Design-wise it follows our usual trend of medieval form-language realized in a futuristic manner. It still has a long way to go, but it's semi-decent looking and most importantly: it works. Hey all! This week we've implemented the first version of the Starmap into the game. Repulse-O-Maton launching and retreating: The player can stand inside the dome and will be protected from all plasma based attacks. The Repulse-O-Maton has a longer activation, after which it projects a defensive dome that repulses projectiles coming from plasma weapons. Mines destroying an unsuscpecting Marauder Archer in the asteroid field: When an enemy enters it's proximity the little fella starts to hunt the target down, sticks to it with its magnetic legs, then overloads it's systems and self destructs dealing substantial amount of damage in a small area. The Mine-O-Maton takes a short time to activate, than sits in place and scans the area for hostiles. So far the Repulse-O-Maton and Mine-O-Maton versions made it into the game. A player who uses lots of automatons is similar to an arche-typical summoner character often seen in fantasy action RPGs. Each type of automaton transforms into it's required form from a default unit during a short activation phase. They can be launched from inside the spacecraft and each use requires an automaton resource to be spent. Automatons are human-built multi-functional machines with the ability to take on different shapes and behaviors depending on the situation. This week we've been finalizing some of the Automaton designs. Just a quick update before something more serious.
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