Jump to content
  • Advertisement
Yotingo

PC Kpoo - Rhythm FPS

Recommended Posts

6zgdWSO9vFm18S-mIi6ZNUCGIg64vCHiJCsgMUks
 
Hello!
 
This isn't an ad. I'm looking for help.
(I guess it's an ad for help)
 
This game is being developed by my wife @BreViolets and I @Yotingo. We want to make something unique but don't have a lot of resources. It takes a lot of time to test things that have never been done. Please help us with testing and suggestions so we can create something exciting together!
 
Facts:
 
- Glen is the only living thing on the mountain but he's not alone.
- Glen's dead wife is still with him.
- The spirits are angry.
 
Reflexes, wit, and a tempo of terror will be required to survive.
 
Can Glen be back in time for dinner? 
 
A delicious blend of zesty action and hearty tactics. Lightly sprinkled with morbid comedy and a hint of rhythm. Pairs beautifully with a bottle of dry masochism.
 
GamePlay.png
Desktop_10_09_2017_17_27_53_05.gif
 
It's All About Perspective...
 
You can switch perspective at anytime* with the press of a button.
 
*Okay, almost anytime.
 
In First Person you see the world as Glen does. 
Things aren't quite so scary, the world is beautiful, and his wife is alive. 
He's a slick dude who can fight back and kick butt!
 
In Third Person you see what's really happening. 
Unglued Glen only has an imaginary finger pistol, his wife is very dead, and the angry spirits are all around him. 
The good news is that you can mark specific enemies for Glen to shoot in his mind (First-Person)
 
What About Rhythm?
 
Each enemy shot will sound a beat in response to your action. 
Some enemies are a kick, others might be a snare, or hi-hat. 
Shooting before you hear the beat will result in a reload.
 
Let's Multiply!
 
Every successful hit will increase the size of your cross-hair and damage everything hit within.
 
Story.png
Desktop_10_09_2017_17_27_53_05_6.gif
 
Once Upon a Time...
 
A traumatic event claimed the lives of Glen's family. Unfortunately he isn't prepared to let them go, literally. 
In Glen's mind, everyone is alive and well so he treats them as such. As you can imagine, this can get awkward at times. 
Did we mention this is a dark-comedy?
 
6.jpg
 
 
Get Started!
 
Here's the download key:
 
System Requirements: This is something we would like to learn from testing actually. Windows only for now.
 
Feedback Requested: We are looking for any and all feedback. If you have a thought, we'd like to know about it. Specifically, anything related to combat mechanics would be most helpful!
 
We need you internet, you're our only hope.
Edited by Yotingo

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By RoKabium Games
      Been a bit quiet recently, but we've been busy bug fixing and tweaking things... Now we have lots more 'Particle effects' in the game, specifically here the Flamethrower and Enemy attacks!
    • By Alexander_Vovk
      Hello Guys!
      Please share your experience, where is it better to find sales manager  specialists for indie team of 6 + people(remotely)?
      Maybe someone has a good experience of cooperation with finding projects through sale managers(USA and Canada)?
        
      In our team more than 6 developers. We are working since 2014 now we are looking for projects mainly on upWork and Unity Connect.
      But that's not enough 
      This is the site of our team https://www.sixteensq.com/             
                                                 https://www.behance.net/Dezignw136f
      Thank you
      Best Regards
      Alex Vovk
      Co-Founder of Sixteen Squares
      Alexander_Vovk@outlook.com
       
    • By JoshuaFraser
      Hi and thanks for reading, I have an issue with this reactive crosshair script, everything works fine until I start changing the offset. Give the script a go and you will see what I mean, when I do SetOffset(0f); it doesnt always set back to the origional state, if anyone can spot a fix I'd be super appreciative!
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class ReactiveCrosshair : MonoBehaviour { [SerializeField] GameObject c_limb_prefab; private float center_offset = 0f; private float current_offset = 0f; private float max_offset = .5f; private int number_of_limbs = 4; private float limb_length = .05f; private float limb_width = .005f; private List<GameObject> c_limbs = new List<GameObject>(); public void SetupCrosshair(){ for (int i = 0; i < number_of_limbs; i++) { GameObject line_go = (GameObject)Instantiate (c_limb_prefab); line_go.transform.SetParent (this.transform); Vector3 limb_pos = new Vector3 (0f,0f,0f); //line_go.transform.position = limb_pos; line_go.transform.localPosition = limb_pos; LineRenderer line = line_go.GetComponent<LineRenderer>(); line.startWidth = limb_width; line.positionCount = 2; line.SetPosition (0, line_go.transform.localPosition + new Vector3(center_offset, 0f, 0f)); line.SetPosition (1, line_go.transform.localPosition + new Vector3(center_offset + limb_length, 0f, 0f)); line.useWorldSpace = false; c_limbs.Add(line_go.gameObject); } if (c_limbs != null) { OrientLimbs (); SetOffset (0f); } } public void OrientLimbs(){ for (int i = 0; i < c_limbs.Count; i++) { float rotation_step = 360f / (float)c_limbs.Count; c_limbs [i].transform.RotateAround (c_limbs[i].transform.position, c_limbs[i].transform.forward, 90f + (rotation_step * (float)i)); } } public void SetOffset(float _current_spread){ float offset = Mathf.Lerp (0f, max_offset, _current_spread); for (int i = 0; i < number_of_limbs; i++) { if (offset > current_offset) { Vector3 pos = c_limbs [i].transform.position + (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } if (offset < current_offset) { Vector3 pos = c_limbs [i].transform.position - (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } } Debug.Log ("SetOffset() offset: " + offset.ToString () + " _current_spread: " + _current_spread.ToString() + " localPos: " + c_limbs[1].transform.localPosition); current_offset = offset; } }  
    • By Erik Nivala
      So, as the title says i am trying to figure out a good way sync all that information with other players in Unity. My problem is that i can't come up with a good solution since i am used to creating classes for everything e.g. attachments are its own class and then the weapon would save a reference to that attachment. But since you can't send custom classes over [Command] & [ClientRPC] i am a little stuck. A solution for this would be giving each attachment for a slot a unique ID and then passing the ID to other player but i feel like that is very error prone if other ppl add a new attachment or the IDs get mixed up.
      Is there a "standard" way that this is usually done that i am missing?
      I am fairly new to programming so any help is appreciated!
    • By Paul Bto
      State of the search
      I'm not looking / I'm still looking
       
      Description
      It is a third person game where you join more players to fight against bosses in the PvE style of the mmorpg, looking for online companions to help you defeat your enemy, where everyone does their respective work, such as tank, dps or heal, in groups of 5 or 10 players.
      The difference with other mmorpg is that here, since there is no open world, you will not have to go through it doing hundreds of missions and using many hours to get to the content that really interests you, which, in the case of PvE, are the dungeons and raids.
       
      Objectives of the project
      For this project we will first make a demo that will only be the boss of a 5 player dungeon.
      The first phase of this project is to release a video gameplay for crowdfunding (kickstarter maybe), so we will focus more on the visual, which could be falsified if the mechanics do not work. If the crowdfunding gives green light would be the game, which if in turn would work would be updated in the future with more dungeons and bands. The ideal would be to make a playable demo.
       
      Compensation
      If this game generates benefits outside crowdfunding, the profits will be distributed depending on the work and disbursement of each one.
       
      Technology
      Unreal. If you want to learn how to use this software with the project, you can.
       
      Required profiles
      - At the moment 2 Programmers (if has multiplayer knowledge in Unreal better).
       
      - 1 2D Artist to make the interface design and some concepts. You are going to try make interfaces like this:

      It would be ideal if you can devote at least 7 hours by week.
      It is a plus if you have experience with high level PvE content in some mmorpg.
       
      Team structure
      Pablo. Environment artist.
      Diego. Character artist.
       
      Web
      Waiting until the equipment is assembled.
       
      Contact
      pablo.barreto.jimenez@gmail.com
       
      Additional Information
      I have the GDD, it depends on the work but, I think the demo could be done in 6 months.
      Here I leave some images of what I did of the project in Unity, where basically I have been testing (The project will be done in Unreal):



       
      Desired feedback
      If you think you can give me some advice about the project, feel free to give your opinion.
       
    • By MintyLyton
      I'm looking for any team / people that need a programmer for their project. I'm looking to expand my portfolio which you can see Here. I'm more experienced with Unity but I can spend the time to learn new Engines if that's your preference. I have worked on Unreal Engine 4 before but I might take some time to re-learn it, if the project requires it. Feel free to DM here or use the contact info on my website. 
    • By ethancodes
      I'm working on a system for my game that will allow the player to stack pick ups in a queue. As one pick up expires, the next automatically activates. I'm having an issue though where if I pick up the first one, it activates fine, but if i pick up a second directly after it, it overrides the first one, activates the second one, and then once it has run it's course, everything goes back to normal gameplay, no first pick up. I'm not sure why this is happening. Hopefully someone can spot what I'm doing wrong in my code.
      Here is the code for the pick up manager:
      // Update is called once per frame void Update () { if (pickUpQueue.Count != 0 && !pickUpActive) { pickUpActive = true; pickUpQueue[0].ActivatePickUp(); } DeactivatePickUp(); } void DeactivatePickUp () { if (pickUpQueue.Count != 0 && pickUpActive) { Destroy (pickUpQueue [0]); pickUpQueue.RemoveAt (0); pickUpActive = false; } } And here is the PickUp:
      public override void ActivatePickUp () { ball.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... ball.GetComponent<Ball>().StartCoroutine(timer); //...set time that power up is active }  
      There is also a Base Pick Up:
      public void OnCollisionEnter2D (Collision2D collision) { Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f),Random.Range(0f, 0.2f)); this.gameObject.GetComponent<Rigidbody2D>().velocity += tweak; //if the pickup makes contact with the paddle or ball.... if (collision.gameObject.tag == "Paddle" || collision.gameObject.tag == "Ball") { GameObject.FindObjectOfType<GameManager>().GetComponent<PickUpManager>().pickUpQueue.Add(this); Destroy(gameObject); //...and finally destroy power up object } } As a side note, I am trying to find a solution to this that will work for all of my pickups. Some pickups are ammo based, some are timed. 
    • By Hellados
      Hello guys, my name is Giorgi and i'm newbie game developer i'm learning Pixel art and after pixel art  i want learn C# and don't know how and where start i'm bad with programming language and know only HTML/CSS
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631392
    • Total Posts
      2999743
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!