This build contains stability and performance improvements, and many new features such as mouse control, new UI, new HUD, new items, armor, defense/attack...
I'm doing code, art and music for this project all by myself. Please help me keep making games! Donations are muchly appreciated!
CamoTactics is a strategic shooter set in a distant planet, Andros, featuring weird landscapes, items, and plants. The main mechanics of the game are survival in the wild, customizable weapons, detailed weapon mechanics, controllable vehicles, usage of camouflage, controlling a squad and a simple skill system to upgrade your character.
In story mode, the player is challenged to unravel a sinister plot that threatens world peace on Andros. Doing multiple missions, they will traverse deserts, jungles, and snow regions, finding out what's behind the secret weapon that appears to threaten all life on the planet. Hand-drawn cutscenes in the style of a visual novel and dialog are accompanying the player.
In arena mode, players can have fun playing different maps and get comfortable with the game mechanics.
This game is still in alpha, but it's relatively stable at this moment, still with a lot of things unfinished. Soon it's going in beta, which I expect to be sometime in April or March. The game's full release is planned in September 2015, if all goes well.
First devlog is online! Check it here:
I'm considering doing many more of these in the future, whenever I have something to show off, because this one was more fun to do than I thought it would be. This blog will still be updated (and in fact I should do this more often).
What I thought came a bit too short in the devlog was the current state of the story. The first half of the game is carefully planned out, with many diverse locations to explore. Some uncertainty exists, especially how well the gameplay is going to go along together with the story, but I am sure I will take on these challenges successfully. It will take me a while to draw out all cut scenes and get the dialog into the game, but I am very excited to work on it overall. Many of the proofreaders who volunteered reading so far called it an "interesting" and "inspirational" story. (Again, thank you for providing valuable feedback and criticism, you know who you are.)
I have a lot of concept art in progress. Here are the three main characters in the game, all playable at some point in the story. The picture is still a work in progress (I want to offer the highest quality I am able to pull off, so it takes me ages to get each character even done).
Next playable build is in the works! I expect it to be ready sometime in the next two weeks. Some things have yet to be fixed before I release it, but granted it's going to be be a huge difference compared to the last build I have distributed publicly. The game is slowly getting out of the demo stage, and once I have the first two missions completed, I'll start putting a price tag on it. The game will very cheap first, and I will only raise the price as I add more features and missions.