Support my first personal game on Patreon! Sci-fi satire game

Recommended Posts

I saw someone else post their Patreon here, and he was not punished for doing so. So Im taking the chance as well :)
I have created a Patreon for my game OMEGAz to help me develop the game. The current budget is actually just my welfare, wich makes development tricky
https://www.patreon.com/Drakensson
I went indie in 2015 after working as a game-director in a local corporation for various specialists. My project there was cancelled so I left in the end.


OMEGAz synopsis:
You take the role as Kinsaku who infiltrates the headquarters of her city's security force named Proioxis, after they attacked her at home for not conforming to their rules.
Proioxis is an army built up by delusional and hostile fanatics, who have been allowed by the government to oppress citizens by silencing offensive speech, and punishing those who live lifestyles considered "damaging" and counterproductive to their ideals. The politicians running the country, approve of this political correctness policing.
Kinsaku was attacked because of her "sexual" clothing and for not promoting feminism.

Features:

  • You can control each bullet individually, or fire normally (selective fire mode)
  • The game will have stealth segments
  • A transgressive epic. A rebel of a game!
  • Absurd surreal humor like in Rise of The Triad (2013)
  • Large HQ anime sprites, no pixel or retro visuals
  • Starring: SJWs, White Knights and YOU

 SecurityRun.gif.5234137ba1a532867a13777300eab0d0.gif test.gif.fe5cb81e0d60a8f4a2054342df44f4cf.gif 

The game isnt meant to be a political message, just a crazy satirical and absurd experience. I am going to admit though, I do expect to recieve death-threats because of this game.

 

Edited by PosthasteGames

Share this post


Link to post
Share on other sites

  • Similar Content

    • By cyberspace009
      Hi!
       
      I managed to have a 2D pixel artist contact me to make some pixel sprite work for me. I am happy but also lost on how to go about setting up a work plan list for this artist.
      Can anyone lend me some tips on how to complete a work plan list?
       
      Thanks!
    • By Jon Bon
      Concept for combat in Meteor Bombardment 2
    • By Jon Bon
      Concept for combat in Meteor Bombardment 2
    • By Redlime
      I am a game development student working on a 2.5D beat 'em up brawler game in Unity as my final year project and I've been working on the ai for the enemies in the game. However, I've been unable to get the enemies to working properly as the enemies would be constantly stuttering and jerking while trying to follow the player. I've created a foreach statement and added some conditions that call for the robots to spread out and stay away from the player if it is not in an engaging enum state. This has been an issue plaguing the ai for a while now, analysing the animator, it seems like the robot's movement is instantaneously stopping and going which might be the reason causing this stuttering. But I'm not sure how to prevent the robot's movement from stopping and going. If anyone knows the reason why this is happening to the robots it would be much appreciated as my project is due soon and I'm still unable to fix such a game breaking bug! I've included a few videos below showing what is happening to my robots and also the stuttering shown inside the animator. I've also included the full script for my robots.
       
      Robots Stuttering
      Robots Stuttering Animator
      Robot.cs
    • By Emerald_Eel_Entertainment
      Forest-themed levels in 3D linear games seem to be tricky to pull off as. I primarily refer to first person games though this can easily be applied to third person games and possibly top-down games.
      Older games were limited by the hardware used at the time so texture space and polygon counts were important to manage. These games uses a flat texture of trees to create the illusion of depth or create rocky cliff walls to obscure parts of the scene the player is not meant to view.
       
      An example of a linear forest level is Forest Edge from Disney's Donald Duck: Goin' Quakers on the PlayStation 1.

       
      A relatively recent example of a linear forest level are portions the Outlands White Forest from Half-Life 2: Episode 2 on the PC. You can see that it looks more like a small narrow valley. For gameplay and readability it works well and doesn't feel artificial though it's not quite a dense forest.

       
      Outlast 2 did have areas set in tree-filled areas but the only indication of not being able to go through some bushes or trees are invisible barriers, which supposedly works but feels very artificial in my opinion.

       
      Some games in recent years like The Forest and Ark: Survival Evolved have made fully explorable forest levels but they are non-linear open world games. Since the respective games aren't linear in nature they have no need to funnel players through areas designed to be traversed.

       
      How can depth and believability be achieved without making the player confused or lose their direction? How can making a linear forest level be done without making the environment appear artificial?
      I created this topic as I'd love to hear what you guys think. I don't think there's a right or wrong way going about making a 3D linear forest level.
  • Popular Now