed Paper Cowboys Dev Update - Level 1 and more!

See footage of the new level 1 work in progress, and read the article to learn more about some of the new features!

Posted by Gamieon on Feb 21st, 2014

It's been a while since my previous update, but I finally have some content to show off for the new level 1 in Paper Cowboys full! The reasons it took me so long:

  • Procrastination: I simply didn't have that creative spirit and motivation. Been rather busy at my full time work and exercising lately.
  • Overdesign: I spent at least five hours worth of time figuring out that the game play of the 48 hour build was just fine.

I'm still a few weeks behind; by now I wanted to have three levels finished! But now...without further of level 1 WIP!

Some of the noteworthy changes:

  • When an enemy dies, they become a stick figure ragdoll and fall to the ground.
  • Barrels and drums are subject to "regular" physics. If you shoot them they rock a little bit. If an enemy hits them they do the same.
  • Tumbleweed!
  • New buildings
  • Cleaner camera movement
  • New environmental obstacles (rocks)
  • Items will drop from enemies and barrels "randomly" with a twist: You are guaranteed an item drop after a number of failed attempts. Furthermore, you must have a hat before you can have a different weapon.

And these under the hood changes:

  • All of the old animation classes I coded for the old version have been deprecated. I now use Unity 4's animation objects.
  • I made new objects for most everything; including players and enemies. They're easier to maintain and more versatile (One prefab can now manage the behavior of four different kinds of enemy instead of having four prefabs).

I've also made some design decisions:

  • I'm not going to let players buy equipment with their money. That would just result in players farming for cash, and the better players will always have the best gear leaving the little people behind.
  • I'm not going to have character leveling. This game needs to be kept simple...I will however consider achievements.
  • If using RPC's to indicate players firing or starting and ending their moves is too slow, I'm going to turn to an unreliable model where every player has a single game object with a network view that streams an integer where the bits indicate button presses.

What's next?I haven't done network testing in weeks, and I have much catching up to do. I also need to add the transitions between levels and the end-of-level sequence.

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Post comment Comments
reaganmcclellan Feb 22 2014 says:

Interesting art style!

+2 votes     reply to comment
Guest Feb 22 2014 says:

what the favorite game

+1 vote     reply to comment
firstordergames Feb 22 2014 says:

This is so cool. When can we play? Love the bull.

+1 vote     reply to comment
Gamieon Author
Gamieon Feb 22 2014 replied:

That's actually a yak :) Anyway I hope to get it done this summer.

+1 vote   reply to comment
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Paper Cowboys
Windows, Web
Gamieon, Inc.
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Released Sep 1, 2014
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Gamieon, Inc.
Gamieon, Inc. Developer