Gang Beasts (prototype) is a silly local multiplayer party game with surly gelatinous characters, brutal mêlée fight sequences, and absurdly hazardous environments.
The game is built using Unity 4 Pro and a few plugins (such as marmoset Skyshop and ProBuilder 2.0).
We also use a custom character controller we created that we call Femur. This is essentially a series of scripts that allow us to create and animate (using physical forces only) ragdolls that can interact with Unity's physics engine on a one to one level.
Femur was originally written in JavaScript (UnityScript) but we have now moved the code to C# as its cleaner to work with and allows us to use some of the extra functionality of C#.
We were building Femur for a game called Grim Beasts (https://www.indiedb.com/games/grimbeasts) but after making the Gang Beasts protype we have committed to making Gang Beasts our first commercial game.
this game looks really cool! I love the design! It will definetely be fun to play it, and althought the characters are so funny looking (XD) I think that on the other hand it also delivers the right amount of violence that there should be in a gang fight... all that grabbing and punching repeadetely in the face... or just smashing ones face in the wall! keep up the good work.. tracking
Thanks KaitoX92, we want Gang Beasts to have a Tom and Jerry level and quality of violence i.e. brutal and funny, provoking simultaneous laughter and wincing.
re: the characters we currently plan to have a limited set of body types (short wide, short narrow, tall wide, tall narrow) and character heights (short, tall, huge, gargantuan), you can see an old test of the short wide body type from the character illustrations we uploaded to Indiedb.com in this Youtu.be video (the video has YouTube adverts as it has two characters dancing to a Will Smith song).
Awesome! But is the fighting going to be just mashing buttons or is there going to be some tactic? I think a guarding technique which lets you take less damage from hits or avoids getting "ko'd to the ground" might also be cool :)
Mashing buttons is a tactic that can be utilised if you are surrounded (or enraged) or if the player has limited skill or experience with fighting games, but mashing will prematurely exhaust the character.
We don't currently have a blocking move, but it is possible to position the characters body to take blows on their arms etc. the move that we currently have planned that is closest to a block is a ducking move, which we want to combine with running to make a shoulder or head charge move (it should also be possible to lift, drop, or ram enemies against walls if we can implement it as planned).
There is information re: the planned strategies for taking on gangs and ad-hoc weapon use in the 'Strategically Engaging with Gang Members' post and comments, and there is a summary of the planned control scheme in the comments for the and 'Health Bars and Object Lifting' post.
We want to support online play and are taking advice from networking services re: potential implementations, it will be sometime until there is a working implementation available.
This looks so ******* badass, what is this coded in?
The game is built using Unity 4 Pro and a few plugins (such as marmoset Skyshop and ProBuilder 2.0).
We also use a custom character controller we created that we call Femur. This is essentially a series of scripts that allow us to create and animate (using physical forces only) ragdolls that can interact with Unity's physics engine on a one to one level.
Femur was originally written in JavaScript (UnityScript) but we have now moved the code to C# as its cleaner to work with and allows us to use some of the extra functionality of C#.
We were building Femur for a game called Grim Beasts (https://www.indiedb.com/games/grimbeasts) but after making the Gang Beasts protype we have committed to making Gang Beasts our first commercial game.
this game looks really cool! I love the design! It will definetely be fun to play it, and althought the characters are so funny looking (XD) I think that on the other hand it also delivers the right amount of violence that there should be in a gang fight... all that grabbing and punching repeadetely in the face... or just smashing ones face in the wall! keep up the good work.. tracking
Thanks KaitoX92, we want Gang Beasts to have a Tom and Jerry level and quality of violence i.e. brutal and funny, provoking simultaneous laughter and wincing.
re: the characters we currently plan to have a limited set of body types (short wide, short narrow, tall wide, tall narrow) and character heights (short, tall, huge, gargantuan), you can see an old test of the short wide body type from the character illustrations we uploaded to Indiedb.com in this Youtu.be video (the video has YouTube adverts as it has two characters dancing to a Will Smith song).
Awesome! But is the fighting going to be just mashing buttons or is there going to be some tactic? I think a guarding technique which lets you take less damage from hits or avoids getting "ko'd to the ground" might also be cool :)
Mashing buttons is a tactic that can be utilised if you are surrounded (or enraged) or if the player has limited skill or experience with fighting games, but mashing will prematurely exhaust the character.
We don't currently have a blocking move, but it is possible to position the characters body to take blows on their arms etc. the move that we currently have planned that is closest to a block is a ducking move, which we want to combine with running to make a shoulder or head charge move (it should also be possible to lift, drop, or ram enemies against walls if we can implement it as planned).
There is information re: the planned strategies for taking on gangs and ad-hoc weapon use in the 'Strategically Engaging with Gang Members' post and comments, and there is a summary of the planned control scheme in the comments for the and 'Health Bars and Object Lifting' post.
how do downlode
You can download the pre-alpha builds from Indiedb.com
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any body tipe in real chat
Sorry, did not see this message until now, direct messaging us on Twitter or Facebook is the best option to get more a immediate response.
will this game have online co-op? im just saying...
We want to support online play and are taking advice from networking services re: potential implementations, it will be sometime until there is a working implementation available.
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