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Showing results for tags 'Shooter'.
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I've got a pretty big games backlog that I'm working my way through, and I've decided to clear a big chunk of it out by playing all the FPSes in chronological order. So I thought I may as well post my thoughts here. It'll likely take a long time - I don't have that much time for gaming at the moment - so this thread may not get updated very regularly. I'll probably play through a lot of the early ones on easy, because I've got a lot to get through and some of those 90s FPSes are crazy tough. I'll also give up on a game if I'm hating it. I'm going to try and stick to the original experience, so no mods and no mouse look for the earliest ones (including DooMTM even though apparently it was possible - no one outside of id actually did that, right?). I'll allow some genre-bleeding. I'll also probably mention a few that I've played previously and can remember my impressions of. My list (mainly for my own interest, I've given a colour rating (only 75 emoticons allowed so couldn't do thumbs!) to all the games played so far. It's mainly about my final enjoyment level rather than a broad review of the game as a piece of art):
I might as well try my hand at one of these devlog things, so here goes: I'm working on an "Acrobatic Shooter", which is the best name I've found for the informal subgenre of Third Person Shooters that includes games like Vanquish and Resident Evil 4/5/6. Games like this are primarily about the skillful avoidance of attacks, but with a focus on the complexity and physicality of animation driven movement as opposed to the simplistic/abstract movement of classic First Person Shooters - it's all about the interesting limitations and possibilities afforded by controlling a character with a physical body, albeit an unrealistically agile one in most cases. My particular take focuses on the character action game influence that this genre has always had, giving players a sword and making the process of swapping between it and your guns as effortless as possible to encourage the judicious use of both. You have to keep moving with purpose to stay alive, but every attack limits your movement in a different way, so the game is all about deciding which move to use, and when. Here's my best attempt to encapsulate the concept in gif form: I'm going to try to do at least one update per week... We'll see how that pans out.
Hey Everyone! I wanted to post my current progress on a game I've been developing over the course of 9 months or so. I work for about an hour or two most mornings before work / my wife wakes up. It's a Sci-Fi top down dungeon crawler / shooter / loot game. The systems are a weird hybrid of Diablo and Destiny (the power progression and equipment work very similar to Destiny / The Division). I have a video of the latest build up on youtube which you can see here: and if you're so inclined you can download the latest build here from my google drive: http://bit.ly/2wIJud4 The current build doesn't have an ending and there are many known bugs. I just wanted to share what I've been up to with people. Thanks and I hope you enjoy it! Addendum: This is made using Unity3D and is intended for PC / Mac (hence why there are two executables in the build folder).
Hi all, I'm going to be working on updating my Wizard Jam game, Rogue Robot Rogues. The plan is to get it to a somewhat final version ready for exhibiting to EGX in September, so as part of this I'm going to be releasing regular updates building up to the leftfield submission at the end of the month and then after that until the conference. So without further ado here is the first update. Rogue Robot Rogues, Version 4.1 - Health Up The main focus of this new version is a power up system. The power ups have a chance to be dropped by shielded enemies, after which they need to be shot and then they will activate an effect. Currently there's only one power up, a health drop which gives back one data orb when collected. The idea with this system is to add longevity to each run of the game, so it's not just entirely downhill from the first loss of an orb. I've got plans for two other power ups at the moment that I'll be working on over the next week. Link: https://mythalore.itch.io/rogue-robot-rogues Wizard Jam Post: https://www.idlethumbs.net/forums/topic/10913-release-vers-3-now-up-rogue-robot-rogues-or-disable-enemies-to-reveal-enemies/