Nelo. A game by Magic & Mirrors

Good matrix style.
I would really prefer to have a better hero head for main charater like Dante (DMC games) or others , could the hero have customizable head perhaps like mmo systems ?

Hello Galeon, we really appreciate your feedback. We actually made the conclusion to give the main character a helmet about a month ago, I didn’t want to reveal it yet, but enough comments on the character’s head design encourage me to show it off. I also want to include that we want basic armor customization for the final game. this includes various helmet designs, shoulder pads, and chest-plates. We don’t want to put too much focus on cosmetics at this time when we are working on the core gameplay.

thank you.

Howdy Narlyteeth,

I have been watching this thread anxiously for the past month waiting for an update on the development of Nelo. I must say that this game looks incredible. My breath was taken away when I first saw the video of actually gameplay. Keep up the fantastic work!

Have a great day!

Never really got show any of the new environments. Here’s some more screenshots.

Gameplay videos’ coming too. :wink:

Outstanding work, I love the atmosphere. =)

Update:

Here is one of the new gameplay videos I’m showing. music by Thom Maggs

https://youtube.com/watch?v=d40UT39ewkA

This is of the mode called Guardian. it alternates between king of the hill, and tower defense. you defend a beacon from invaders using turrets and traps. but you have to unlock these items by holding down hills to earn credits. this video mostly shows the king of the hill part. the tower defense part still needs refinement.

Here’s a video of regular survival mode

https://youtube.com/watch?v=EeyfTnjNaVA

The lives are set to unlimited to show the progressing waves for at least five minutes.

Both Endurance, and Guardian have a basic loadout system that’ll let the player spawn with any weapon setup. but the options only open up by picking up weapons in the world.
picking up weapons in the level will give you loadout points. the more of these you have, the more options you have for custom loadouts on spawn.

We want to add more special abilities to the character but that’ll be later.

The game is coming along great! Keep up the awesome work. :slight_smile:

Great progress.
WIll it be levels needing more platforming phases ?

The way you move sort of reminds me of Prototype which is a great thing, great progress by the way, very much looking forward to see more!

I’m working on a radar system today, This is what it looks like so far. I felt like it would be helpful when in the third person view. I’m still not too sure about the size of the radar as of now. I’ll be making more tweaks to it. In fact, the whole hud will be visually redone when all the features have been implemented.

@JBaldwin I’ll try the compass idea, thank you very much for the input. I’m also not a big fan of having take my eye off the action just to see what’s behind me. sometimes I feel switching to the topdown mode takes less effort. I just need it to be possible to see what’s behind you when in the third person camera mode. the compass idea sounds like a better approach. but I can’t be sure until I test it. I’ll try it out.

thanks.

@JBaldwin, IDK if this is what you had in mind but I think it helps keep the player’s eyes on the action. I put arrows that orbit the crosshairs and points at near by enemies off screen. the arrows turn more red when they are closer.

https://youtube.com/watch?v=mpWKnCPKq34

Awesome!
I really like your work, keep it up!

OK seriously where is the pre-order area? This looks FANTASTIC! The intensity driven by the sheer speed of this game feels good even when just watching (reminds me of how i feel when I play Vanquish or Ikaruga). Yewt it doesn’t get too chaotic to the point that the player doesn’t know what’s going on. Keep it up! SUPER hyped about this.

Can’t believe only two people are behind this? And one Audio Designer now… incredible. How long did this all take? When did the journey started on this project? :slight_smile:

Keep it going!

Are you still only using Blueprints or have you converted over to C++?

@ We started in October/November of 2013 so It’s been almost a year now for this project.

@LcSweeper All the core mechanics, like character pawns, projectiles, and wave generators are now in C++. minor actors are still using blueprint.

Here’s something I want to try for the game. a Mech Suit for certain game modes. if this concept doesn’t play well, I now have a mech on my 3d art portfolio.

Holy cow, that mech is amazing. I want to run up the tail and jump into the cockpit.

You guys are doing a great job. I love your attention to detail it’s a rare thing in developers lately.