Devlog #1 - Concept
Hello everyone to our first weekly update!
We're back. This time to explain a few of our game mechanics.
First of all, we would like to go a bit more in-depth about our core mechanic: acquiring upper bodies. You, the player, will initially spawn on the map as just robot legs, but there are upper halves laying around, which you can pick up! In SplitBodies, there are multiple types of bodies, each with their own kind of offensive move. You can use these attacks to mess up others. But focus on the player with the golden body, so you can keep it for yourself! You'll be chasing the golden body, like torches and pitchforks chasing witches!
Second, we want the players to be visible at all time. This is why our camera will fit everyone inside of the screen. The camera will zoom in and out according to the positions of the characters. Players won't be dying (in the sense of respawning, instead they just lose their body), so we won't be having the issue of crazy camera movement.
Thirdly, let's talk about our ever-changing map. We made our map dynamic to spice things up a bit. Since our players are going to be running constantly, we thought it might be interesting to add obstacles. But instead of using normal obstacles, we let the map become the obstacle! Pillars will rise from the ground and the map will be blocking your path, or perhaps it will stop your opponents from chasing you! This doesn't come without any issues, ofcourse. If the person with the golden body decides to stand on a tile that rises up, other players won't be able to reach them. For game balancing reasons, players will be sliding off these rising tiles. We had ideas of wind knocking players off or spikes coming out from the top. But the latter didn't make sense, since we decided our players don't die.
Our fourth and last topic for now, our game's backstory and why we decide why our game looks the way it looks!
You are part of a time travelling squad, looking for the legendary golden upper body. This exhausting journey has led your team to an ancient Mayan temple right after it's been abandoned. Or is it? Perhaps not. Because the gods are watching you. As your team approaches the long sought treasure, individual greed starts taking over. Each and every one of you wants to claim this trophy for themselves. But why is this? Are the gods tormenting you? Is the golden body cursed?
We'll be back soon with more updates on our game UI, sound...
Until next week!
The Dev team
Get Robots In Mayaland (R.I.M.)
Robots In Mayaland (R.I.M.)
A fun little local-multiplayer fighting game. Fight with up to 4 players in the jungle for the GOLDEN BODY to win.
Status | Released |
Authors | maximvanbrabant, Wullaert Luna, Tristan_TH, Daniel Patyk, neruddz |
Genre | Fighting, Action, Shooter |
Tags | 3D, 4players, dae, Fantasy, jungle, Local multiplayer, maya, Robots |
Languages | English |
More posts
- Devlog #10 - FINAL UPDATE!May 13, 2020
- Devlog #9 - First refinementMay 06, 2020
- Devlog #8 - BIG UPDATE! Menu, abilities and more!Apr 29, 2020
- Devlog #7 - The sun has risen!Apr 22, 2020
- Devlog #6 - Colors and first RFX!Apr 01, 2020
- Devlog #5 - Bertje moves!Mar 25, 2020
- Devlog #4 - Bertje!Mar 18, 2020
- Devlog #3 - Play areaMar 11, 2020
- Devlog #2 - First stepsMar 04, 2020
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