Devlog #5: Screamin' Eagles!
Author: crookdev,
published 6 months ago,
Yo!
As the month of April nears its end, I am reminded by the bomb setup to explode in my room if I don't upload another Devlog this month... that I should upload another Devlog this month. So for the interest of both your potential curiosity on what's going on in the development of this game and my own survival, I present to you:
[h3]Rocket Launcher Car: "Abe"[/h3]
[img]https://clan.cloudflare.steamstatic.com/images//44196439/485096f922136c75470ee6360c77b4ba7bac2b79.gif[/img]
Rocket Jumping as a form of movement has been known for years now, whether it be to climb stairs or assault people on their way to the supermarket to buy groceries. However, recent developments have shown that you can also attach a rocket launcher to a car and assault people buying groceries while driving, too.
The "definitely-not-inspired-from-that-one-game" military Eagle, Abe is a character that sits in a middleground in weight class and general attributes between the likes of JC and M.A.L.L. In other words; Not quite that heavy, healthy, and slow, but a bit healthier, heavier and slower than your average driver.
Embedded straight into the vehicle, aimed directly backwards, is the Special: The [i]Rocket Launcher[/i].
Doing what you'd expect a Rocket Launcher to do, it shoots out a fast and homing Rocket that explodes on impact, at the cost of some HP.
[img]https://clan.cloudflare.steamstatic.com/images//44196439/54ff62b9476aa9352aa9c2a82e99d1fddae82fef.gif[/img]
The uses of this are fairly straightforward - anyone behind you? Blast them into pieces. Groups of vehicles behind you? Even better - one rocket explosion is all you need to take them out together.
As all player-explosions in this game however, you can also use these explosions to drastically and quickly propel yourself forward. All you need to do for this is to position yourself tightly right in front of someone and off you go!
[img]https://clan.cloudflare.steamstatic.com/images//44196439/d7347fe4f6d58b7995911e8b44351d590323dc49.gif[/img]
Legends say you can go truly fast if you manage to combine a strong boost jump with a rocket jump, but I've yet to see it happen with my own eyes...
[h3]General Update on Development[/h3]
Yesterday I managed to finally get done with most of the major, planned systems for the game! Done with a bit of an asterisk because all of these still need to be thoroughly tested and scrutinized and/or polished to its best quality. Still - quite an awesome Milestone to hit! More on these systems, hopefully, later, as I'll work to give them a bit of a better introduction.
[h3]Incoming Demo Update[/h3]
While I can't give an ETA, the Demo of the game will get another Update soon-ish. This update will come with two features to improve the accessibility of the game.
[b]1. Mouse Support + Mouse Control Style[/b]
Replacing the second Keyboard "Turn Style", the "Mouse Control Style" will allow you to control the vehicle based on your mouse location on screen, instead of having to turn left/right with key strokes. This also comes with letting you bind M1, M2 and M3 to functions.
Alongside this will come the ability to navigate the game's UI with your mouse. So if you are a true mouse warrior, I'll have to ask you to just be a little more patient as I work on it!
[b]2. Vehicle Speed Setting[/b]
One of the most common points of feedback I have received so far is that the pace of the game can be very overwhelming for some - too overwhelming! While chaos is engrained in the game's DNA and very much intentional, how much everyone can process is different from person to person, especially depending on how much experience they have with games like this.
As such, I am planning on implementing an accessibility setting that will let you control Vehicle speeds - kind of like "Engine Classes" in games like Mario Kart. The Tutorial will also lead with this, hopefully making for an easier learning curve, essentially offering a sort of "Beginner Mode" for people that feel overwhelmed. Whether you stick to the lower speed or slowly make the jump to the normal one is obviously up to you.
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And that's it for this one.
I know that last time I said I wanted to do these more frequently... but I kinda ended up going hermit mode working on all the big systems because I really, really wanted to get them out of the way. Lots of cool stuff to look forward to! So I'll try my best to get another Devlog up sooner than later.
Thank you for reading!
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- Alexander