First gif!----EDIT 2-11-13----
Newer screenshots! I realize that I didn't really feature the enemies in these. I will post another batch along with gifs and/or a new video soon. See my reply to this thread from 2-11-13 for a detailed development update.----EDIT 10-07-13----
There's still a lot more to add in terms of content and mechanics, but here's the first alpha footage. I am very interested in any feedback you might be gracious enough to give. =]
(2-11-14: This is very outdated now. New videos soon.)----EDITED 08-03-13.----
I originally started this project to learn Unity & Blender with the sole intention of developing for the Oculus Rift. I thought I'd finish the project before I finally got my pre-ordered Rift dev-kit, but it turned into a much bigger project so I finally ended up receiving the Rift a few weeks ago. After some tinkering I realized I'd much rather redesign this game from the ground up for first-person VR. It will still be fun and playable in third or first person on a regular monitor, but the primary focus will be on making a great VR game. Here is a quick screenshot below. A bigger update with more screenshots and info will appear at the bottom of this thread soon.----END EDIT. BEGIN ORIGINAL POST----
Hello everybuddy! Although I barely just started posting, I've been looking at the devlogs and Screenshot Saturday posts for a good while, slowly building up the nerve to be a part of this place that I find so encouraging. I'm making what will hopefully be my first completed game, and I'd love to share the process with you and welcome your feedback.
B-12 is a first/third-person platform shooter with game-play inspired primarily by Mega Man X, featuring 3D platforming influenced by Mario 64, Papo & Yo, and Journey. It's being developed with Unity Pro, Blender, and Gimp and will be released for Windows/Linux/Mac and more hopefully.
The overall idea is to make a modern-yet-minimalist shooter with much simpler controls than most of them have these days, with a heavy emphasis on platforming and simple, intuitive controls. The player has persistent control of the camera/aiming. Most-likely no aim-assist or lock-on. (The game will definitely require precision with the mouse or right thumbstick.) Only three (or four) buttons to worry about. Right now those are 1.[shoot/charge], 2.[jump/wall-jump], and 3.[crouch/dash]. I haven't decided whether or not to have an activate button yet. There may be no need for it.
There will be little to no emphasis on story in this game. Just platforming and gratuitous robot-on-robot violence.
The art and look of the game are inspired by 70's and 80's sci-fi, namely minimalist stuff like '2001'. I want a cinematic look, but I don't want it to seem like it's supposed to be photo-realistic. I could definitely use some input on this particular issue. I'm pretty happy with the overall look as it is right now, but feedback is very welcome.
I guess that's it for now... Thanks for having a look! There are screenshots below. The next post will have more background and technical info.