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Community => Townhall => Topic started by: perfectwavegames on January 09, 2014, 12:16:54 PM



Title: Gravitanks - 2.5D action artillery with planetary gravity
Post by: perfectwavegames on January 09, 2014, 12:16:54 PM
I'm working on a game called Gravitanks. It's a 2.5D dual stick shooter with a gravity based twist. Players drive massive tanks around planets or fly through space firing projectiles and other weapons. Projectiles are strongly affected by the gravity field of the planets. This can be used to the player’s advantage to fire from cover and arc shots into foes. Up to 8 players can compete in deathmatches, and from 1 to 4 players can fight against the hordes cooperatively in survival mode.

We've got all kinds gravity affected weapons like the standard shell, high explosive rounds, machine gun, and sticky bombs. We've also got direct fire weapons like the laser and railgun.

We're using Unity and targeting PC, Mac, Linux, and OUYA.

Single player survival mode:

(http://gifti.me/i/watJMnXKH.gif)

Slow motion:

(http://gifti.me/i/IOtB4P.gif)

Some deathmatch:

(http://i.imgur.com/vjb8EcA.jpg)

We intend to release at the end of February.


Title: Re: Gravitanks - 2.5D action artillery with planetary gravity
Post by: perfectwavegames on January 11, 2014, 08:41:48 PM
Deathmatch! Gifs of a couple of weapons. Railgun:

(http://gifti.me/i/bLfstX.gif)

Sticky bombs:

(http://gifti.me/i/rgGeFwELvX.gif)


Title: Re: Gravitanks - 2.5D action artillery with planetary gravity
Post by: Pineapple on January 11, 2014, 09:56:07 PM
What if there was recoil? It would be so satisfying to see that tank with the railgun plummet backwards from the shooting. It looks good, though.

Maybe you want to have this topic in the devlogs forum instead?


Title: Re: Gravitanks - 2.5D action artillery with planetary gravity
Post by: perfectwavegames on January 12, 2014, 02:36:04 AM
We have recoil for the MG and all the regular projectile types, and it is pretty satisfying.  :) We will definitely add some for the railgun, maybe as part of the balancing process. Since it's a one shot kill we were thinking of giving it a 0.5-1.0s spin-up time and a huge recoil.

Yeah, I think I should move to devlogs. I'm new to this forum so I didn't realize where that this was more like a one-time announcement board.