A single player Side-Scrolling Puzzle Platformer and Side-Scrolling shooter. It's about territory control with some kind of Tower Defense backing it up. There will be Four Characters at the player’s disposal, each with their Unique Skills, Weapons, Vehicles and Space Ships. Which will come in handy in some way, shape or form to solve the Objectives and Puzzles throughout the worlds they visit to Combat the Aliens.
Their main task is to try Contain the Alien Treat, which moves though the world using Sludge. A sort of Creep, which Dynamically tries to cover everything in the world and gives Buffs, Healing Abilities and Random Spawn points to the Alien Life Forms.
Once you have secured an Outpost, you will be able to activate the available Droid Constructors. Which means you can send out your very own disposable army of Suicide Robots and their sole purpose is to engage the Chargers. However unlike the Chargers they won't be able to take over outposts, something that's only possible using the main characters.
Loud would be the word to describe Joe. When he's not yelling at people, he's probably blowing stuff up. And he's got quite an odd occupation, with him destroying and fixing things. Well you know what they say, when you know how things go together, you're the best man for the job to blow those things up as well... Or something along those lines.
He can repair equipment, should it get damaged at some point. And is able to take out fortifications and bigger aliens with ease. Using either his explosives or heavy firepower, brute forcing his way though it rather then outflanking it.
Only a few know his real name, most people just call him Boss and as such is indeed the boss of the crew. He wields a shotgun, which deals heavy damage to anything in the immediate vicinity. The lack of range and somewhat longer reload cycle makes this a support or last resort weapon.
He supports the guys out in the field with field generators for energy, defense grid spheres to counter the Sludge and the very important medical support. He's quite an invaluable guy to have out in the field.
Chass is very well known for his ability to hit things and move at extreme speeds and distance. He is the fastest of the crew and also has a few tricks up his sleeve. He's able to jump up walls, making it possible to get to place the others simply can't reach
His weapons have a very high rate of fire, but cannot pierce the bigger alien armour. However, combined with his already superior speed and maneuverability he wont have much trouble outflanking his targets
He's the only one that can pilot the Bishop, their Spaceship Carrier. Jarvis is not the combat type, but he does have some combat abilities, but mostly relies on distractions and stuns to make his entrance or getaway.
He's the guy that is able to fix computer panels, hack into systems and take over certain structures or defense systems like turrets or anti Sludge barriers. There are simply some doors and barriers out there, which are quite heavily armoured. Nullifying both Joe's explosives and Chass' phase technology. Making Jarvis quite the asset, even though he doesn't like to be out in the field.
I've set up a progress page where the development progress on the game and individual features can be seen. Using icons to show what has been done and what is being worked on for the current build, I hope this will give an interesting insight into the progress made on the game.
When a player is idling for too long or are playing with on of the other characters. They will start doing random idle animations we've come to know a love from certain old school Nintendo and Sega 2D platformers. There will be more idle animations hidden behind a random interval timer for each character, but for now enjoy Boss' glaring "what are you waiting for" stare!
This image is uprezzed to 200% of the original size in game and still requires the cigar smoke puffs. It's also a small sneak preview at more of the world art, grass corners and one of the various lifts in the world of "Is it Contained?"
Latest tweets from @martinborgman
Dec 24 2014, 6:13pm
@martinborgman but hey at least the code is a lot cleaner now with the use of functions and loads of bug fixes... yay?
Dec 24 2014, 4:02pm
#indiedev Booster Z-Frame: why are bullets spawning in insane locations -> going through code, t'was the origin in the bullet sprite ARGH!
Dec 24 2014, 4:01pm
Dec 21 2014, 8:35pm
Dec 16 2014, 3:41pm
Dec 14 2014, 10:25pm
Dec 14 2014, 10:25pm