Watsup everybody, its Jumpman again from the shadows.
Ive got a non graphical update for tomorrow armor. This one showcases a team deathmatch between AI's, Soldier/Troop AI's, special movements, and other general stuff.
Read below before watching the movie to see whats going on behind the scenes.
Special Movement: All units are given 1 special movement that is innate to them, and costs nothing to use. They can be for movement, defense, or offense:
1. Combat Roll: certain units can combat roll, closing the distance between them and their target, or rolling out of danger and behind cover. Shotgunner units make use of this to get in close and let off some buckshots.
2. Armor Charge: Due to their high armor values, mechanized units can charge towards their enemy and deal damage based on the amount of armor they have. Heavy tanks deal devastating single target damage, and are almost guaranteed to 1 shot soldier units if given enough armor.
3. Hughes' Heavy Stomp: A special given to Hughes, which lets him stomp the floor, knocking down 3 enemies and dealing damage based on Hughes' current strength. Cannot knock down units with high Foritude stat.
A.I
Deathmatching AI's move in groups, and will alert any allies if under fire. If a unit is outnumbered, he will find cover. If he has allies, he will be more aggressive.
Units have access to the same abilities and limits as the player does, there is no cheating on their part.
Simply changing a few numbers can be the difference between a defensive, high armored AI, to an aggressive sharpshooter a missile barrage monster, or a shotgunning soldier with a deathwish.
Gameplay
Soldier units generally have very low armor values, and have slim to non deflection armor. However they are generally faster, more maneuverable, and have a lower hit profile. AI soldiers can hear enemy bullets better than mechanized units.
Mechanized units have extremely high armor and deflection values, making them moving fortresses. They also generally have faster shell firing rates, and more damaging machine guns. The units with the Armor Ram can be devastating, and can change the players tactics of coming up close to the tanks deadzone.
The player can lock in on a target, for an easier time to fire while moving, as well as perform special abilities.
looking really great! seems to work very fine. i wonder if you hand out a demo or such?
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Re: Tomorrow Armor: Long Play (Low Sound Quality)
[Re: ello]
#256558 03/17/0915:0703/17/0915:07
Wow man, cool effects. Your sounds seem to fit the gameplay perfectly! Big bombs could be a little more effective though. And when there are al lot of different sounds it gets pretty anoying. Maybe you sould limit the ammount of simultanious sounds? But it looks so cool!
That looks great, very hectic and fun. I like all the effects and sounds makes it seem like a big warzone. Im unsure what control scheme you use though. Good work!
Thank you all for taking a look, your words are encouraging as well as criticizing!
@Ello: yup I plan to release a demo, when the game gets more playable.
@Dazz: Yup, the sounds get way out of hand, I will need to reduce the distance at which they play. Other crackling effects were mistakes in the wave files.
@Ryangregory: The control scheme is actually pretty primitive, but hopefully simple. WASD to move relative to the camera, right mouse for machine gun, left mouse for shell/grenade, keys 1-9 for special abilities, and the shift key for special movements.
@DiegoFloor: Yea, at times the combat and effects can be a little too much, especially the bomb explosions white-washing the screen. Ive gotten a few critisims about the amount of things going on at once, and I may have to tone it down....
@Dark_samurai: No, this is not templates, or a wargame tutorial I downloaded and modded. This is the result of about 1 and a half years of frustration and happiness. However a wargame idea is obviously not a new idea under the sun. But I plan to introduce, hopefully, a unique storyline, characters and art style.
@Pappenheimer: My plans are to make a game! I planned on doing a very short online comic to introduce the world a little bit, but thats too far to tell.
When I get through some of the legal legwork that surrounds releasing a game, I will be more than happy to let you all get your hands on a demo, but of course there is no release date for it. This is not a milestone driven, metrics based team effort, but a sporadic solo homebrew project with alot of.......love.