They are places where "Z axis" does not exist, only YX reign, the word is unknown 3D, games are simple but should be played, many of them will make us having a good time

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This week's update is about the lightning gun, and destruction!

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Time for another update!

This time we are showcasing our fifth weapon, the lightning gun:

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While not as powerful as the missiles or the laser gun, the lightning gun comes with two noteworthy perks:

- it can latch onto a target, allowing you to move around freely to evade bullets while the arc of electricity keeps frying your target

- just like fire, electricity will spread to nearby targets:

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Not only does this allow you to reach targets which would otherwise be unreachable, but electricity also has the property of triggering switches and other electronics (more on that in a future update…).

The second feature we wanted to show this week is destruction :)

As mentioned previously in this thread, most objects are destructible. Some objects like crates and barrels can be reduced to rubble, while others, more imposing objects will show various stages of damage:

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Some might even contain useful loot ;)

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And of course in addition to objects, the environments themselves will bear witness to your destruction:

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And that concludes this week’s update! Hope everybody likes what they’re seeing so far, and to see you back next week, and please feel free to comment ^^

Cheers!

Post comment Comments
Lord_Midas
Lord_Midas

Just wow. This looks phenonemal!! And this is on a custom built engine?! How many are on your team?

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benitosub Author
benitosub

Hey, sorry I missed your comment, yes the engine is custom built in c++, using a modified version of SDL as renderer and RakNet for the networking.

Currently there are two of us: Cyangmou (the artist) and myself (coding), though we're still looking for a level designer, so hey, if you're out there ... ^^

Cheers!

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Guest
Guest

What's the criteria for your level designer?

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benitosub Author
benitosub

Sorry I was trying to figure out how to "approve" your comment and instead I accidentally gave you a negative karma ^^' good thing it's a guest account I guess!

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TekStyles
TekStyles

Indeed, what is the criteria for the level designer?

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benitosub Author
benitosub

Hey, sorry for the late-ish reply, we had to agree on what we are looking for :D

So, we are trying to find somebody who could take over the level design, as in:

Roomdesign:
- coming up with a lot of different ideas/concepts for rooms
- highlighting the possibilities of various weapons and game mechanics
– get the most out of their gameplay aspects (think the dungeons in most Zelda games, which teach you how to use items by introducing specific challenges which require those items to be solved)
- designing room layouts (placement of walls, pits, destructible objects)
- coming up with challenging enemy placement (spawns where you least expect it, strategically placed to catch the player in crossfire, that kind of stuff…)

All of that with a focus on single and team player mechanics.

Overall level design:
- connecting the designed rooms to a level
- designing the flow & pacing of the level (think of skill/challenge – and to keep the game engaging)
- placing loot and secret rooms

Ressource management:
- balancing the placement and availability of ammo and weapons throughout the level
- balancing out strengths and weaknesses of weapons and their upgrades

(continued below)

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benitosub Author
benitosub

Technical Requirements:

We build the tilemaps in Tiled, then import them into our own editor to add lights, items, enemies, etc. so you would need to learn to use our editor (there’s not much to it, but it’s definitely very rough around the edges right now as I’m the only one using it).

The rooms/levels don't need to „look“ beautiful, but from an elementar design standpoint they must excel at game/leveldesign. Cyangmou can go over the final layouts and make it as beautiful as it should be and add the worlddesign on top of them, once the leveldesign is nailed down from your side.

So basically a lot of the preliminary tasks would be done with pen, paper & scanner or as digital sketches.

We already have some of those designs, so we can at least provide a good starting point.

Once you decided on which of those ideas are worth to pursue, you can build really rough testmaps (single rooms or a bunch of them together), get them working with our editor and playtest them – and refine the design slowly to the finalized experience for the player.

From a personal point of view we are searching for somebody with similar tastes/references. Someone who played a lot of different types of games (also lots of shooters), has an interest in in cyberpunk, steampunk, art deco, sci-fi, bizarre & occult worlds etc. (and enjoys building games and levels of course!)

But most importantly, somebody who knows how much work gamedev is. But loves to do it nonetheless. Somebody who knows what's possible to achieve with a small team and is as serious on the topic as we two are.

If you recognize yourself in this description, please don’t hesitate to shoot me a message :D !

Cheers!

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DonleyTimeFoundation
DonleyTimeFoundation

*sniffle* SO PRETTY!!!

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benitosub Author
benitosub

Thanks! Wish I could draw like that myself ^^

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Sph!nx
Sph!nx

Indeed, looks awesome! Tracking.

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benitosub Author
benitosub

Thanks! Every new watcher is an additional incentive to quit my day job :D

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enjoythetale
enjoythetale

That's amazing!

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benitosub Author
benitosub

Much appreciated!

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