SHiRO 011 : One Hit = One Kill. Every Bullet is deadly AF. Use the time as your biggest weapon and color the environment with the blood of your opponent.
SHiRO is a fast Third Person Multiplayer Shooter inspired by Superhot.
A singleplayer mode is also planned and the character on the logo would be the protagonist for it but first we want to optimize the gameplay mechanics first and that’s one reason why we start with the multiplayer.
We are focusing on playability, good controls and fun factor.
Thanks to the Whitebox/Superhot style everything is extremly readable and that´s a huge advantage compared to other shooters. With this readability, players can easily focus on the objectives.
Before we can deliver high quality maps and final content we have to make sure that every aspect of the basic gameplay feels good, is balanced and that there are no gamebreaking bugs.
Because without that, every superpolished asset would be useless.
Environment / Light Settings /UI are still Placeholder.
There are several reasons for a multiplayer game even if it does not fit the IMGN.PRO Portfolio.
We can guarantee a long LifeTime with regular expansions and implementing good balanced Monetization(not pay2win).
Competitive games have an A.R.P.U. (Average Revenue Per User) from 2$ up to 50$ and more.
Knowing the right indicators becomes more and more important and even games for 60 bucks are implementing monetization to double their revenue.
Monetization was a big part of our education and could be interesting for the Publisher as well. We know that something new is always linked to risks, that’s why we want to develop a singleplayer as well to fit more IMGN´s Portfolio.
We are an open minded team and nothing is carved in stone. Working together with a Publisher to achieve goals (economically but also from a gamers perspective) would be a dream.
We have playtested this game hours and hours while focusing on every aspect regarding camera, collision, parameters etc.. to improve the gameplay feeling and the flow.
At the moment we have a splitscreen mode but we will implement an online multiplayer as soon as possible.
This project was created from scratch. No templates etc. were used for it.
Everything you see was created by us in a very small period of time.
The only things which are bought are the sfx and most of the animationfiles are (due timepressure) not from us but royalty free (except the grenade throw, all Blendings and AnimBlueprints, which is based on our effort).
This project is 100% Blueprint.
If wanted, the jury could have a look at our blueprints and project files to guarantee its origin/complexity.
Anyway. The Goal was to create a shooter with unlimited potential for extensions with the Superhot/Whitebox Style. Nearly every Gamemode would fit into this Game (Capture Flag, various Deathmatch types, King of the hills etc.).
We have playtested this game hundreds of hours, focusing on every aspect regarding camera, collision, parameters etc.. to improve the gameplay feeling and the flow.
NOTE: Many Assets and the UI are still placeholder and they will be replaced in near future. The light in each map is also provisional and will be more like in Superhot.
Games like Halo/Quake were/are extrem popular multiplayer shooter and we wanted to catch a little bit of the halo feeling even if it is a third person game and combine it with the nice looking and readable Environment from Superhot.
RULE #01 Skill based game with equal chances.
We have planned new weapons, powerups etc. but they will spawn on specific maps only so you have to pick them up first.
Another Superhot reference.
Every extern person was extremly sceptical towards this idea.
The risk was that you would die extremly fast and the frustration would be endless but with a lot of testing and balancing we could implement this feature as one of the main game features.
At the beginning we had a very similar cover system like in Gears of War, where you could snap to objects. But after we noticed that this feature does not fit into the fast gameplay and that testers are not using it, we decided to cancel this feature and focusing on optimization and playability instead.
One of the first things that we would do is looking for a small office where we could work together to finish our two Games (Project S and SHiRO 011).
We have all the hardware we need for developing, that’s why we would spend the money only for the office rent and electricity bill etc.
The Trophy would be something special to us because it would be a symbol for the first success as a team and that’s why it would be a very precious object in our office. The end of this competition could mean a new start for us.
SHiRO 011 is a Fast-Paced Multiplayer Third Person Shooter. - Whitebox Environment. - Up to 12 Players (4vs4vs4) - 4 Player Splitscreen - Manipulate Time...
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