Hey folks! it's new game time! my favourite time
it's still super early mind but I want to start posting updates publicly, I work alone and it gets kinda claustrophobic without sharing what I'm working on.
So the new game is called Car Tank! (at least for now) and it's about an off-world colony who have got into trouble with rogue robots and plant monsters, so they call in the one man who can sort it out- Sheriff Cop, driver of Car Tank. It's going to be a kind of arena shooter, where you enter each new area and fight baddies, destroy a base, collect stuff etc and move on to the next. Arena shooter with a bit more level structure and even some exploring. Traditional WASD/mouse or twin joystick controls, which may confuse some at first since it's a car but it's very responsive.
The art is still very WIP but I'm quite attached to the banded gradient landscape and shaded polygon look. it doesn't all gel quite yet but I want the end product to be very striking visually with a wide range of palettes between levels.
here's some video and screenies:
here's a breakdown of some current tasks :
- Switch from plugin Antares Universe to UnityScript- most of Antares is replaced, now finish the switch-over and re-organise project for easier development (project getting messy)
- develop in-editor level editing tools. This means ability to edit terrain directly in editor and not rely on modelling tools (modo) for level design changes. Fast editing essential (non destructive if possible- eg, can change landscape polygon resolution at will)
- create new enemy spawn logic- able to randomly spawn certain groups of enemies but keeping to a strict difficulty curve. Levels and areas will have certain enemy types available to spawn, and code decides how to use them to create fun varied experience- not quite the same each play.
- develop level progression structure. currently thinking of some outrun-ish idea of branching routes, some hard some easy.
comments welcome, cheers!