Designer extraordinaire, I suppose.
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.
Casting the Hammerhead texturing in five minutes!
We're about to start a development stream on our TwitchTV channel! We'll be designing a boss today, the Commando!
Also, I just read an alpha of Guns Guns Guns... it's less awesome than I expected, and also less GUNS than I expected. Pressure is on, I guess.
But, yeah, I kept Sirens because there are still two of them out there, the "only six" thing could possibly be hearsay or legend, they are intractably linked to the Vaults so its plausible they have been drawn to Pandora, and Vault Hunters are already exceptional people anyway.
/tg/ can work on whatever they want. Hardboiled's gunfight rules are so much fun I wrote a Borderlands RPG to match, because Hardboiled is too consequence-tastic for the party to always get in fights, and r3ven has put together an automated gun generator which stats out loot with the press of a button. I'd like to see them beat that.
Levels are random. You'll need to fire a weapon to see how it works. Light RPG elements. Death deletes your save.
Each grenade. The blue parts make up the grenades.
Thats coming soon. Elemental explosives and a cigar!
Of course there was a BLOODCRUSHER 1! Where have you been! It was the biggest game of 1992!
We're doing a Let's Play of Unreal Gold and answering Bloodcrusher-related questions. Come join us!
Sure, but Classic Doom was, overall, fairly bright and focused on circle-strafing as many rockets as possible into your enemies. Doom 3 was primarily about wandering around in the dark and being jumped by monsters. Both had exceptions, but that was the formula.