Hmmmm, well I guess I can see that. Yes you're right. No, no, I agree. It has graphics that only a mother could love (or father in this case) but that is because THIS IS A PROTOTYPE AND ALL IMAGERY IS ONLY PLACEHOLDER GRAPHICS AKA don't judge. This is simply a proof of concept to see how the gameplay feels. If you need help using your imagination, please refer to the flavor text found below the video.
The hulk of miscellaneous metal stood there looking all Mad Max in style. It was a mech built from scraps and made for one purpose - demon hunting. Before it laid a wasteland of salt and bone, populated with some of the nastiest hell-spawn imaginable. The air crackled with electricity as its blasters began to charge.
So now let's talk shop. For my first game I decided to make something kind of simple but hopefully with some unique mechanics. I want to do something arcade like with a retro feel but modern 3D graphics. I love 2D stuff but my talents lie in 3D modelling so that is what I'll stick with (for now). The idea is to not bite of more than I can chew as I am doing this by myself (for now). I am using Unity for the game engine and fumbling my way through coding it in C#.
So far so good.
So far so good.
Controls are made for a controller but function on keyboard as well. If you can imagine a Super NES controller, the D-pad moves your mech and each of the face buttons (A, B, X, and Y) shoot in a given direction (left, down, up and right). Holding down a button will charge up your shot a-la R-type. Holding one of the shoulder buttons will boost your mech around at a faster speed. In addition to a health gauge there is an energy bar. Shooting and boosting uses up the energy bar which regenerates over time. If the player completely depletes the energy bar the mech will discharge and cannot boost or shoot until the energy bar fills back up again.
So that is it in a nut shell. I'll be posting more info soon. See you then.
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