I’m coming up with a few good concepts to try out for the competition. I have a prototype running for the game shown below, just working on the fun factor now.
I was thinking of having a vastly open world exploration shooter where you can journey all across a planet surface. You are updated on hotspots, where you will battle more intelligent enemies along side some support. Other than that, you are isolated, completing missions and fighting enemies. Your main goal is to protect mining camps, science labs, and colonies. If you fail to protect people, the blood is on your hands. You will get a large APC to venture in, giving you speed and armor. You will collect data, samples, and artifacts for the colony, but discovering the ancient society that once existed is your own mission. Ammo is scarce, so stocking up when you can is important. Just rambling some ideas…
If I switch to a different idea, it will still be posted here, thanks!
… Fly off and then fall. Some dinamic impact rather than just falling down. The image you posted looks realy nice. Please make him jump on enemies heads to kill them too.plsplspls… The shadow will show where the character is going to land as a targeting sistem.
I would like that game, thought I would only enjoy it if you decided to take it as a personal project rather than just for the competition. It could have a high replay value
PS:
If you need, SolarLune knows how to make this graph style you are aiming for; just visit his SoldierOf thread in this forum part.
I think the purple glow could be 1( a little stronger in the middle (brighter) and 2( a little bigger with a longer “fade-out”. Otherwise, it looks absolutely fantastic so far.
The end of that music in the video makes me imagine a huge pixel art boss fight; with pixels of the boss being taken away as he get hit or the boss would decrease size due to the pixels being taken away by the hero guns.
These footsteps are very subtle to notice, even in HD; but if they are more defined at the game executable then there are no problem I guess. Also, if you press shift+space at the game view window, you will hide the sidebars, leaving more space to your game in your videos.
I’m waiting for more updates, this is a good game.
Unless there’s a camera shake effect, the character seems to be recoiling in more directions than he would - I think that he should recoil in just the opposite direction of his fire. That would be a nice touch, I think. Other than that, I’d say to increase the size of the bullets with different tiers, as the tiers look similar to each other.
Other than that, it’s awesome! I particularly liked the music, particularly the beginning half, for this kind of game - I think it matched pretty well. Keep going - I want to see how this turns out!
There is a camera shake effect. There’s three different “recoil” effects, one being the camera shake, the other being the angle of the bullet when fired, and a physical recoil only on the strongshot, which throws the character a couple feet back in the opposite direction they are firing.
The upgrade system is also really just a simplified Totraum one. Totraum, you could upgrade rate of fire, damage, and range on every weapon. I wanted to keep it simple and balanced, so it was best just to change the rate of fire on the weakshot, the charge time on the strongshot, and the amount of bullet/spread on the spreadshot. I might consider upping the bullet size.