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Thursday, 24 April 2014

MechCorp Update (Scrapped Progress)

It's really has been a while since I last posted. I've been working almost exclusively on MechCorp and I'm trying to keep it close to my chest until I feel it's in a more polished state. For now, I'll just show some stuff that I've tried but doesn't work out.

Basically there are two major gameplay phase in MechCorp. The exploration and adventure phase and the battle phase. When it comes to the battle, I've tried to go for a more dramatic feel a la XCom style, with fog-of-war and very tight action cam sequence through out. So a complete new ActionCam system was developed. It auto-centers on the selected unit, tracks units movement, highlight the spotted hostile unit, rotate and zoom in on attack instance, all in a very smooth and stylised manner. You can see the dynamic camera in action in the video below. Please excuse the jerky frame rate, the video was recorded only a rather crappy machine.

Also to accommodate the fog-of-war gameplay, I've readjusted the grid size and more significantly, change the grid to hex-based. A set of new abilities designed around tactical play for fog-of-war was also added.

The battle scene play rather well on its own, unfortunately when put together with the exploration phase, it just doesn't cut it. It works alright, but it lacks the tight, fast-paced, streamlined feel I'm trying to do for the game. And some how the battle felt disconnected from the rest of the game. So I can only do the reasonable thing that is to scrap the whole thing and try for a different approach.

The good thing is not everything has to be done from ground up. There are lots of progress that has been made and kept. The UI has been massively overhaul and redesigned as well as some of the core design. But all this is another post which I might do later this week.

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