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TIGSource ForumsCommunityDevLogsThe Hong Kong Massacre [Top Down Shooter]
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Author Topic: The Hong Kong Massacre [Top Down Shooter]  (Read 115003 times)
vreski
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« on: February 24, 2014, 05:46:32 AM »

Hi everyone. This is the game I´m currently working on. It is called The Hong Kong Massacre.
It is a top-down action game inspired by classic Hong Kong action movies. I wanted to make a game for sometime that tries to capture the intensity and mayhem that gunfights creates in these movies.

So I decided to start a DevLog mostly to share my work with you guys and hopefully get some good feedback and ideas also. It´s also a good motivation to keep updating and working on the game.


About the Game

The idea of the games is that the player is set out to hunt down a triad leader(or similar) in Hong Kong, his whereabouts is unknown so your job is to track him down. You do this by finding people in his organization for more clues. When you start the game you have a map with different locations available. These acts as levels and you can choose any order you want to visit them. As you get new clues new locations will be unlocked on the map for you to visit, and so on. I also want to include levels that are more stealth based (haven't tested this yet so it might not work at all), and some where you only take out one target.  

The main game mechanic is the ability to slow down time whenever you want. This is crucial to be able to clear a harder level. When you slow down time you can dodge bullet by rotate your character and also rack up shoots when killing enemies. In the future I want to extend this ability with some more stuff.

In progress
I have gotten quite far with the core game mechanic and overall art direction of the game.
Right now I´m remaking the whole AI system as the old one was a bit funky and ugly.
I´m also currently working on a trailer for the game and hopefully I will be done with that in a couple of days.

Here are some animated gifs of the game from 3 different levels (Subway station, Office, and Parking Garage)











You can also follow me on twitter
or at Facebook

Thanks for your time!  Toast Right
« Last Edit: October 31, 2017, 03:18:47 AM by vreski » Logged

Christian
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« Reply #1 on: February 24, 2014, 05:56:01 AM »

More visceral than Hotline Miami? That's the vibe I'm getting from those GIFs. The atmosphere with the blood splatter, the slow motion, details like the windshields shattering is awesome.
« Last Edit: February 24, 2014, 06:02:14 AM by Christian » Logged

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Sved
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« Reply #2 on: February 24, 2014, 06:16:37 AM »

I'm a big fan of 80s/90s Hong Kong movies and I quite liked Hotline Miami, definitely following this!

Few ideas:
- No extra ammo, just throw away away the gun and take the next one
- Undercover cop scenario with conflicts of interest, honor, lovable triad bosses and standoff betrayals
- long dives, two guns moves and gun-fu
- One level when you set up weapons around the place and wait for attackers (maybe a church... with lots of birds around ^^)
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... but that is mostly psychological. Check my devlog!
Christian
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« Reply #3 on: February 24, 2014, 06:21:39 AM »

Yes, John Woo style slow motion dives would be great.

Do you have any ideas for other gameplay scenarios? Motorcycles chases through crowded Hong Kong streets or foot chases (all while shooting in slo mo of course). I've been playing Sleeping Dogs so that might be influencing my suggestions Smiley
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vreski
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« Reply #4 on: February 24, 2014, 07:04:16 AM »

Few ideas:
- No extra ammo, just throw away away the gun and take the next one

Something like this needs to be in the game.  Grin

- Undercover cop scenario with conflicts of interest, honor, lovable triad bosses and standoff betrayals

This has been the idea from start that it needed to be some classic story from the movies, I'm currently re-watching a lot of the movies to get some inspiration story wise.

- long dives, two guns moves and gun-fu

I thought some about the dives (I LOVED the old HL1 mod The Specialists)
Im a little afraid that it will be a bit weird since the loss of perspective and height, but its definitely worth investigate I think.

- One level when you set up weapons around the place and wait for attackers (maybe a church... with lots of birds around ^^)

This is a good idea for a level to break with from the standard levels, and it should only happens once maybe. Taking notes on this one. Thanks.
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Udderdude
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« Reply #5 on: February 24, 2014, 08:19:42 AM »

Is this kind of like a top down Max Payne?  Sounds like it to me.  Looks cool so far.
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medombkowski
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« Reply #6 on: February 24, 2014, 09:41:34 AM »

This looks awesomely hectic. Excited to see where this goes!
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Christian
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« Reply #7 on: February 24, 2014, 09:56:14 AM »

Hope you don't mind, posted about the game on r/indiegaming and r/gaming

People seem to be very excited about it
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Manuel Magalhães
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« Reply #8 on: February 24, 2014, 10:12:20 AM »

this looks pretty cool.
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Eendhoorn
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« Reply #9 on: February 24, 2014, 10:41:31 AM »

Looks like it feels good to rip someone apart with your gun. Not sure if that's something I want to feel, but good job nonetheless  Durr...?
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Christian
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« Reply #10 on: February 24, 2014, 10:52:04 AM »

Some discussion about the game going on in the NeoGAF Indie Thread. Basically, how does the extreme gore relate to the HK action movie theme? Seems kind of extraneous compared to how violence is presented in the HK action genre
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dancing_dead
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« Reply #11 on: February 24, 2014, 11:01:15 AM »

looks great, the lens flare and the particle effects in particular make it look very, hmm, modern ^^

the violence seems a bit too instantaneous, it looks like the guns/shotguns are shooting compressed grenades, not bullets.

otherwise, carry on, you have my interest!
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vreski
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« Reply #12 on: February 24, 2014, 11:32:05 AM »

Some discussion about the game going on in the NeoGAF Indie Thread. Basically, how does the extreme gore relate to the HK action movie theme? Seems kind of extraneous compared to how violence is presented in the HK action genre

I read some of that, and I can say I agree that the blood is over the top as it is right now. Right now only one set of effects exist for all weapons and distances. My plan is to make it different based on weapons and distance you shoot someone. I could live with if you shoot someone point blank with the shotgun there should be fairly amount of blood, but not if you shoot someone with a pistol 50 m away from you.

Then again I like when there is a lot of visual impact upon shooting an enemy so once I get other stuff (paper, debris and whatnot) in there the blood might be scaled down. I just have to iterate some more on.. Or maybe it should just be a setting in the options menu (from "Realistic" to "Everything explodes!") Smiley

Also about the missing bodies it´s just the state of the pre-alpha status of the game, this will be fixed later on.
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feminazi
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« Reply #13 on: February 24, 2014, 12:39:09 PM »

looks kool
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YogX
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« Reply #14 on: February 24, 2014, 12:45:36 PM »

Wow - looks great!
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TWOxACROSS
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« Reply #15 on: February 24, 2014, 07:40:31 PM »

Hi! I just signed up for this forum because I saw this, and I'm really intrigued. I've been in love with John Woo and Hong Kong action flicks for a while, and one of my favorite games of all time is Stranglehold.

Regarding dives, I'd say just let the player dive over anything that isn't a wall, or, use the crosshair to help the player determine where they are able to shoot and dive, like, say the player is standing next to a car. They can shoot over the hood and trunk, but not the roof. When the crosshair moves the player's line of sight over the roof of the car, it can turn a different color to denote that line-of-sight, and therefore gunfire, is blocked. Then, the diving can follow that same line of thought, where diving is blocked when facing an obstacle that's too tall to move over. Plus, there can still be penalties on dives, like accidentally diving into a wall and being stuck on the floor after a dive, all of which leaves you open, so it pays to be mindful of when you dive.

Of course, this is just me, and I love firing two guns whilst jumping through the air  Tongue

Otherwise, you can always just let the player dive, but only in any place they could normally move, too, and then just make it a defensive move that shrinks the character's hitbox during use, but then greatly widens the hitbox while they are laying on the floor after the dive. Makes it a fun yet risky move.

If you give guns an alt-fire, you could give dual pistols an "two-way aim" where one gun is pointing toward the crosshair, and the other is pointing directly behind. Would certainly make slow-motion spinning shots more dramatic.

And yes, I would also love to see the "pop 'n' drop" on guns instead of reloading. Although I'd say you should only do it for smaller firearms. If shotguns are going to be the powerhouse that they are, they should probably have their usual slow reload time to balance it out.
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DarthBenedict
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« Reply #16 on: February 24, 2014, 08:02:33 PM »

Finally, a top down shooter with enough tomato sauce  Evil
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pluckyporcupine
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« Reply #17 on: February 24, 2014, 08:05:49 PM »

This seriously looks freaking awesome. The graphics style, all the little details, the visceral nature. I am really looking forward to seeing more.
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« Reply #18 on: February 24, 2014, 11:13:03 PM »

what engine is it? Did you write your own? Are you using Unity or maybe even Gamer maker?
Would love to hear some programming stuff (- :

looks nice! cant wait for more information
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« Reply #19 on: February 24, 2014, 11:43:35 PM »

Wow that looks sick :D

I made a "similar" game many years ago and I had a feature which would be maybe interesting for you too.
Beside the usual guns (handgun, shootgun, mg) I included a double beretta. While the player used this weapon the Aiming was made by the Character not the player like with the usual guns. Each Beretta aimed at the two nearest enemys by himself so the player just had to shoot. When only one enemy was in reach he aimed with both guns at the enemy.

I can send you a link of the (unfinished) game if you want.
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