The game will be a top down twin stick shooter (loosly inspired by dead ops arcade).
You will clear all ennemy’s in a room in order to progrees to the next.
ennemy’s will drop coins and health pickups
Each time you finish a room, you will have the possibility to buy and upgrade your weapons and health .
About the Setting:
You will be a robot/ cyborg-ish that has guns fighting midieval enemy’s , casting spells, shooting arrows and hitting you.
The dungeons will start out bright and green, but wil become reddish - Dark the further you progress.
suicidal skeleton (will deal alot of damage when he explodes)
elemental mages
skeleton swordsman
-Weapons
Lazer rifle
shotgun
mini gun
lazer zookah
Update #1:
[spoiler]
So this week i made the shooting ai, and i now do have a well rounded complete idea of the game itself:
the robot has to travel back in time to stop a bad event that will happen.
every level of my game will be a chapter of his story
1- the docks / arrival
2- the village
3- the forrest
4- the mines
5- the castle/ ending
after every level you will have the chance to upgrade, etc
[/spoiler]
Update #2:
[spoiler]
this week I did some internal stuff
I mainly fixed my class structure, now i have a few base classes, to inherit from.
next thing to do is to make a base level, and maybe moddel some pieces already.
Hey Sander looks like a pretty sweet start, it would be really cool if you could make some small gifs with your progress.
Something like a small demonstration of the ai or something.
Do be careful with handpainted textures, they soak up a lot of your time.
hey Sander74, your next update makes it a more well rounded game like you said.
I am still a bit … worried about the cyborg back in time vs medieval enemies. Wouldnt that give you a very unfair advantage?
Or will you start of quite weak, really NEEDING upgrades, while the enemies will have strong spell casters from the start?
Like WaveWarrior said, look out for the handpainted textures, perhaps start with solid colours first? to have a feeling for the colour palette instead of straight up textures
Hand paint textures <3
but i would maybe add something to gameplay because just clearing rooms soon very mono tone, or will the enemy have like diffrent attacks etc?
Hey enio, to answer your feedback, You can compare it a bit with the Tiny tina assault on dragons keep (borderlands 2) The enemy’s will cast spells very fast (or will run very fast), and have a ton of health
Well i will have different enemy’s, currently 2, i’m planning to do 2 more at least, + traps in the rooms + the game will not feel enclosed, since the starting environments are open, (foresty, village)
this week I did some internal stuff
I mainly fixed my class structure, now i have a few base classes, to inherit from.
next thing to do is to make a base level, and maybe moddel some pieces already.
Like others have said, watch out with hand painted textures soaking up a lot of time! But if you’re up for the challenge then go for it.
Plz keep me informed on the lazer zookah
After a busey few weks, I got my hands on wave spawning enemy’s this week.
i faced some problems with the original spawning method, so i had to change it.
It is still work in progress, but once this mechanic is done, its smooth sailing.
small sneak peak of the update enemy spawning class.
I did some bug fixing last week, still need to fix more stuff.
I also made a twich channel where you can follow my progress on this game along with other Game related stuff:
quick update: I made a some particles + i fixed the wave system, next update will be mainly graphical, environment and stuff.
check out this gif to see where this project is going: