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TIGSource ForumsCommunityDevLogsTexas Bounty (Online + Couch Co-Op 2.5D Platformer)
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Author Topic: Texas Bounty (Online + Couch Co-Op 2.5D Platformer)  (Read 2248 times)
Gamieon
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« on: January 03, 2016, 07:52:26 AM »



 


Texas Bounty is an online + couch co-op platformer for Windows/Mac/Linux set in the wild west with these features:

  • Up to four players, including multiple from the same computer
  • Variety of crazy weapons and superweapons not limited to the western era
  • Missions include walk-and-shoot, horseback riding and stealth infiltration



Gameplay

In standard levels you walk, jump and shoot from a primary weapon (pistol, shotgun, machine gun) and a secondary weapon (bazooka, air strike, fart beans). On horseback levels you ride and move up/down/left/right. Stealth levels are like regular levels but you try to avoid detection.

My intention is to have players choose the level progression and ultimately the ending.


Lore

There isn't anything specific yet although the game is designed to not take itself seriously. There would be at least three character classes to choose from, each with their own suite of weapons and their own story.


Greenlight and Post-Greenlight

I'd like to make a two level playable demo to push onto Greenlight to encourage its approval when ready. I wanted it done by March but that looks unlikely now.

If it does get Greenlit, I'll have to form or find a team to help me finish it because I don't think I can do it alone. At the moment there's nobody else working on it and I also have another game I'm trying to push onto the mobile market.
« Last Edit: January 03, 2016, 09:02:59 AM by Gamieon » Logged

Gamieon - Single-developer hobbyist indie gamedev studio
https://www.twitter.com/gamieon
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http://www.gamieon.com/games
Gamieon
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« Reply #1 on: March 15, 2016, 08:02:09 AM »

Texas Bounty on Twitch!



I'll be streaming live Texas Bounty development on Twitch at https://twitch.tv/gamieon . I don't have a set schedule yet but chances are I'll be doing it on the weekends. I've already done one stream last Sunday where I primarily worked on bug fixing and player coloring; and it was excellent! Also follow me on Twitter @gamieon where I always make a post when a stream begins.


Network Play
Lately I've been busy restoring two of my mobile games to the market, but now I'm back into development with a focus on multiplayer. It's important not to add too many features in a single player game without ensuring it works in multiple sessions. I added a button to the Unity editor (through scripting) that lets me launch a separate instance, and start the simulation in the Unity editor with one button. My desktop looks like this after I press the button:



And here's a screenshot of a two player session:



Note how each player is assigned a different color to make it easier to see themselves.

So far the basic features work properly over the network; including moving, jumping, crouching, shooting, scoring, enemies turning into ragdolls, and barrel fracturing (smashing objects apart).



Juice
It's the little things that matter. That's why now the ground is responsive to player movements. When you jump or walk, you leave footprints and you kick up dust. Check it out!





What's next?
Now the moment many players have been waiting for: Weapons. In the next update I plan on having two player classes and three kinds of weapons for each. To get them I'm introducing weapon drops that special enemies will leave.

Well I'm on my way to GDC now; have a good week everyone!
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Gamieon - Single-developer hobbyist indie gamedev studio
https://www.twitter.com/gamieon
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http://www.gamieon.com/games
sakrirafael
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« Reply #2 on: March 15, 2016, 08:32:08 AM »

Finally some nice low poly graphics!  Kiss
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Gamieon
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« Reply #3 on: March 26, 2016, 05:42:19 AM »

I now have the Lawman class' weapons pretty much ready for fine tuning. Each character gets a primary weapon with unlimited ammo, and a secondary weapon. There are three categories of primary weapons: balanced, spread and automatic. If everyone on your team had spread, then bullets would be flying everywhere. If everyone had balanced, they would be focused but more damage dealing and with bigger knockbacks. Automatic is like balanced but weaker; the bullet stream however makes up for it.

Here are the max level versions of each kind of primary weapon for the Lawman class:

Colt: I didn't make runtime footage but this is how it looks in hand. There are no camera tricks; it's really that big.



Shotgun: A blast machine



Machinegun: Tears through everything




Ok, tell me you don't want to play this game...even just a little... Smiley

Now I need to work on the Thief class weapons. They are weaker than the Lawman's but the tradeoff gives you speed and evasion.

Don't forget to follow me on Twitter @gamieon for real-time updates and also on Twitch at https://www.twitch.tv/gamieon for live development streaming!
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Gamieon - Single-developer hobbyist indie gamedev studio
https://www.twitter.com/gamieon
https://twitch.tv/gamieon
http://www.gamieon.com/games
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