Haven't posted in a long time, so here is some over-the-top 20vs1 combat footage. Watching it for too long makes you kinda sea sick but at least it looks cool!
#indiedev#unity3d#mecha
Here is a preview of the Garage with some Part Swapping. Instead having the player navigate a dozen submenus I am using tooltips to display all relevant information. It's pretty ugly but I hope it's still enough to convey what I am trying to do here.
#gamedev#unity3D#Mecha
Me: Ok, lets see how the AI handles its backweapons in a large group fight. The Combat Manager, should make sure that only a handful of mechs use their missiles at any given moment
AI:
@theefenders Yeah there'll be different classes of mechs, tho they are all modular like in Armored Core so it doesn't really matter that much. I want players to experiment and not just pick the one that is the best.
In case anyone has been wondering wtf I was doing the whole time: I remade the player rig and animations. The new rig allows for more complex mecha designs that are still fully articulate. It's also a lot easier to work with.
#gamedev
Obligatory 'It ain't over yet' post. Weapon test for missile launchers and Boss Weapons. Notice how heavy hitting attacks like missiles or a railguns line-of-fire are displayed on the minimap. Not really original tho, got the idea from Ace Combat 7(play it!)
#unity3d#gamedev
Due to popular demand I added an lock on/auto aim function, it can be turned off by holding down the 'switch target' button. Very useful for high speed combat against multiple enemies.
#unity3d#indiedev#mecha
Obligatory 'I ain't dead yet' post: One of the numerous sets I am working on. It's early WIP so it's pretty low detail and blocky but I hope by June I got the design down.
#gamedev#indiedev
New shooting mechanics: now you can switch between different firing modes. Should also improve the peformance, I think🤔
#gamedev#mecha#screenshotsaturday
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