Designer extraordinaire, I suppose.
The first part of the asset release (Models) is up and waiting to be authorized.
It's a machine-gun! The secondary function, which normally spins up a minigun, is used to chuck bombs.
For the moment, we're going to use very limited verticality, provided mostly by props, premade structures, and wall types. This is basically because adding vertical anything makes the generator a great deal more complex without a justifiable payoff; the logic now has to account for connecting rooms in three diamensons, which is hard for intelligent designers, nevermind an automated process!
It's not something we've written off, but it's not a goal for the first versions of the generator either. Instead, we're going to focus on creating interesting levels with lots of cool secrets, varying layouts, and different logical structures. The time we save by pushing vertical element back will enable us to do things like key and switch locks and secret passages!
If I could go into that a moment...
The early Space Orks from 40k derived a lot of their look from the UK punk subculture of the late 70s and 80s. That same subculture floated across the pond and ended up blending with the West Coast fashions circa the early 1990s. At the same time, the UK had a bit of a punk revival, represented by stuff like the Tank Girl comics, which I reference heavily. So really, they look similar because they are inspired by the same source material.
The weapons and hero textures for Bloodcrusher are derived from punk, grunge and riot grrrl stuff mixed with the designs of Doom and other early shooters. By contrast, the villainous elements are sort of a midpoint between Dark Age Rob Liefeld comics, 2000AD titles like Judge Dredd, and 2nd ed Warhammer 40,000 mechanical design.
This looks super awesome, and super, super pretty!
They are off-center; this is in imitation of the source material.
There will definitely be more.
He's actually standing fairly straight, but he's giant goddamn thighs distort everything. :P
Two years of Combat Arts at community college.
Nah, just pixelated! Minecraft has a very deliberate style; everything is made of squares, and there are a consistant number of pixels on each surface. About the only thing our games have in common in the use of point-filtering.
Yep. The grenade launcher grunt has a red beret for the same purpose.
The eyes will glow in the game proper.
Not that well made, considering they blow up if you tap them too hard. :P
They explode, obviously. They use the same elements as guns; from left to right, ice, exploding, shock, neutral (doesn't explode, but you can use it as a projectile or cover), Slime, Internet, Acid and Fire.
It's a vacuum tube. :P
There are over five hundred, and we're constantly adding more.
Follow our twitter and you can make more productive use of your time!
Currently, all our weapons fire objects which do the damage, so players have to get used to the ballistics of whatever weapon they are using, and we can do fun stuff with different projectiles.
The Beamer and Magnum weapons, however, will use raycasts, as will most of the melee weapons. These weapons especially the Magnums, are more twitch-oriented while the other weapons play more to a run-and-gun playstyle.
Very soon. We're doing cool level generation stuff...
'cuz logic is for games that are less awesome.
I dunno if we'll be compatible with such advanced operating systems...
Old-school? What are you talking about? This is clearly cutting edge!
That's the hope! It's a confluence of a lot of things at the moment, most of which is "making an indie game is a lot of work, holy ****", and also "RA3 has been miserable to us every step of the way and we kind of burnt out".
Kinda... sorry about that. We tried, but making an indie game is a lot of work, and we're spread thin enough as it is. We had to make a choice in the short-term, and due to a wide variety of factors the commercial projects won out for now.
It flicks them out, as if it were throwing them.
Also it looks way more awesome feeding into the gun this way. Just... don't try to think about the logistics. It's not that kind of game!
I promise it will happen sometime in 1997. Keep your eyes peeled!
(But seriously, it'll be done when it's fun, so to speak. We have a progress map, but nothing is super fixed so we can concentrate on just making it the best Bloodcrusher we can.)
At the moment, it's on hold as we try to get some commercial projects off the ground.