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TIGSource ForumsCommunityDevLogsBreakneck City - 3D Beat 'Em Up!
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Author Topic: Breakneck City - 3D Beat 'Em Up!  (Read 907 times)
Alec S.
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« on: October 05, 2019, 12:20:13 PM »

Breakneck City


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A few days I started work on a 3D Beat 'Em Up called Breakneck City.  In addition to classic-style, arcadey Beat 'Em Up combat, the game will feature environmental interactions and hazards that can be used to your advantage (or disadvantage) in combat.



« Last Edit: December 19, 2019, 05:54:34 PM by Alec S. » Logged

Alec S.
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« Reply #1 on: October 06, 2019, 09:05:25 PM »

Since this is a beat-em-up, I'm legally required to add co-op to the game.

Also, worked on the camera to let it track multiple targets and keep them in frame.  I use it both to keep track of both players, as well as to follow enemies when they get launched.

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Superb Joe
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« Reply #2 on: October 07, 2019, 09:11:29 AM »

while it obviously has a different design philosophy and execution, i would highly recommend playing or watching some of the yakuza games for reference on how the environments of cityscapes can be used as points of interactivity in a beat em up
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Alec S.
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« Reply #3 on: October 07, 2019, 09:23:17 AM »

Way ahead of you. The Yakuza games are definitely serving as a a point of reference for environmental interaction.  While, like you said, I want to handle things a bit differently in terms how the underlying mechanics of how those interactions happen, the Yakuza games definitely provide some inspiration.
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WaywardEmcee
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« Reply #4 on: October 08, 2019, 03:29:50 AM »

I'm curious about how have you setup your environment. Are they just meshes that you've textured pixel art onto, or are you using some sort of tiling implementation?
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Alec S.
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« Reply #5 on: October 08, 2019, 01:51:38 PM »

Textures on a mesh, but the environment mesh is (mostly) made up of evenly-sizes squares, so the squares are moved onto the respective tiles on the UV map.

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Alec S.
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« Reply #6 on: November 06, 2019, 03:06:17 PM »

Adding more interactions.  So far I've shown off interactions based on characters getting knocked into things (walls, garbage bins).  I've now also added interactions based on dodging into things:



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cynicalsandel
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« Reply #7 on: November 06, 2019, 06:05:29 PM »

how are you so prolific
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Alec S.
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« Reply #8 on: November 06, 2019, 07:17:49 PM »

A combination of code re-use, scope control and necessity
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fuedhq
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« Reply #9 on: November 12, 2019, 10:26:24 AM »

Pretty great stuff!
I hope to be able to make one at some point (but 2d).
I have been trying to get something close to this

https://youtu.be/hIJm_cSb_VU?list=FLL0P4AeySAhyfD1vlkt2sAw

These other video here specialize on characters taking a beat.




I hope it helps inspire. keep it up, your game is looking great so far!
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Beastboy
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« Reply #10 on: November 14, 2019, 04:21:05 PM »

Wow, this looks amazing, woud love to see some more animmations and details in backgrounds and a cyborg character to play with, large variety in characters and pickup wpns, still the main combat gameplay seems solid af, looking forward to play this beauty
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Alec S.
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« Reply #11 on: November 23, 2019, 10:54:49 AM »

I've been working on some level design

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seth
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« Reply #12 on: November 23, 2019, 05:54:44 PM »

Wow, this looks very cool.  The pole attack reminds me of the episode of Family Matters where Steve Urkel drinks a potion that makes him like Bruce Lee.
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Alec S.
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« Reply #13 on: December 21, 2019, 09:54:47 AM »

Screenshot Saturday


Also, Breakneck City now has a Steam Page




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michaelplzno
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« Reply #14 on: December 22, 2019, 07:09:35 PM »

This is a very rad color pallet.
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