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October 20, 2019, 12:43:40 PM

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TIGSource ForumsCommunityDevLogsBreakneck City - 3D Beat 'Em Up!
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Author Topic: Breakneck City - 3D Beat 'Em Up!  (Read 257 times)
Alec S.
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« on: October 05, 2019, 12:20:13 PM »

Breakneck City

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.



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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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