Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411953 Posts in 69435 Topics- by 58478 Members - Latest Member: Maiu

June 13, 2024, 06:39:20 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsNeo Enigma (platformer destroying huge robots)
Pages: [1]
Print
Author Topic: Neo Enigma (platformer destroying huge robots)  (Read 1239 times)
Bombini
Level 2
**



View Profile WWW
« on: April 23, 2024, 10:26:34 PM »

Hello everyone and welcome to a new dev log!

Neo-Enigma will be high-stakes platformer set in a futuristic city under siege by colossal robots with unknown origins.
The game will consist of two parts.

The city view with the attacking robots:



The platform levels themselves where the player takes on the role of a skilled agent tasked with infiltrating the robots, collecting crucial intel, and ultimately destroying them from within as this seems to be the only option for now:



One of the first concepts:




There will be a light xcom-like research tree to solve the mystery where the robotscome from and how to stop them finally.

Next steps:
I am currently playing around with look&feel, art, world building and prototyping of systems the robots could have. Trying to find the right color palettes, styles and fun in the levels. Its still very rough also with some place holder art.
Se you soon!

Join the community:
https://discord.gg/XukUBzs


« Last Edit: May 16, 2024, 06:26:29 AM by Bombini » Logged

Bombini
Level 2
**



View Profile WWW
« Reply #1 on: April 28, 2024, 09:58:52 PM »

A new element has found its way into the levels. The turret Wink



Next will be collecting intel and the enemies.
« Last Edit: May 07, 2024, 10:36:49 PM by Bombini » Logged

Bombini
Level 2
**



View Profile WWW
« Reply #2 on: April 29, 2024, 10:59:14 PM »

I have been thinking about how to communicate to the player how the systems of the robot are, energy level, threat in general and so on. I was thinking....if I crack open an enemy huge robot and explore it...there wont be any displays I might be able to read.

So why not get a monitor from your base, hack it into the systems in the entry point of the level and see som info there instead of adding just UI bars. I still might add info like ammunition and so on for the player in a UI element but maybe I try to avoid as much UI elements as possible.


« Last Edit: May 05, 2024, 09:38:19 PM by Bombini » Logged

bleeks
Level 0
***

GunnSwitch


View Profile WWW
« Reply #3 on: May 04, 2024, 04:21:15 PM »

Fun concept. Like the city view scene, looks cool
Logged

Kelsey Cidade
Cidade Art Productions
http://www.cidadeap.com
Bombini
Level 2
**



View Profile WWW
« Reply #4 on: May 05, 2024, 10:46:05 AM »

Thanks!
More updates an a rough prototype soon
« Last Edit: May 06, 2024, 06:32:58 AM by Bombini » Logged

Bombini
Level 2
**



View Profile WWW
« Reply #5 on: May 05, 2024, 09:44:33 PM »

I want to finish some enemies for testing before i get back into the city and overall game loop.
There should be turrets, walking enemies and floating enemies to start with.

They also should have several layers of protection as you can see in my first tests:

Logged

Bombini
Level 2
**



View Profile WWW
« Reply #6 on: May 16, 2024, 06:26:20 AM »

Hi everyone,

I am currently testing the system how to win each level aka shutting down the robot you are in. There will be two ways. One is finding strange symbols which you can after scanning hack into a main cpu. The other harder way will be to destroy its structure. Here you see a symbol being scanned. The player would have to wait for the scan to be complete. Enemies will register and try to stop the scan.

Here a first test:



Here a test where you apply a scanning device and changing the code in the main CPU (all wip; code change would only work when scanned):

Logged

bleeks
Level 0
***

GunnSwitch


View Profile WWW
« Reply #7 on: May 16, 2024, 10:08:10 AM »

That armor/slowly destructing like that is really good, how is that going to play out in the game? Will the enemy keep moving at you and attacking even with no head? Either way thats a cool effect.
Logged

Kelsey Cidade
Cidade Art Productions
http://www.cidadeap.com
Bombini
Level 2
**



View Profile WWW
« Reply #8 on: May 18, 2024, 12:43:14 AM »

The initial idea was to have that system instead of a healthbar for better immersion.
I also want to include weak spots which make more damage (the glow red/orange parts) and i also will include that the robot loses some features like path finding when the head is off. This should be fun.
Here a nore advanced version:

Logged

Bombini
Level 2
**



View Profile WWW
« Reply #9 on: May 24, 2024, 07:24:05 AM »

It is time to make the enemies smarter and i am starting with the floating ones.
Two features i wanted compared to my previous games are "the enemy should be able to find/follow you" and "the enemy should undestand if there is an obstable in the way or if the line of sight is free to shoot".


I am very happy with my first tests. Art is WIP and the lines are just to show case the line of sight which is accomplished using raycasting. I still need to finetune the moving and so on but the system seems to work. No more need for big rooms when i have enemies so they dont get stuck behind tiles Smiley

Logged

Bombini
Level 2
**



View Profile WWW
« Reply #10 on: June 01, 2024, 08:40:11 AM »

The standard robot got a nasty laser which it fires when it sees you plus...a nice explosion when the robot is destroyed:




I also added a new enemy type which is awakening whe it sees you, starts running at you and explodes on contact or if fast
enough destroyed:



Adding the tile art and room unlock feature it its a nice enemy Wink

« Last Edit: June 01, 2024, 08:45:14 AM by Bombini » Logged

Bombini
Level 2
**



View Profile WWW
« Reply #11 on: June 12, 2024, 12:00:51 PM »

First level and playable incoming soon Smiley

Logged

Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic