CYBERNATION
Core gameplay
Alex Trofimov
05/06/2018 at 04:10
There’s a saying in gamedev: “Every game designer wants to make their own Fallout”, but few get a chance to actually do it. You have to work through projects that may seem not that appealing or interesting to you, full of compromises and questionable monetization techniques before you get freedom and experience needed to make the game of your dreams.
After 10 years in the industry Alex Lurye and I decided, that we have a chance to actually do it – try to create something that is truly ambitious and fulfilling.
It started with a pretty simple concept, that I dreamt about at the very start of my career. I wanted a tactical robot battle game, where you can place different parts into the bot’s frame yourself in a Tetris-like manner. You choose what parts to combine and how to arrange them, then enemy can target them specifically, but he won’t always see their layout. This brings up the «Battleship» element – you can make an effort to learn the layout of the enemy bot and target the most vital parts, or shoot blindly, hitting an important module by chance or just frying some auxiliary systems. It’s a pretty simple concept, that was already realized in games to some extent, but if it stayed with me for all those years and still seemed interesting – why not start with it?
The idea is, that killing a bot will not be that easy, so disabling its most dangerous abilities first is a smart option. Of course, you can destroy the mounted weapons to disarm it, damage the power source to limit its actions or to disable the bot entirely, get rid of its cloaking device, radar, engine and so on.
Alphanoy
06/09/2018 at 13:53
Its really great
Alex Trofimov
06/09/2018 at 13:54
Alphanoy
Its really great
atul
01/08/2019 at 06:07
Dekho
Alex Trofimov
01/08/2019 at 06:15
atul
Dekho
saladass
03/30/2019 at 11:14
how is the game gonna be, like the combat would be fps or tps or any other perspective?
Alex Trofimov
03/30/2019 at 20:55
saladass
how is the game gonna be, like the combat would be fps or tps or any other perspective?
Bodum
09/24/2019 at 05:39
We are currently experimenting with the camera and our current approach it this: there are two camera modes:
1. The camera tracks one of the bots. When the player selects another bot (with the keyboard or buttons on the screen), the camera moves to that bot and starts tracking it.
2. When the player touches the camera in any way (revolves, zooms, pans), it disconnects from the bot and becomes free.
We've also made another interesting trick: camera revolution and zoom take into account the 3D point where the cursor is at, and they make sure that the same point stays under the cursor after the camera motion. For example, you zoom out, look for an interesting object, point mouse to it and zoom it. The object will be always under the mouse, so your camera will show it big. The same with rotation — point to a robot, press left mouse button and move the mouse — and the camera revolves around that robot.
1. The camera tracks one of the bots. When the player selects another bot (with the keyboard or buttons on the screen), the camera moves to that bot and starts tracking it.
2. When the player touches the camera in any way (revolves, zooms, pans), it disconnects from the bot and becomes free.
We've also made another interesting trick: camera revolution and zoom take into account the 3D point where the cursor is at, and they make sure that the same point stays under the cursor after the camera motion. For example, you zoom out, look for an interesting object, point mouse to it and zoom it. The object will be always under the mouse, so your camera will show it big. The same with rotation — point to a robot, press left mouse button and move the mouse — and the camera revolves around that robot.
Heizel23265
10/12/2019 at 15:25
Alphanoy
Its really great
Fasal vk
12/06/2019 at 10:53
Its really great