Designer extraordinaire, I suppose.
No, sorry, this is a commercial project. Our most likely price point is $15 dollars.
Guns in Bloodcrusher don't reload; it's an old-school shooter, you can shoot until the ammo runs out. Shotguns shoot somewhere between 1 and 40-ish individual projectiles every time you fire, depending on your barrel and ammunition type.
You're huge! That means you have huge guts!
Do you mean shooting more than one grenade at once, or shooting a grenade that explodes into smaller grenades? Or both at the same time?
Because we've got all that.
Yeah, but a 40k bolter is basically a .75 explosive gyrojet.
And we have those.
You'll have to do it quite a bit, because that got a lot of health...
Oh, you mean an automatic with explosive gyrojet rounds?
Cuz that's a thing.
We could probably make the text portions selectable, yeah. We've used Unity to make generators for RPGs before.
It's real... in our hearts.
We're going back and forth on if we want to have the Nun Shredder as a miniboss.
However, as the game continues the weapon drops that occur will start getting way more bananas.
Good eye on the trail. We're still working on that.
As for the ammo, this is just a testing build we have infinite ammo in, that's all.
Yes. Yes it is.
Yeah, as well as like, automatic rocket launchers, or ones which are basically just you carrying an entire Katyusha rack.
Also, I can confirm chainsaw rockets.
That's the plan! I'm working on those right now, in fact.
You can do some weird stuff with numbers and they still parse very quickly with the brain so long as they are even remotely number-shaped. Try blowing the screenshot up to full size; the numbers are quite large and each is distinct from each other; in motion the brain will quickly fill in the gaps.
Some early pixel-based games had some pretty extreme distortion of letters and numbers that were essentially disconnected from the originals, but in action they were readable simply because of the way our brain scans and interprets writing at speed. The only letter in this font which is significantly unlike more common fonts is 0, which you should quickly pick up on.
For heavier text (the eventual kill indicators and score text) we'll be using a different font though; this one does get weird for longer words. But we should be good just for numbers. If it becomes a significant problem, we'll take steps to fix it.
Learning how to make GIFs was the best and worst thing ever to happen to me.
We're still calibrating exactly how much we want from that.
We've been doing mostly background stuff for a while. We'll have an update for you saturday.
Gah! He only gave props to one member of the team at most!
We'll all have to fight for it!
It's a ballistic sub. It fires vacuum artillery at quite extreme ranges, before diving below the waves to avoid retaliation.
Besides, he totally looks asian.
The "tube things" are elemental upgrades. They won't always be present, but you'll love it when they are.
The flash is tiny on this weapon because it's using the sniper-like barrel. The Tactical barrel, for instance, takes up much of the screen.
Yep! It's a rendered flat plane with a texture and a normal map. That helps give it the solid 90s HUD feel while taking advantage of some cool modern tech at the same time.
I really dig the style of these, especially those gravestones.
The Empire got their techs kinda consolidated to give them a smaller, more consistent tech base. The Protectorate had the boring stuff replaced with more physics-defying insanity. The Syndicate also has monowire weapons, weather control, hacking, and intelligent missiles. I think everyone uses some kind of self-propelled weapons, except possibly the Protectorate.