DarthBenedict
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« on: January 31, 2014, 03:30:36 PM » |
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In XenoRaptor, you play as a cyberdragon fighting against armies of rocket propelled chainsaws, bulldozer tanks and other demonic warmachines. The game is designed to be fast paced, responsive and challenging. You can build an enormous amount of distinct weapons by combining components dropped by bosses, making anything from an antimatter chaingun to a weapon which teleports attack bears into the cockpit of enemy ships. The enemy design is also very varied. There are a lot of different weapons at their disposal, and they use them in many cunning ways. Some enemies will charge straight at you while others cloak and try to position themselves for an ambush. Another type will fire missiles at you from long range, and run away if you get close. You can use their weapons and AI against them, however. Enemies in XenoRaptor deal full damage to each other, so if you pay attention to how the AI reacts you can trick them into shooting each other or crashing into things. Or hypnotize them with a mind control laser and get your own rocket chainsaw army. The game has 8 player coop as well as 16 player deathmatch. A team based multiplayer mode is also on the way, although more playtesting will be involved in working out exactly how that's going to work.
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« Last Edit: January 21, 2015, 04:51:17 AM by DarthBenedict »
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Christian
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« Reply #1 on: January 31, 2014, 03:44:22 PM » |
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a weapon which teleports attack bears into the cockpit of enemy ships That's all I needed to hear Voted on Greenlight, hyped for this. You definitely should add that crazy info to your Greenlight page. "You play as a cyberdragon fighting against armies of rocket propelled chainsaws, bulldozer tanks and other demonic warmachines" is much more intriguing than "XenoRaptor is a co-op top down shooter with rocket propelled chainsaws..." You don't even mention the crazy weaponry Edit: played the demo, this game is so good. The controls are very responsive, the gameplay is frantic, and the effects are great. The weapons feel very satisfying and powerful. A closer camera where you could see more details of your dragon would be cool
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« Last Edit: January 31, 2014, 05:32:22 PM by Christian »
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Christian
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« Reply #2 on: January 31, 2014, 05:14:34 PM » |
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And sold! Read through your Tumblr blog, played the demo some more. Haven't been compelled to purchase a beta so fast since I played the Broforce demo last summer.
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DarthBenedict
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« Reply #3 on: January 31, 2014, 05:24:52 PM » |
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Do you mean a closer camera in the hangar screen, or in gameplay?
If you mean gameplay, then I'll add a really short range sensor array with a big hp boost as an option soon. The camera distance is based on your sensors, more view distance is traded off against either HP and/or speed.
By the way thanks for the comment about the greenlight page, looking over it again the description is pretty dry and this threads one is better.
Also an aside about the effects, it might be helpful for other developers - my theory is that every bit of juice should make the game mechanics easier rather than harder to read. For example, projectiles are rendered as overlays, making them show up through smoke etc. There's also things like the flashes things emit when they take damage; this makes it immediately clear that bulldozers block attacks from the front, or that staying near inferno elementals is bad. Another example is that the particle effects for exploding ships are different to the ones from projectiles detonating, making it instantly clear whether you killed an enemy with your shot.
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Christian
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« Reply #4 on: January 31, 2014, 05:31:33 PM » |
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Meant during gameplay. The current cameras are totally fine, but the dragon looks really cool and it would nice to be able to get a closer look while playing
So what other plans do you have for content until the game is complete? More maps, enemies, weapons, etc.?
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« Last Edit: January 31, 2014, 05:43:25 PM by Christian »
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DarthBenedict
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« Reply #5 on: January 31, 2014, 05:38:17 PM » |
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Yeah, mostly going to be adding maps, enemies and bosses. Also got some plans for new ship components, though not that many more weapons. There's also going to be a bit more backstory exposition, mostly through enemy/item descriptions (Like in XCom, Dark Souls or Risk of Rain).
The other big things are team based PvP (Probably involving capturing bases) and possibly splitscreen multiplayer.
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Christian
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« Reply #6 on: January 31, 2014, 06:09:32 PM » |
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Is there a dual wielding modifier? Like I could equip chainguns in both slots, and fire both simultaneously or as an extra powerful chaingun, at the expense of overheating faster?
Similar to Skyrim, where you could equip the same spell in each hand to perform a more powerful version of that spell
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« Last Edit: January 31, 2014, 06:45:29 PM by Christian »
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DarthBenedict
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« Reply #7 on: January 31, 2014, 06:14:36 PM » |
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Not yet, though it's definitely an interesting idea.
What you can do at the moment is equip two railguns/shotguns and fire them one after the other really quickly, kind of like the killing floor hunting shotgun. Doing that does leave you without a rapid fire weapon, which can make taking down missiles and some of the smaller enemies troublesome.
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Christian
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« Reply #8 on: February 01, 2014, 04:40:05 PM » |
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Been playing for about 3 hours now and I'm loving it. Spreading the word on Reddit and NeoGAF and did a review on my blog. Perfectly timing a dodge so a bunch of enemies kill themselves in a collision is so satisfying. More game need to have enemies that can hurt each other Some ideas (I'm nowhere near unlocking everything so these could already be in the game) - Shield "weapon" - a forcefield that activates in the direction you're aiming when you hold down the button, modifiers could be things like knockback, stun, area of effect damage, bullet deflection - A security sector map - hazard here would be a deadly laser grid that activates at random interval - Mace melee weapon - spiked ball tethered behind your cyberdragon, to be swung around as you turn and fly. - Drone special - release a cluster of small drone helpers, modifiers could be stuff like health drones, attack drones, drones that go and collect pick-ups for you, drones that intercept bullets and missiles, leech drones that latch onto enemies and deal damage - Quick play - randomly chooses the map and your loadout - Time slow engine component - because the only thing cooler than destroying rocket chainsaws with a cyberdragon is doing it in slow motion - Boss rush mode Really have nothing negative to say. This is a great game. My only question is if there will be more structure in the full game. Right now there really isn't a distinct sense of progression. You play a map, survive as many waves as you can. You die, restart, or go on to a new map. It's fun and awesome as is, I have no problems with trying to survive waves with cool weaponry, but a game like Assault Android Cactus has you progressing through its levels, with end level stats, scores, and some story. There's a greater sense of direction, if that makes any sense Edit: one piece of feedback - think you need to make it more obvious that you can do things like change the color, swap out components, and that you do it by clicking on parts of the dragon's body. I didn't realize you could do that until I tried to rotate the dragon in the hangar by dragging it and noticed the text pop up.
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« Last Edit: February 01, 2014, 05:07:18 PM by Christian »
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DarthBenedict
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« Reply #9 on: February 01, 2014, 06:48:55 PM » |
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Making the hangar screen more intuitive is definitely on the to do list. Will look into adding some of those suggestions, a lot of them sound pretty fun. Big thanks for spreading the word about the game, that's something I'm pretty bad at. Here's a gif with the new, more zoomed in sensor variant. It shows the full screen rather than a cropped area to give an idea of how far the camera is: Also, here's one of the gravity control weapons in use:
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Christian
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« Reply #10 on: February 04, 2014, 08:23:43 PM » |
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Saw the new images and GIFs on your Tumblr
And the zoomed in sensor view looks great
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Rebusmind
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« Reply #11 on: February 04, 2014, 11:22:39 PM » |
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Amazing project, can't wait to play it!
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DarthBenedict
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« Reply #12 on: February 04, 2014, 11:38:04 PM » |
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You can play it now, there's demo builds here.Also, after spending ages trying to get some decent screenshots of bullet weapons for a Presskit, I went and made the projectiles a fair bit bigger. Here's the result:
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oodavid
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« Reply #13 on: February 05, 2014, 11:15:19 PM » |
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Stunning game, how many people are working on this?
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DarthBenedict
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« Reply #14 on: February 05, 2014, 11:31:57 PM » |
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Two at the moment, although it was a solo project for a long time. Recently found a sound/music guy.
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Thomas Finch
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« Reply #15 on: February 05, 2014, 11:40:02 PM » |
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You should just name the game "Rocket Propelled Chainsaws" cause that sounds awesome.
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DarthBenedict
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« Reply #16 on: February 06, 2014, 08:16:50 PM » |
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New Build is up, here's the changelog: Some respawn related problems in multiplayer are probably fixed. Bigger projectiles Bigger muzzle flares Juicier pickup notification Added new sensor mod that lets you push asteroids with your head, zooms in and gives extra HP. Added new hull mod which gives you extra missile ammo. Added new hull mod which gives excellent health and speed but disables regen. In game update notification. You should just name the game "Rocket Propelled Chainsaws" cause that sounds awesome.
XenoRaptor: Chainsaw Warfare
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sizzlinbetta
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« Reply #17 on: February 07, 2014, 12:40:30 AM » |
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wow this is sick and solo project super impressive stuff man just getting into doing my own unity stuff...
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Christian
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« Reply #18 on: February 07, 2014, 09:31:09 AM » |
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Finally beat the Dakka boss, that was a close one. Wish there were stats on the campaign menu: best wave, most used weapon, fastest time, if you've defeated an area's boss or not, stuff like that. Bonuses for feats such as not taking damage, maybe area-specific challenges such as killing x amount of enemies with asteroids or killing x amount of enemies in one shot with impaler ammo could add some replay value too.
One thing: my keybindings don't save. I change camera to c, aim to tab, and special to mouse wheel, but if I exit and start the game again, the controls go back to default
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DarthBenedict
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« Reply #19 on: February 07, 2014, 01:39:16 PM » |
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wow this is sick and solo project super impressive stuff man just getting into doing my own unity stuff...
If there's anything in XenoRaptor you're wondering how to do, feel free to ask and I'll give you a quick rundown. Finally beat the Dakka boss, that was a close one. Wish there were stats on the campaign menu: best wave, most used weapon, fastest time, if you've defeated an area's boss or not, stuff like that. Bonuses for feats such as not taking damage, maybe area-specific challenges such as killing x amount of enemies with asteroids or killing x amount of enemies in one shot with impaler ammo could add some replay value too.
One thing: my keybindings don't save. I change camera to c, aim to tab, and special to mouse wheel, but if I exit and start the game again, the controls go back to default
The maps will form a proper campaign later on, I just made them all immediately accessible to make testing easier. Will add some trophies for getting good scores, no damage runs and the like. Thanks for spotting the controls not saving, that used to work. Will probably get a fix up in the next few days (also a good chance to test the in game update notification).
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