CamoTactics is a top down shooter set in a futuristic and turbulent future, where mankind has ventured into the depths of space and crashed into a planet with strange and bizarre alien life. Despite the hostility of this world, mankind finally has managed to get over its blood-thirsty past that exploited its environment - Until events turned around and tensions between two countries, Rubia, known as the cradle of mankind, and Panta rose again. Someone has gotten hold of ancient war technology and is trying to stumble the entire planet into chaos. Can you identify and stop the evil forces trying to disrupt the fragile peace?

Post news Report RSS Status Report #3: Pixelart, Particles & Inventories

CamoTactics Update with Pixelart, Particles & size-based Inventories and a lot of pictures!

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It's been silent around CamoTactics lately. I've been going on and off track from game development during the last two months. Part of that was caused by family meetings, the other by motivation issues.

As of recently I've been eagerly working on new features however, and there are plenty! Example: some first drafts for ranks/levels/skills/factions, size based inventories, a new way of handling graphics, customizable weapons, freshly awesome pixelart, particle effects, a new main menu and also basic in-game dialoge. All of this goes with some heavy optimization here and there too!

The main menu is now animated, with moving tank, ground camo and particles. This screen and the UI still needs a lot of work.

Inventories support multiple item sizes and weapons can be customized. Weapon modifications already affect a gun's performance and can be attached to most weapons. You can also switch between the character's inventory and the inventory of the vehicle you're currently driving. What's also visible is what kind of magazine your gun is currently loaded with, or whether it doesn't have a magazine attached to it at all.

Experimental particles have been added for shooting and traveling over different terrain types. Looks promising, but that system requires a better rendering code.

Despite of the break I am very happy with the progress, and there's a good chance this game is going to get finished! The next release is planned on 19th September, so stay tuned.

Thank you for reading!

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