Fast paced top-down shooter [WIP]

Good luck for your kickstarter then.

Update #6

I’ve had some new ideas for weapons this week so I’ve had to just try a few things out. First of all, in the central area in the arena level the player will be able to spend points on weapons/gadgets (as shown below). This adds a bit of progression and the player will need bigger guns as the waves get harder.

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So in terms of weapons and gadgets there are a few things that will certainly spice things up! These include remote mines that can be stuck to the floor/walls, a teleporter to escape sticky situations, and a place-able turret which will scan for and shoot enemies for you!

http://www.lazygames.org/uploads/2/4/8/8/24881910/6380113_orig.png

Meshes and textures are still WIP.

Update #7

Making the weapons/gadgets is easy, getting them to work properly in-game not so much. But I’ve pretty much got everything working as you can see in the video below. Also you can now listen to me ramble on about stuff!

I’m prototyping a top down shooter at the moment as well. So it’s interesting to see the direction you are going with development. Keep up the good work and good luck with the kickstarter!

Good work here.
Will thegame have invincible power ups or devastating powers allowing the player to walk forward throught mobs ? I find borring always fleeing and walking backwards.

Update #8

The past 2 weeks have been spent making things look nice, and I’m pretty happy with the look of the game so far. Now I am working on the HUD and will use UMG to create a basic menu system with a few options for the demo. You can see how the game plays below but basically the gameplay will be changed a lot to reduce backtracking, make the weapons feel better and make enemies more fun to fight :slight_smile:

Some screens:

Update #9

Menus and SFX are what have been happening recently (and a bit of music too). Check this out for our first draft of sound stuff:

I have been working on a simple main menu which is very basic at the moment as it just needs to serve it’s purpose for the demo. You will be able to pick between 3 difficulty modes and then away you go!
Here’s a screen of the start menu:

I cannot wait to get the demo out there! But I need to make the gameplay as fun as possible and for everything to work right before I release anything. Making a lot of progress though so hopefully it won’t be long :slight_smile:

Update #10

The ‘Taster’ demo is really starting to take shape now. I have recently been working on putting sfx into the game and an audio settings menu. You can control the volume of Music/UI/Weapons/Monsters seperately so you can fine tune your experience. Like me, you may want to listen to your own music in the background while having the other sfx play. Not saying the in-game music will be terrible, it’s actually sounding fantastic and our composer is doing a stellar job!

Ammo pickups now have a visual timer so you can see when the ammo will next spawn (as seen in the video). Also enemies will have a slight knockback when they get hit, this isn’t featured in the video as it is something I’m still working on so you don’t get completely swarmed as often. A ‘kicking’ ability is also under consideration to push back enemies.

Wow this is looking like a really fun top down shooter. Keep up the good work. Good luck.

Looks to be really coming together! (While the player is coming unglued Ha ha…)

Update #11

Update #11 - Slightly broken audio, and a couple of doors

I spent the best part of last week trying to get my audio to work properly when I have multiple sound cues at once. The issue arises when my player is getting attacked by a few enemies. The enemy attacking sounds play and there’s a few other things going on like footstep sounds, weapon sounds, music, UI sounds. The problem is that when I try to play an enemy hit sound (a sort of splat) it sometimes breaks up or even refuses to play. It seems to be made worse when the sound has attenuation. And it NEEDS attenuation so when you hit an enemy across the room it doesn’t sound like it happened right next to you. Any-who I think the situation can be made better with a bit more volume control (as suggested by one of the Unreal Engine devs in my thread below).
My Answerhub post

I have also been making the current level a bit more dynamic. Below are 2 pics which shows 2 doors in the central room which open and close. They start open and the player can activate a switch which closes them for about 45 secs, after this period they open again and there is a bit of cool down before you can activate it again. The idea is that the player can funnel the incoming enemies through a single doorway for easy kills, but note that you still will need to venture out for ammo.

Next on the agenda is sorting out the player model. I’ve spend far too long with Unreal’s default model/animations so it’s time to make something a bit more fitting.

Update #12 - New character model + new kicking ability

I have finally replaced the Unreal Engine 4 default player model with my own (almost fully animated) character as you can see below. I aim to have at least 3 different characters to choose from in the full game but just 1 for the demo. The player movement hasn’t changed but the way the camera moves around has. The player is no longer directly in the centre of the screen, instead the camera moves more towards where the player is facing which allows them to see ahead to where they are shooting.

A new addition is the ability to kick enemies out the way. It’s simply right-click when enemies are in your face and you can kick them back a few meters. This is effective when the going gets tough and there are a few too many enemies to deal with. You can delay the ‘death by mauling’ a little longer. But don’t think you can spam this button, because you can’t. Similar to whipping the horse in The Legend of Zelda you have 5 stamina points shown in the top right of the HUD. These are the amount of times you can kick and it takes a few seconds to regenerate stamina points.

Now I’d say the demo will be released real soon but I’ve been saying that for freakin’ months. So I’ll leave you with “it’s ready when it’s ready…”

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Update #13

I’m now in the final phase of touching up various elements of the demo, from the HUD to enemy behaviour and other gameplay stuff. Since the last update there have been a few changes (mostly visual) which you may notice in the video. I have a proper character model in the game that’s complete with animations; well I say complete all that’s missing is a death animation really. The flamethrower now has a proper particle effect for the flames which have collision so the flames bounce off walls (though in the video you can see it doesn’t quite come out the muzzle properly yet). One of the things that didn’t quite look right was the HUD which had some dodgy text placement that kind of got in the way. Now, the various announcements like wave countdowns show at the top of the screen and for weapon/ammo pickups the text for those are now in the level and next to their pickup. For example when you pick up some ammo, text will appear over the pickup so your eyes don’t get drawn away to another part of the screen.

One of the big changes is the introduction of ‘Insane’ mode. This basically is a one-time fight for your life system where once the player loses all sanity, they then have to kill ~50 enemies in ~30 seconds before a timer runs out so they can get a bit of sanity back and continue playing. If they fail to do this then that’s it – game over! During this the player can run faster but a lot more enemies spawn so there’s a lot to do. I’m still working on balancing things properly but if one thing’s for certain: you have really got to fight to get any of that sanity back!

Update #15

This week has been full on working on the game, mostly for getting a ‘change resolution’ option in the menus which now works fine and dandy (at least on my PC anyway…) but we are now gearing up for releasing the demo early next week :smiley: It’s been a long time coming that’s for **** sure!

Now I could go on about each individual thing I have been doing since the last update, but I can’t say it makes for an exciting read so I won’t bother, so the rest of this blog post is probably a load of rabble. First off I’m now officially a director of Lazy Games Studio Ltd which I’m pretty chuffed with, things are looking good in terms of setting up the company and have been getting great support from Blue Orchid, lord knows I need it. My speciality is game design and development so I’m a bit of a fish out of water with setting up a business but as always, I’m willing to push myself and learn new stuff, but god **** I wish I paid more attention in business studies in college. All that aside I really can’t wait to start showing more stuff with Overdosed. A little demo trailer is in the works too so watch this space for the next update!

My next update will probably be a new thread as it’s a new name and will have new screenshots/trailer :slight_smile:

Ben
Lead Dev

Love your enemy models =D