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.
I made good progress on CamoTactics. I settled with a decent UI style, improved sound (you'll love this), created a ready-for-action mission system, including general polish, amongst more. The next release is planned towards end of December or start of January next year. Till then, you can download version A1B5 build here:
Sound is finally played directionally or in stereo. Different sounds are used depending on your distance to the sound played. In other words: an explosion in the distance has a more damp or dull sound as one played up close. This can be extended to all sounds, but it'd make only sense for really loud ones (gun shots/explosions). The result of this however is really amazing and has enhanced the gaming experience A LOT.
The mission system I prototyped before A1B4 release has been finished to a state it can be used to create mission based gameplay. As far as I'm concerned, I should be able to do most if not all functions a decent mission requires. For example, I can make enemies spawn if certain conditions are met, let a dialog pop up, start a new mission, kill off one entity, add HP to one entity, and so on. The player receives reward upon completion, and you can also fail your mission (even if you dont know you did - this still needs decent UI feedback).
AI Improvements & Other Additions
I've experimented with AI, improving targeting by taking sensors into account, and adding a simple zombie bot. That zombie bot is going to be the base of all AI I'm going to make , and I've prepared a solution for pathfinding already. AI is still a huge deficit in this game. To the left you see a squad of enemy soldiers being spawned once you enter a certain area (There's a missile in white shot from an friendly AI bot about to hit them and kill them all).
Other things that were added are chests, death avatars, plants that grow and are harvestable, (still buggy) melee weapons and fire modes, customizable weapons (you can use that already), a prototype skill system and a new HUD. As for general polish, the screen is shaking now if the player is close to an explosion and improvements to UI components have been made. I've also implemented mouse control to the game. You can aim and use most components, including the inventory, with it.
I'm currently in the process of reimplementing visual effects such as explosions, muzzle flash, and other particles. Doing this I've noticed many flaws and unnecessary complexity in the visual controllers for entities. I'm in the middle of implementing a complete new, much more simple and flexible system. It allows me to do some neat things in the future as well.
Despite of some delays the game is getting forward and I will keep pushing it forward. Considering the progress, I won't be able to finish this game with complete story for the planned release in February. But I think it is realistic to say that till then, it's going to be out of alpha stage with one completed game mode (likely tower defense/zombie mode) for sure. There are still a lot of things to do in terms of AI, doing missions/levels and the story itself.
Until February next year, I expect to have a decent AI, most of the planned UI screens, and a working skill system in place. Improvements I want to realize till then mostly surround camouflage mechanics, shaders, camera/viewport, dialogs. Story artwork is in the progress too, something I really look forward doing.
Thank you for reading! Stay tuned.