Hmm, how about - reply to this comment with a question that I can adress in the next video's new Q&A? :3 Also pleast stop designing the game in the comments. Id rather have you tell us what you like and dont like looking at the footage in the video, not weapon ideas.
I am once more blown away by you guys work. I do have a few questions :) Your mechs general shape reminds me a LOT of bandais 30 minute mission toys, have they been an inspiration? Have you considered getting in touch with them to maybe borrow some of their models, of not the IP itself, or maybe see if they'd be interested in making a model of one of your mechs as merch? A bit early in developement for that maybe, but the resemblence is striking :D Have you considered less "humanoid" mech bits? Like spider legs, reverse joint legs, arms that split into 4 (Maybe allowing 4 "handgun" weapons to be equipped, with each arm fiering them in "linked" syncronization?), bladed tails? or other stuff that could make a Mech less "human but big and metal" (Dont get me wrong, mechs in all kinds are awesome!) And finally, whats been the biggest surprise to you guys when developing this game?
@@petercottantail7850 you make a fair point. The tip does detach in a shooting manner but iirc lance gameplay revolves around parrying hits to follow up with a counter attack so that’s what went through my mind first. I’d say you’re probably more right though.
even better, a pile driver with two tipes of attack? first one is the classic hard hit and can be used multiples times, meanwhile the second tipe of attack is one that the rod after the attack get stuck on the enemy and explode 2sec later? can be used as a trump card or last resource to save yourself
Manual cooling is such a good idea! I hate that in most games means you just have to stop using your gun for a little. Actually needing to press a button is so much more engaging
I've been here from the first video of this project you guys are cooking up. With how it's gameplay resembles Armored Core, but still looks and feels a lot more different, I cannot wait to get it in my hands one day. But you guys should not rush it. Looking forward to the next update!
The pulse rifles "assault mode" and the tower shield gives me an idea. I'd love a shoulder cannon weapon ability that you could use with the tower shield. Basically making your mech playstyle being a locked down artillery bunker. Maybe make the shield 2 handed to balance it. I dunno, i just love sniper archetypes and shoulder cannons in mecha shows and it feels like a fun way to do both.
@@der_saftmonthis should be its own weapon like the booster shields from the hazel gundams shields meant to improve the capabilities of the machine you could have a thrust shield that gives the mech a shield bash that has high movement speed , an anti projectile shield that straight up destroys priyectiles in an arc but just blocking with it drains the shield gauge and a cannon shield that reudces movement speed but if held down can fire a railgun from the underside
A Heavy-Quad with Shield & Sniper Cannon is actually a really fun playstyle in Verdict Day, and provided your teammates can keep you safe, it's a pretty relaxed one.
This project is looking better with each devlog. I am looking forward to getting to play the finished product. The Heavy Pulse Rifle idea makes me feel like it could do well for more sniper-style Mech, so I hope to see a weapon that could be used for that sort of long-range combat. Perhaps a Railgun or Gun-Howitzer? Blastminer looks like it could be a mil-spec repurpose of a civilian industrial machine, which gives me vibes like RaD from Fires of Rubicon, and that game is awesome, so… 👍 The Lance gives me vague pilebunker/Gunlance vibes with the explosive stake follow-up option, so bonus points for making me begin contemplating how to cosplay the Alt Eisen from SRW in this game when it comes out.
@@EvaneCrow I have never heard of that, but upon looking it up, it's definitely "less dark and more anime-esque" as i said. The gundam part is not in the shapes of the mechs, but the more colorfull/higher scifi design (compared to AC), with maybe an underlying darker plot that we haven't seen in Rapid, but I'd apreciate.
A note on the UI, specifically the ammo indicators around the aiming reticle: I would recommend flipping the direction the bars travel. Having them decrease towards the middle makes it a lot easier to check the state of both weapons. For reference, this is done a lot with healthbars in fighting games, making it much easier to check both players health in tense situations, and I imagine it would help a lot here as well.
A melee or ranged weapon that can change forms and/or is based around slowly building up and unleashing big sttacks like the charge blade in monster hunter would be sick.
I hope you guys get the sense of scale correctly. Something I loved in AC6 was how you could see cars, roads, and buildings meant for actual people. It reinforced that you were actually in a giant mech and it was just great atmosphere for the game.
A impulsive thought i had with the melee weapons was {it'd feel nice to do high times, helm splitters and smack enemies into walls} the design with the guns seems to feel nice and stylish as it moves and shoots with a flowing verticality Atm this sense of style and flow may be partly lost with the melee weapons to a partial degree due to their more naturally rigid interactions, {a semi locked thrust forward, and combos in their face} A rising attack from the ground to hit a flying target or bring your target a little higher, slamming or dragging a flying drone into the ground with an extra hit or damage depending on how far the target falls, and a few animation cancels could return a "sense of flow" back to the weapons lost in their more naturally rigid design. these inclusions would make a melee only run of a level feel more even and distinct in flow, and combining from enemy to enemy with a firearm feel flashy i do not know how i'd format this as a question or if this would be too intensive to include in the game. i look forward to playing the game and wish the team a smooth and comfortable time with development.
Honestly yeah the melee weapons would need to have more fluid options like being able to have different comboes depebding on movement weirldy enough the best example for good melee gameplay in a mecha game is gundam braker 4 but that game is more hack n slash than tactical fast paced mech combat
Coming back to this video because there are three things that might help you sell the feeling of a mech game more: 1) The obvious one, sense of scale, regularly implementing things in the environment that remind the player that you are in fact towering over regular sized humans. But iirc you probably already got that covered or are working on it (I kinda assumed that that thing in the background at 10:31 will be replaced by a plane of some type) 2) the other one is a bit more subjective to me, adding mech parts that explicitly do not have the proportions of a scaled up human, classic examples are reverse jointed legs (depending on how well that works with you animation mesh) or heads that are so "misformed" or simply not spherical. May also arms/hands that don't have five digits 3) minimalistic idle animations. Moving around unneccessarily is just a waste of fuel but something like a sweeping scanner could work instead Another thing, completely unrelated to the things above, having your Plasma weapons tick up in Heat rather than down seems more intuitive (it's called overheating after all ^^). And, as somebody else in the comments pointed out, having the ammo bars degrade inwards makes it more intuitive as well. Anyway, really looking forward to the next Devlog, can't wait to see what you've been cooking up so far :)
Honestly, I admire the work you put into your game. I am an aspiring game developer myself. Admittedly, most of my projects have only progressed as far as ideas or drawn-out concepts, but your videos really motivate me.
this looks absoultely SICK. there is no way i am not buying this when it comes out. please keep working hard! it would be such a sahme to see this amazing project be forgotten.
I think part of the reason the player character looks like a human sized robot instead of a large mech, is because there's nothing to refer the scale to. The player is quite small relative to the environment so its hard to gauge how big the player is. Adding some small props would help a lot I think. Something everyone knows the size of, like a cars, roads, trees, etc.
11:33 adding several mech Ai voices would be a cool addition. Imagine a heavy mech with a deep aggressive voice, or maybe a more energetic voice to fit with faster playstyles. A softer and calm voice that makes you rethink about recklessly throwing your mech into a risky situation. Theres a lot of cool stuff you could do!
I think you should be able to duel wield shields for the meme, enhanced shield bash where you block incoming attacks, and a defensive momentum based combat style.
I think it’s very easy to understand why armored core is such a popular mech game, it’s simple yet genius leg system and build variety is very fun. Personally I always felt like the mechs could go beyond just legs though. It may be difficult to balance, but have you ever considered exploring more possibilities with the upper torso’s customization? As a huge mechanic fan I’ve always loved the idea of massive claw/jackhammer arms that act as weapons themselves, or multiple arms for wielding multiple weapons.
I love this so much!!! Watching these dev logs are filling the ADHD gremlin in my brain with tons of dopamine and serotonin. Don’t give up and remember to take breaks!
[idea] UI Design - I think it would be interesting to try experimenting with a UI design that allows for in-game or in world style indicators so perhaps attaching a level or guides or similar on the backside of the mech, maybe the legs you could have something cool like a belt feed or something that’s on the leg for certain weapons etc. This then effectively becomes an easy visual queue while also being a lot closer to the centre of the HUD, where the player is going to spend a majority of their time looking - avoiding fatigue that could lead to the player setting the game down and potentially not coming back to it for a while. Would also have merit if you don’t want to implement a settings option that allows bring the hud in closer as well. Player won’t have to move their eyes to the right and left-hand side which for someone that owns a wide monitor would somewhat ironically make a fast paced game more difficult as our eyes have to travel further to gain a quick glance. Outside of the mechanical aspects that I’ve listed above it also allows the art and designs that you can play with to have a whole tonne of cool extra designs that you can chuck in! Some of which may have been been sent to the chopping block but were super close to making it in. Doesn’t even touch on things the player can choose through either (upgrades-> backpack esq. or HUD upgrades - which could change the size/shape/widgets on the reticle to suit their playstyle. A melee player would care more about certain stats than a sniper/scout etc) Hope these chuck in some cool ideas - game that (although in an incredibly different vein) I can think of that’s done these sort of things well is Death Stranding and a couple others. If you’ve got feedback I’d love to bounce ideas around (I freakin’ love UI design lol)
My first thought when I saw XT-21 was "ooooh, they added bunker..." but then the introduction of the weapon rolled around and, no, it's the pile bunker mixed with the laser lance. Also, how, in the resees peanut butter f@%&, did you make a game the while so early in it's development, activates all of my neurons.
Jokes aside, I can tell that this game is so much more than an armored core, even if a lot of that game's DNA can be seen this one lol. Even if some aspects have been inspired by From's mecha game, (It's easy to draw upon it as a point of reference as one of the more popular representatives of the genre lol) it is clear that you built on top of those ideas until you improved them in some areas with yours, giving the old a fresh spin, and making them truly unique and your own. Besides that, the game simply oozes with its own personality and ideas that cannot be denied. The amount of passion on display is undeniable, either from the character customization, bouncy and fun-looking movement, or the distinctive shading that invokes an anime or a cartoon. This will go down as one of the better mech games once released, I can tell. Hope that this project will turn out the way you all want it to, and become the game of your dreams. I know I'll have as much fun playing it on release as you did making it in the first place. Can't wait to wishlist it on Steam.
As someone who loves Armored Core VI, I totally look forward to this. Also, major props for using part of the game's soundtrack as the background music.
Man I'm absolutely in love with what you and your team is crafting there! Really loved your ideas on making the shield more than just a "press button for less damage" with the instant counter, would be really cool to add a variation that reflects projectiles back at the enemies too!
The new UI is generally clean looking and attractive, but I would like to highlight the ammo counters being on either side of the screen. IMO, I think separating the ammo counters is more symmetric looking, but may lead to disruption in readability, since you now have to look at both lower quadrants of the screen even if you just need to take stock of your ammo in more detail than the center readout provides. Generally, having related information be closer visually will help people process information more effectively- think the Gestalt principle of Proximity. The full list of Gestalt principles may help you build a UI that is both functional and visually appealing if you’d find it useful. Great work!
Really looking forward to playing your game! Also i know this is probably not in the plan, but i think adding a future roguelike mode would be really interesting where you get random parts after a stage finishes
The game is looking amazing so far! Personally I'd love to see two handing apply to melee weapons too, as well as the player being able to forego using weapons at all and instead use some kind of martial arts for a max mobility oriented melee play style since having no weapons means you weigh that much less. To me there's nothing more satisfying in a game with enemies shooting at you, than throwing straight hands and dominating them. I would wonder if the style of martial arts might depend on your mech's weight or would be it's own selectable thing though if it were added. Also I love the look of blastminer, chonky boy.
weird ass duel blade that transforms into scissors A Slashharken (grappling hook unit) Wheel legs (vertical ascent using no energy on walls, assault boost backwards on ground) Overed Weaponry from ACVD And most importantly MORE SWAG STUFF!!!! I love this game so much
Now that I think about it, you could add transport types (cars, trains, aircraft, + roads and tracks) so that the facilities make sense on human scale instead of only mech scale, maybe even add walkways and doors.
Looks really cool man! Only thing i wasn't a big fan of is how the mechs teleport towards the opponent when mele-ing, looks like it needs a booster effect or something to show they are rapidly accelerating towards the opponent and slashing rather than just teleporting. Other than that tho - excellent dev log, its making me very excited to play the game when its ready!
I just want to congrats Michael and Matt, just the same as you Lev, for their amazing work. Lev being the face of the project can sometimes make us forget about the super important job that they are making, so I want to dedicate this insignificant comment to them! Thank you guys!
2:47 I wish we could able to have two different arms like one heavy arm on the left & one medium on the right & the heavy on carrying heavier weapons able to one-handed but heavier on that side so maybe if ur robot mack turns more on that side because it's heavier unique way to manage weight
So a suggestion I have is status weapons. A few that immediately come to mind for statuses are Electrified - Applying an electrified status twice within a short duration gives a stagger bonus on the attack. If multiple enemies are close by and are electrified, a bolt of electricity jumps between them dealing small, but immediate damage Weapon ideas for this: Coil Gun, Stun Baton Burn - Deals a stacking damage over time that wears off Weapon Ideas: Flamethrower, Molten Mace Corrosive - Reduces the defensive stats of the enemy and deals damage over time Weapon ideas: Sludge Bomb, Acidic Whip Hope this gives some ideas for status based weapons and what the statuses can do!
WOW! The game looks to be coming along fantastically. It's very impressive to see how far you guys have come over these past months. Something I do wonder about though, are the mechs themselves. Many of the mechs shown seem to have thrusters floating around the mech. Are they supposed to stay in place or will they eventually move around the character to give the illusion of additional thrust during combat? And what about adding more mech variations and gimmicks? Maybe adding set bonuses and more variation in the humanoid shape. For example adding a set bonus for ranged specialists. Where 2 parts of the same design could maybe increase accuracy while moving. Or maybe give projectile weapons extra magazines or reload speed. How about a mech that has barely functional limbs while subjected to friction and standard gravity, but becomes a menace while in the air or low gravity environments. And how about another mech that struggles to make use of boosters and stay in the air, but has significant mechanical strength to jump and run across the battlefield. Or maybe a mech that has huge top-down thrusters that are capable of smashing down on foes from above. Maybe even a brawler type with huge hands to thrust the fists towards enemies and launch themselves up in the air. Maybe it's just too much work to ask. I can barely even imagine how difficult it would be to combine the function of so many different parts to a balanced, functional mech platform. But I'd really like to see a game that fully utilizes the freedom of creativity that mechs give.
manual cooling mechanic is genius asf, i usually avoid energy based weapons in games bc of overheating but this seems like it makes combat a lot more fluid and engaging
This just popped up in my recommendations and now I am seeing this masterpiece I've never been such happy because of the recommendations until now!!!!!!!!! Now I cannot wait for this masterpiece to be ready to play. 🔥
This is the first video of yours that I've seen so apologies if you've already addressed this in some way, but I would love to see you guys add in a "funnel" type weapon (Funnel being the term used by Gundam to describe semi/autonomous bits that fly about and attack and/or protect for you.) It's a weapon type that AC6 only has one of, and I feel like it's extremely underutilized in mecha games. Probably because it's difficult to do. I'm interested in seeing where this project goes! Best of luck to you all working on it!
Not gonna lie, it would be really cool and interesting if you guys added weapon arms similar to armored core verdict day or Armored core 4 and for answer
Holy fuck, this is the game I needed. I have some ‘small’ ideas incase you ever need them; Hammer weapon, axe-like weapon, larger hitbox, and greater damage, but slower and, if 2-handed melee is implemented, 2 handed. On the topic of 2 handed melee, the axe could be both a ranged and melee weapon, with the handle for the blade being a musket-like weapon, or even a sniper of sorts. I would say I had another idea, but I don’t, and I still need to watch the previous devlogs. Here’s to hoping this goes well, I absolutely love it!
Loving what I'm seeing so far. my big critique right now would be that if you want to have voice acting in your game then you'll need a substantial upgrade in recording quality. although the voice itself didn't sound bad. Can't wait to get my hands on dual melee mechs again! After the hole that was left by AC6 I'm excited to see you choose not to shy away from it!
Aw yiss, I've been waiting for a new devlog like it's some kind of long-waited series or show! lol Melee weapons are looking good, would love to see stuff like a piston-powered greathammer, an awesome greatsword, and I dunno, maybe plasma whips? The assault stance on the laser rifle looks like it feels good to pull of. Feels like a sniper stance, it would be great to have the same thing available for some ballistic sniper rifles! Lastly, now that you have a greater variety of weapons in the game, maybe it would be smart to add a weapon-bay as a back-unit? This way we can sacrifice the back-unit to carry extra weapons, like going to a mission with dual melee + a backup ranged gun. The systems, guns, customization, mechanics and visuals of this project look all very strong and on the right path! I hope you guys take all the time you need to make sure the story and missions end up living up to the potential of your gameplay. Best of luck, and can't wait until we get a demo of sorts!
Every time i see this game I get more and more excited, it already looks so cool! Now that melee is in the game, it would be very cool to see it expanded... would be a dream to fly around with a greatsword or axe barbatos style!!!
I think it will be really cool if you added some "Secret specific part combinations" that will unlock a mech with a unique gimmick Let's just say you equiped a specific head, body, arms, legs, and a specific special boosters hidden in a secret area, when equiped together you now have the ability to transform your mech into an alternate jet mode
i think a different flipping animation based on weight would be nice bcz it would look weird seeing a bulky and heavy tungsten doing acrobatics it could do like an average double jump for the heavy class medium and light does the same flipping animation but the light makes it go higher and faster anim
To sell scale, maybe add some vehicles (cars, trucks, trains, tanks, preferably destructible) or some human sized structures, something with size of which people are immediately familiiar.
I love the way this game is looking so far. A tiny discretion I have is that the levels do seem slightly empty, but i know you haven't finished the game yet and know there will probably be more added. I need more games to play, so I'm looking forward to this one. I do have an idea though. Maybe some weapons that can change from guns to melee weapons like swords would be kind of cool, but i understand if you don't feel the need to add that. Keep up the good work.
Heavy armor is always a great thing in mech games but I can't help but feel like Blastminer is more chubby rather than armored, either way it look great♥
if i may say as a harcore armored core fan is that there needs to be something that sets this game appart from that, because right now alot of the things i am seeing look pretty much exactly what they do in armored core, like the aiming rectical, other than that, the game looks phenominal and i cant wait to see the finished product.
What i like, is that it has an artstyle and a graphic type that my pc seems to be able to handle, like supervive has, and i like it, gameplay itself is fun too so thats a big plus considering i lack a lot of power on my pc to roll some games ( biggest achievement is my pc being able to take armored core 6, with some delays as levels take a while to load.)
For the UI, it weirdly still feels like a placeholder and I don't know why exactly. My layman's guess is that the boxiness clashes a bit with how dynamic the gameplay is designed to turn out and the big spaces of just plain white feel too colorless for this game's aesthetics. Looking at Armored Core 6's UI, since that is a major inspiration behind this project, the way Fromsoft got around this issue was to make all resource bars, even health and boost energy, really thin, as well as having certain elements exist in internally darkened, usually labeled boxes, which would be a good replacement for the non-descript full white boxes of the core resources at least. It might be worth experimenting around with a different base color for the UI in general, at least for a slight deviation from the current stark white. Loving all the other changes and additions though and yeah, making the head smaller makes a surprising amount of a difference to sell the mech's scale, but I guess that is essentially the same effect as eye sizes on a creature design. Kaijus usually have proportionally tiny eyes for this reason. It's not immediately intuitive, but it works consistently.
I really like how the lance on the shoulder looks, but knowing myself I'd probably use the lance as my primary weapon. So I had the neat idea, seeing how customization is a big deal in this game, to have a secondary and maybe even tertiary "stance" for the weapons. As in, you can choose how your mech holds their weapons (at least when idle), adding a lot of customizability to personality. Something that to my knowledge hasn't been done before. It'd be super cool to see!
H E A V Y W E A P O N T I M E Okay but also, if we could get a customization where we could make our mechs left-handed, where the primary and secondary weapons are swapped, that'd be fantastic. No games ever cater to us South Paws and it makes me sad, I'd like to have my primary weapon in my left hand :
The game is looking so amazing, I'm looking forward to playing it. I have an Idea, It could be a reward for patrons or like a secret easter egg, you could have the placeholder of the pulse rifle, either make it something to find or a special reward for patrons/early access
I think it would be cool if the shield could be held on the right arm or both for hi-def, low-dam rams or used fused together to make a big shield, or even just two shorter shields for melee swings
Hot damn this looks like it’s going to be an amazing game! It feels like a Armoured Core style of game (which I already love) but with an amazing level of freshness and care put into it! Best of luck with all of it!
It would be cool to give dual wielding unique movement tech as a way of balancing and filling a niche. I mean we already kinda intuitively do it with the lance i.e. lances lunge. Something cool would be like the Sabimaru ability in Sekiro. You can whiplash behind an enemy as a branch in the moveset. Or alternatively a weapon that will launch you into the air. Or a weapon that can knock an enemy back or pull one in
This game honestly has a lot of potential. I hope you and the crew focus. On quality instead of. Quantity. Anyways hope y’all have a smooth ride developing the game!~ :) (Please don’t get cancelled. And turn out like the disappointment that we call Gundam evolution)
Giving the melee attacks slight knockback would be huge for visual feedback and sense of impact. And in regards to the level design you'll want a lot of vertical and horizontal geometry. Because of your omnidirectional movement a lot of the level geometry will be basically never relevant. Think crossbeams, collums, bridges, collpased buildings. Anything that can give physical space relevance
This game looks fricking AWESOME!!! I would love to work on a good looking and promising game like this! The UI is sooooo clean and the combat system is so well built! GREAT JOB
My desire is high hope this game makes widespread impact and gets the love every indie mech game deserves. Would love to see a funnel type shoulder weapon like from Gundam sazabi
when i saw the adaptive grip-only weapon, the first thing i thought of was: now make a weapon that's so big and heavy it requires both hands and at least one back slot to equip and use
This is the first video i've seen from you and this game is looking pretty interesting, im excited to see where it goes. Also the charge up laser rifle gave me an idea, what about a weapon that plays into movement and avoiding or even going directly into enemy fire? Heat management would also be a big factor. Struggling to put it to words so just gonna list it out and hope it paints a clear enough image 1. Gains heat from charging 2. Can only charge while doing defensive actions, such as dodging and blocking 3. Can Block projecting a shield while moving into enemy fire absorbing that damage to significantly increase both charge and heat, sort of using the enemies force against them 4. Must stand still to manually cool. Overheat forces you to stand still and possibly causes other detrimental effects What do you think? Could it fit the game, or maybe it would be a bit too unwieldy by sort of forcing the player using it into a particular defensive counter attack style?
The game looks amazing so far! One little think i can think to give is to try and make specifically your energy weapons sound a lot more bass-ey, max out the wubbage if possible. Its always a little disappointing getting your hands on an energy based weapon and for it to sound like a weirdly pitched ballistic weapon.
Im so mad hyped about this game personally id love to have several loadouts for different playstyles depending on preference for the level or enemy types, that seems really cool to me
Loving all of this❤ still hope that shields won't be locked to left arm only, maybe right arm shield would allow us to rush enemy down and bash them or some close range playstyle?
awesome effort! keep up the good work there..i can see some elements of my fav mecha games there, from arcade like Lock On, high paced old Mechwarrior or Heavy Gear, zone of enders
Hmm, how about - reply to this comment with a question that I can adress in the next video's new Q&A? :3
Also pleast stop designing the game in the comments. Id rather have you tell us what you like and dont like looking at the footage in the video, not weapon ideas.
Given the Armored Core inspiration, any plans to add other leg types? Quad legs, tank treads, hover jets, reverse joint, etc.?
@@inuxys Do you plan on adding anything besides a campaign or story mode? Like a wave based arena mode or something else like that?
Do y’all have any plans (or wishes) to put the game on consoles when it’s finished?
I am once more blown away by you guys work. I do have a few questions :)
Your mechs general shape reminds me a LOT of bandais 30 minute mission toys, have they been an inspiration? Have you considered getting in touch with them to maybe borrow some of their models, of not the IP itself, or maybe see if they'd be interested in making a model of one of your mechs as merch? A bit early in developement for that maybe, but the resemblence is striking :D
Have you considered less "humanoid" mech bits? Like spider legs, reverse joint legs, arms that split into 4 (Maybe allowing 4 "handgun" weapons to be equipped, with each arm fiering them in "linked" syncronization?), bladed tails? or other stuff that could make a Mech less "human but big and metal" (Dont get me wrong, mechs in all kinds are awesome!)
And finally, whats been the biggest surprise to you guys when developing this game?
is co-op and pvp planned?
*me equipping the heaviest body parts, the lance, and shield* My dreams of being a mech cosplaying as a Medieval knight can finally come true
A slow knight is a dead knight.
Do not be mistaken, it’s charging fast and too heavy to be stopped
Aw, don quixote is it!? Gallops on!
You had my idea. If you're too big to stop, who's gonna be there to contest you when you charge?
@@nullpoint3346 He's not a knight, he's a train with legs.
When I saw the lance and shield combined my brain just rang an alarm bell “Summoning all monster hunter lance players to the scene”
Sorry I’m insect glaive
@ and I bow to you
5:27 looks like gunlance me
@@petercottantail7850 you make a fair point. The tip does detach in a shooting manner but iirc lance gameplay revolves around parrying hits to follow up with a counter attack so that’s what went through my mind first. I’d say you’re probably more right though.
On the other hand, it’s also got Wyvern Stake
Having minimalist icons of weapons besides their names could make it easier to identify quickly.
Expanded melee system? You know what that means~
PILE BUNKERS/DRIVERS!
HELL YEAH SHOVING STEEL RODS WHERE THE SUN DONT SHINE
even better, a pile driver with two tipes of attack? first one is the classic hard hit and can be used multiples times, meanwhile the second tipe of attack is one that the rod after the attack get stuck on the enemy and explode 2sec later? can be used as a trump card or last resource to save yourself
@@RenanARodrigues "Trump Card"
_Alteisen has entered the chat_
welp its time to give em the handshake, rubiconian style
Manual cooling is such a good idea! I hate that in most games means you just have to stop using your gun for a little. Actually needing to press a button is so much more engaging
As a mech fan this looks very very sexy. I like the unique design of the mechs looking like a power suit to a certain degree.
I've been here from the first video of this project you guys are cooking up.
With how it's gameplay resembles Armored Core, but still looks and feels a lot more different, I cannot wait to get it in my hands one day.
But you guys should not rush it.
Looking forward to the next update!
The pulse rifles "assault mode" and the tower shield gives me an idea. I'd love a shoulder cannon weapon ability that you could use with the tower shield. Basically making your mech playstyle being a locked down artillery bunker. Maybe make the shield 2 handed to balance it.
I dunno, i just love sniper archetypes and shoulder cannons in mecha shows and it feels like a fun way to do both.
Maybe the shield could cover a 180° angle of your mech, then, if it is also two-handed.
@@der_saftmonthis should be its own weapon like the booster shields from the hazel gundams shields meant to improve the capabilities of the machine you could have a thrust shield that gives the mech a shield bash that has high movement speed , an anti projectile shield that straight up destroys priyectiles in an arc but just blocking with it drains the shield gauge and a cannon shield that reudces movement speed but if held down can fire a railgun from the underside
A Heavy-Quad with Shield & Sniper Cannon is actually a really fun playstyle in Verdict Day, and provided your teammates can keep you safe, it's a pretty relaxed one.
That sounds baller
Looks better than most modern AAA games
I know this isn't a priority for the game but I 100% still feel that a Multiplayer or maybe even Co-op would be awesome for this game
WOAHHHH!!!! I love the new melee stuff!!! I can't wait for more devlogs!
Indie devs are saving the gaming scene. Props to y'all 🤘👍
I'm so stoked for the release, keep up the good work!
This project is looking better with each devlog. I am looking forward to getting to play the finished product. The Heavy Pulse Rifle idea makes me feel like it could do well for more sniper-style Mech, so I hope to see a weapon that could be used for that sort of long-range combat. Perhaps a Railgun or Gun-Howitzer? Blastminer looks like it could be a mil-spec repurpose of a civilian industrial machine, which gives me vibes like RaD from Fires of Rubicon, and that game is awesome, so… 👍
The Lance gives me vague pilebunker/Gunlance vibes with the explosive stake follow-up option, so bonus points for making me begin contemplating how to cosplay the Alt Eisen from SRW in this game when it comes out.
This is basically Armored core, but less grimey distopian, and more gundam/anime-esque. Exactly what I'm looking for for a while.
the quipment looks like it. but to me this feels more like good old exteel (rip. i really miss that game but screw nexon).
@@EvaneCrow I have never heard of that, but upon looking it up, it's definitely "less dark and more anime-esque" as i said. The gundam part is not in the shapes of the mechs, but the more colorfull/higher scifi design (compared to AC), with maybe an underlying darker plot that we haven't seen in Rapid, but I'd apreciate.
A note on the UI, specifically the ammo indicators around the aiming reticle:
I would recommend flipping the direction the bars travel. Having them decrease towards the middle makes it a lot easier to check the state of both weapons. For reference, this is done a lot with healthbars in fighting games, making it much easier to check both players health in tense situations, and I imagine it would help a lot here as well.
A melee or ranged weapon that can change forms and/or is based around slowly building up and unleashing big sttacks like the charge blade in monster hunter would be sick.
I hope you guys get the sense of scale correctly. Something I loved in AC6 was how you could see cars, roads, and buildings meant for actual people. It reinforced that you were actually in a giant mech and it was just great atmosphere for the game.
A impulsive thought i had with the melee weapons was {it'd feel nice to do high times, helm splitters and smack enemies into walls}
the design with the guns seems to feel nice and stylish as it moves and shoots with a flowing verticality
Atm this sense of style and flow may be partly lost with the melee weapons to a partial degree due to their more naturally rigid interactions, {a semi locked thrust forward, and combos in their face}
A rising attack from the ground to hit a flying target or bring your target a little higher, slamming or dragging a flying drone into the ground with an extra hit or damage depending on how far the target falls, and a few animation cancels could return a "sense of flow" back to the weapons lost in their more naturally rigid design.
these inclusions would make a melee only run of a level feel more even and distinct in flow, and combining from enemy to enemy with a firearm feel flashy
i do not know how i'd format this as a question or if this would be too intensive to include in the game.
i look forward to playing the game and wish the team a smooth and comfortable time with development.
Honestly yeah the melee weapons would need to have more fluid options like being able to have different comboes depebding on movement weirldy enough the best example for good melee gameplay in a mecha game is gundam braker 4 but that game is more hack n slash than tactical fast paced mech combat
"All of us hold ourselves in high standards"
bro just stole the words right out of my mouth,
looking forward to the day I'll play your game.
Coming back to this video because there are three things that might help you sell the feeling of a mech game more:
1) The obvious one, sense of scale, regularly implementing things in the environment that remind the player that you are in fact towering over regular sized humans. But iirc you probably already got that covered or are working on it (I kinda assumed that that thing in the background at 10:31 will be replaced by a plane of some type)
2) the other one is a bit more subjective to me, adding mech parts that explicitly do not have the proportions of a scaled up human, classic examples are reverse jointed legs (depending on how well that works with you animation mesh) or heads that are so "misformed" or simply not spherical. May also arms/hands that don't have five digits
3) minimalistic idle animations. Moving around unneccessarily is just a waste of fuel but something like a sweeping scanner could work instead
Another thing, completely unrelated to the things above, having your Plasma weapons tick up in Heat rather than down seems more intuitive (it's called overheating after all ^^). And, as somebody else in the comments pointed out, having the ammo bars degrade inwards makes it more intuitive as well.
Anyway, really looking forward to the next Devlog, can't wait to see what you've been cooking up so far :)
Honestly, I admire the work you put into your game. I am an aspiring game developer myself. Admittedly, most of my projects have only progressed as far as ideas or drawn-out concepts, but your videos really motivate me.
Great devlog as allways. The voiceovers make me want to jump in right now !
this looks absoultely SICK. there is no way i am not buying this when it comes out. please keep working hard! it would be such a sahme to see this amazing project be forgotten.
I love customization and a lot of different armor parts in games like this, there can never be enough
I think part of the reason the player character looks like a human sized robot instead of a large mech, is because there's nothing to refer the scale to. The player is quite small relative to the environment so its hard to gauge how big the player is. Adding some small props would help a lot I think. Something everyone knows the size of, like a cars, roads, trees, etc.
11:33 adding several mech Ai voices would be a cool addition. Imagine a heavy mech with a deep aggressive voice, or maybe a more energetic voice to fit with faster playstyles. A softer and calm voice that makes you rethink about recklessly throwing your mech into a risky situation. Theres a lot of cool stuff you could do!
I've been begging for a really solid mech game and I'm ready for when this comes out in a few years
I think you should be able to duel wield shields for the meme, enhanced shield bash where you block incoming attacks, and a defensive momentum based combat style.
Another Dev Log that makes me so excited to see more, ya’ll are doing an amazing job
I think it’s very easy to understand why armored core is such a popular mech game, it’s simple yet genius leg system and build variety is very fun. Personally I always felt like the mechs could go beyond just legs though. It may be difficult to balance, but have you ever considered exploring more possibilities with the upper torso’s customization? As a huge mechanic fan I’ve always loved the idea of massive claw/jackhammer arms that act as weapons themselves, or multiple arms for wielding multiple weapons.
I love this so much!!! Watching these dev logs are filling the ADHD gremlin in my brain with tons of dopamine and serotonin. Don’t give up and remember to take breaks!
[idea] UI Design -
I think it would be interesting to try experimenting with a UI design that allows for in-game or in world style indicators so perhaps attaching a level or guides or similar on the backside of the mech, maybe the legs you could have something cool like a belt feed or something that’s on the leg for certain weapons etc. This then effectively becomes an easy visual queue while also being a lot closer to the centre of the HUD, where the player is going to spend a majority of their time looking - avoiding fatigue that could lead to the player setting the game down and potentially not coming back to it for a while. Would also have merit if you don’t want to implement a settings option that allows bring the hud in closer as well. Player won’t have to move their eyes to the right and left-hand side which for someone that owns a wide monitor would somewhat ironically make a fast paced game more difficult as our eyes have to travel further to gain a quick glance.
Outside of the mechanical aspects that I’ve listed above it also allows the art and designs that you can play with to have a whole tonne of cool extra designs that you can chuck in! Some of which may have been been sent to the chopping block but were super close to making it in.
Doesn’t even touch on things the player can choose through either (upgrades-> backpack esq. or HUD upgrades - which could change the size/shape/widgets on the reticle to suit their playstyle. A melee player would care more about certain stats than a sniper/scout etc)
Hope these chuck in some cool ideas - game that (although in an incredibly different vein) I can think of that’s done these sort of things well is Death Stranding and a couple others.
If you’ve got feedback I’d love to bounce ideas around (I freakin’ love UI design lol)
as a mecha fan i cry for the fact that i didn't know about this game sooner
this looks so good fam keep at it
My first thought when I saw XT-21 was "ooooh, they added bunker..." but then the introduction of the weapon rolled around and, no, it's the pile bunker mixed with the laser lance. Also, how, in the resees peanut butter f@%&, did you make a game the while so early in it's development, activates all of my neurons.
Jokes aside, I can tell that this game is so much more than an armored core, even if a lot of that game's DNA can be seen this one lol. Even if some aspects have been inspired by From's mecha game, (It's easy to draw upon it as a point of reference as one of the more popular representatives of the genre lol) it is clear that you built on top of those ideas until you improved them in some areas with yours, giving the old a fresh spin, and making them truly unique and your own. Besides that, the game simply oozes with its own personality and ideas that cannot be denied. The amount of passion on display is undeniable, either from the character customization, bouncy and fun-looking movement, or the distinctive shading that invokes an anime or a cartoon. This will go down as one of the better mech games once released, I can tell. Hope that this project will turn out the way you all want it to, and become the game of your dreams. I know I'll have as much fun playing it on release as you did making it in the first place. Can't wait to wishlist it on Steam.
As someone who loves Armored Core VI, I totally look forward to this. Also, major props for using part of the game's soundtrack as the background music.
Man I'm absolutely in love with what you and your team is crafting there!
Really loved your ideas on making the shield more than just a "press button for less damage" with the instant counter, would be really cool to add a variation that reflects projectiles back at the enemies too!
The new UI is generally clean looking and attractive, but I would like to highlight the ammo counters being on either side of the screen. IMO, I think separating the ammo counters is more symmetric looking, but may lead to disruption in readability, since you now have to look at both lower quadrants of the screen even if you just need to take stock of your ammo in more detail than the center readout provides. Generally, having related information be closer visually will help people process information more effectively- think the Gestalt principle of Proximity. The full list of Gestalt principles may help you build a UI that is both functional and visually appealing if you’d find it useful. Great work!
Beautiful.
As always, I wasn’t sure what to expect, yet you surpass my expectations ☆
I'm a big old anime/mecha nut and I like what I'm seeing here. Godspeed, devs, you've piqued my interest!
Really looking forward to playing your game! Also i know this is probably not in the plan, but i think adding a future roguelike mode would be really interesting where you get random parts after a stage finishes
Good lord I have never seen cooking like this in the indie scene it’s so inspiring.
The game is looking amazing so far! Personally I'd love to see two handing apply to melee weapons too, as well as the player being able to forego using weapons at all and instead use some kind of martial arts for a max mobility oriented melee play style since having no weapons means you weigh that much less. To me there's nothing more satisfying in a game with enemies shooting at you, than throwing straight hands and dominating them. I would wonder if the style of martial arts might depend on your mech's weight or would be it's own selectable thing though if it were added. Also I love the look of blastminer, chonky boy.
weird ass duel blade that transforms into scissors
A Slashharken (grappling hook unit)
Wheel legs (vertical ascent using no energy on walls, assault boost backwards on ground)
Overed Weaponry from ACVD
And most importantly
MORE SWAG STUFF!!!! I love this game so much
I'm so happy this showed up on my feed. An action oriented mech game sounds great, especially with a tower shield option!
Now that I think about it, you could add transport types (cars, trains, aircraft, + roads and tracks) so that the facilities make sense on human scale instead of only mech scale, maybe even add walkways and doors.
man im already loving where this is going D: the market needs mecha games like yours and armored core.
Looks really cool man! Only thing i wasn't a big fan of is how the mechs teleport towards the opponent when mele-ing, looks like it needs a booster effect or something to show they are rapidly accelerating towards the opponent and slashing rather than just teleporting. Other than that tho - excellent dev log, its making me very excited to play the game when its ready!
Your videos are intensely inspiring and cool looking. Can't wait for release!
I just want to congrats Michael and Matt, just the same as you Lev, for their amazing work. Lev being the face of the project can sometimes make us forget about the super important job that they are making, so I want to dedicate this insignificant comment to them! Thank you guys!
2:47 I wish we could able to have two different arms like one heavy arm on the left & one medium on the right & the heavy on carrying heavier weapons able to one-handed but heavier on that side so maybe if ur robot mack turns more on that side because it's heavier unique way to manage weight
Could be a backpack option
So a suggestion I have is status weapons. A few that immediately come to mind for statuses are
Electrified - Applying an electrified status twice within a short duration gives a stagger bonus on the attack. If multiple enemies are close by and are electrified, a bolt of electricity jumps between them dealing small, but immediate damage
Weapon ideas for this: Coil Gun, Stun Baton
Burn - Deals a stacking damage over time that wears off
Weapon Ideas: Flamethrower, Molten Mace
Corrosive - Reduces the defensive stats of the enemy and deals damage over time
Weapon ideas: Sludge Bomb, Acidic Whip
Hope this gives some ideas for status based weapons and what the statuses can do!
WOW! The game looks to be coming along fantastically. It's very impressive to see how far you guys have come over these past months.
Something I do wonder about though, are the mechs themselves. Many of the mechs shown seem to have thrusters floating around the mech. Are they supposed to stay in place or will they eventually move around the character to give the illusion of additional thrust during combat? And what about adding more mech variations and gimmicks? Maybe adding set bonuses and more variation in the humanoid shape. For example adding a set bonus for ranged specialists. Where 2 parts of the same design could maybe increase accuracy while moving. Or maybe give projectile weapons extra magazines or reload speed.
How about a mech that has barely functional limbs while subjected to friction and standard gravity, but becomes a menace while in the air or low gravity environments.
And how about another mech that struggles to make use of boosters and stay in the air, but has significant mechanical strength to jump and run across the battlefield.
Or maybe a mech that has huge top-down thrusters that are capable of smashing down on foes from above.
Maybe even a brawler type with huge hands to thrust the fists towards enemies and launch themselves up in the air.
Maybe it's just too much work to ask. I can barely even imagine how difficult it would be to combine the function of so many different parts to a balanced, functional mech platform. But I'd really like to see a game that fully utilizes the freedom of creativity that mechs give.
manual cooling mechanic is genius asf, i usually avoid energy based weapons in games bc of overheating but this seems like it makes combat a lot more fluid and engaging
This just popped up in my recommendations and now I am seeing this masterpiece
I've never been such happy because of the recommendations until now!!!!!!!!! Now I cannot wait for this masterpiece to be ready to play. 🔥
this is legitimately just armoured core and i love it
This is the first video of yours that I've seen so apologies if you've already addressed this in some way, but I would love to see you guys add in a "funnel" type weapon (Funnel being the term used by Gundam to describe semi/autonomous bits that fly about and attack and/or protect for you.) It's a weapon type that AC6 only has one of, and I feel like it's extremely underutilized in mecha games. Probably because it's difficult to do.
I'm interested in seeing where this project goes! Best of luck to you all working on it!
Not gonna lie, it would be really cool and interesting if you guys added weapon arms similar to
armored core verdict day or
Armored core 4 and for answer
always a treat to see these pop up on my feed, loving what I see!
Man it looks SO GOOOOOOOD!!!! I just can't help but love every little change you make
Holy fuck, this is the game I needed. I have some ‘small’ ideas incase you ever need them;
Hammer weapon, axe-like weapon, larger hitbox, and greater damage, but slower and, if 2-handed melee is implemented, 2 handed.
On the topic of 2 handed melee, the axe could be both a ranged and melee weapon, with the handle for the blade being a musket-like weapon, or even a sniper of sorts.
I would say I had another idea, but I don’t, and I still need to watch the previous devlogs. Here’s to hoping this goes well, I absolutely love it!
I am loving the direction this is going... I cant wait to play this myself
Loving what I'm seeing so far. my big critique right now would be that if you want to have voice acting in your game then you'll need a substantial upgrade in recording quality. although the voice itself didn't sound bad.
Can't wait to get my hands on dual melee mechs again! After the hole that was left by AC6 I'm excited to see you choose not to shy away from it!
Those chunky legs look 100% like tau crisis suit legs. Great devlog, really cool to watch!
Aw yiss, I've been waiting for a new devlog like it's some kind of long-waited series or show! lol
Melee weapons are looking good, would love to see stuff like a piston-powered greathammer, an awesome greatsword, and I dunno, maybe plasma whips?
The assault stance on the laser rifle looks like it feels good to pull of. Feels like a sniper stance, it would be great to have the same thing available for some ballistic sniper rifles!
Lastly, now that you have a greater variety of weapons in the game, maybe it would be smart to add a weapon-bay as a back-unit? This way we can sacrifice the back-unit to carry extra weapons, like going to a mission with dual melee + a backup ranged gun.
The systems, guns, customization, mechanics and visuals of this project look all very strong and on the right path! I hope you guys take all the time you need to make sure the story and missions end up living up to the potential of your gameplay. Best of luck, and can't wait until we get a demo of sorts!
Yooo this is looking great!!! Something that could make the mechs look more "mech-like" is making their torsos shorter.
Every time i see this game I get more and more excited, it already looks so cool!
Now that melee is in the game, it would be very cool to see it expanded... would be a dream to fly around with a greatsword or axe barbatos style!!!
I think it will be really cool if you added some "Secret specific part combinations" that will unlock a mech with a unique gimmick
Let's just say you equiped a specific head, body, arms, legs, and a specific special boosters hidden in a secret area, when equiped together you now have the ability to transform your mech into an alternate jet mode
i think a different flipping animation based on weight would be nice bcz it would look weird seeing a bulky and heavy tungsten doing acrobatics
it could do like an average double jump for the heavy class
medium and light does the same flipping animation but the light makes it go higher and faster anim
That's already implemented, check 2nd or 3rd devlog, I don't remember which exactly
@ oh really? i dont recall that actually but thanks for informing me!
This is so cool! I can't wait to see how this comes out! It is really cool to see the development process!
To sell scale, maybe add some vehicles (cars, trucks, trains, tanks, preferably destructible) or some human sized structures, something with size of which people are immediately familiiar.
I love the way this game is looking so far. A tiny discretion I have is that the levels do seem slightly empty, but i know you haven't finished the game yet and know there will probably be more added. I need more games to play, so I'm looking forward to this one. I do have an idea though. Maybe some weapons that can change from guns to melee weapons like swords would be kind of cool, but i understand if you don't feel the need to add that. Keep up the good work.
Heavy armor is always a great thing in mech games but I can't help but feel like Blastminer is more chubby rather than armored, either way it look great♥
Looking great. Its cool to see the thoughts going into the weapons and combat.
if i may say as a harcore armored core fan is that there needs to be something that sets this game appart from that, because right now alot of the things i am seeing look pretty much exactly what they do in armored core, like the aiming rectical, other than that, the game looks phenominal and i cant wait to see the finished product.
What i like, is that it has an artstyle and a graphic type that my pc seems to be able to handle, like supervive has, and i like it, gameplay itself is fun too so thats a big plus considering i lack a lot of power on my pc to roll some games ( biggest achievement is my pc being able to take armored core 6, with some delays as levels take a while to load.)
0:23 IS THAT V2?!?!
I'm going to ultratreat myself with a shot if gin if I see one more ultrakill reference
Hope we get a mindflayer in this game as well so I can “parry” her ass with my hand
ultrakill fans when they see a robot:
@MOTHDADDY1 nah it's cause he's red
The heavy armor looks great. This game looks amazing, and I hope it gets a full release at some point.
For the UI, it weirdly still feels like a placeholder and I don't know why exactly. My layman's guess is that the boxiness clashes a bit with how dynamic the gameplay is designed to turn out and the big spaces of just plain white feel too colorless for this game's aesthetics.
Looking at Armored Core 6's UI, since that is a major inspiration behind this project, the way Fromsoft got around this issue was to make all resource bars, even health and boost energy, really thin, as well as having certain elements exist in internally darkened, usually labeled boxes, which would be a good replacement for the non-descript full white boxes of the core resources at least.
It might be worth experimenting around with a different base color for the UI in general, at least for a slight deviation from the current stark white.
Loving all the other changes and additions though and yeah, making the head smaller makes a surprising amount of a difference to sell the mech's scale, but I guess that is essentially the same effect as eye sizes on a creature design. Kaijus usually have proportionally tiny eyes for this reason. It's not immediately intuitive, but it works consistently.
To make melee feel better - i feel like having enemies react to being hit better would be more satisfying!
I really like how the lance on the shoulder looks, but knowing myself I'd probably use the lance as my primary weapon. So I had the neat idea, seeing how customization is a big deal in this game, to have a secondary and maybe even tertiary "stance" for the weapons. As in, you can choose how your mech holds their weapons (at least when idle), adding a lot of customizability to personality. Something that to my knowledge hasn't been done before. It'd be super cool to see!
H E A V Y W E A P O N T I M E
Okay but also, if we could get a customization where we could make our mechs left-handed, where the primary and secondary weapons are swapped, that'd be fantastic. No games ever cater to us South Paws and it makes me sad, I'd like to have my primary weapon in my left hand :
The game is looking so amazing, I'm looking forward to playing it.
I have an Idea, It could be a reward for patrons or like a secret easter egg, you could have the placeholder of the pulse rifle, either make it something to find or a special reward for patrons/early access
I think it would be cool if the shield could be held on the right arm or both for hi-def, low-dam rams or used fused together to make a big shield, or even just two shorter shields for melee swings
Hot damn this looks like it’s going to be an amazing game! It feels like a Armoured Core style of game (which I already love) but with an amazing level of freshness and care put into it! Best of luck with all of it!
It would be cool to give dual wielding unique movement tech as a way of balancing and filling a niche. I mean we already kinda intuitively do it with the lance i.e. lances lunge. Something cool would be like the Sabimaru ability in Sekiro. You can whiplash behind an enemy as a branch in the moveset. Or alternatively a weapon that will launch you into the air. Or a weapon that can knock an enemy back or pull one in
Pls add secret mech parts around the levels when you launch the game. And the devlog is 🔥.
This game honestly has a lot of potential. I hope you and the crew focus. On quality instead of. Quantity.
Anyways hope y’all have a smooth ride developing the game!~ :)
(Please don’t get cancelled. And turn out like the disappointment that we call Gundam evolution)
I would 100% be a speed build blitzing the competition
Giving the melee attacks slight knockback would be huge for visual feedback and sense of impact.
And in regards to the level design you'll want a lot of vertical and horizontal geometry. Because of your omnidirectional movement a lot of the level geometry will be basically never relevant. Think crossbeams, collums, bridges, collpased buildings. Anything that can give physical space relevance
This game looks fricking AWESOME!!! I would love to work on a good looking and promising game like this! The UI is sooooo clean and the combat system is so well built! GREAT JOB
My desire is high hope this game makes widespread impact and gets the love every indie mech game deserves. Would love to see a funnel type shoulder weapon like from Gundam sazabi
when i saw the adaptive grip-only weapon, the first thing i thought of was:
now make a weapon that's so big and heavy it requires both hands and at least one back slot to equip and use
This is the first video i've seen from you and this game is looking pretty interesting, im excited to see where it goes. Also the charge up laser rifle gave me an idea, what about a weapon that plays into movement and avoiding or even going directly into enemy fire? Heat management would also be a big factor. Struggling to put it to words so just gonna list it out and hope it paints a clear enough image
1. Gains heat from charging
2. Can only charge while doing defensive actions, such as dodging and blocking
3. Can Block projecting a shield while moving into enemy fire absorbing that damage to significantly increase both charge and heat, sort of using the enemies force against them
4. Must stand still to manually cool. Overheat forces you to stand still and possibly causes other detrimental effects
What do you think? Could it fit the game, or maybe it would be a bit too unwieldy by sort of forcing the player using it into a particular defensive counter attack style?
The game looks amazing so far! One little think i can think to give is to try and make specifically your energy weapons sound a lot more bass-ey, max out the wubbage if possible. Its always a little disappointing getting your hands on an energy based weapon and for it to sound like a weirdly pitched ballistic weapon.
Im so mad hyped about this game
personally id love to have several loadouts for different playstyles depending on preference for the level or enemy types, that seems really cool to me
Loving all of this❤
still hope that shields won't be locked to left arm only, maybe right arm shield would allow us to rush enemy down and bash them or some close range playstyle?
awesome effort! keep up the good work there..i can see some elements of my fav mecha games there, from arcade like Lock On, high paced old Mechwarrior or Heavy Gear, zone of enders