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Devlogs

Devlog #1: Meet Barry Bunny

Rampage Rabbit 3D
A downloadable game

I know what you're thinking: why is there an angry rabbit standing in front of melted cars and a city on fire? There's not a lot of times in life that you get to ask such a question, so consider today to be your lucky day! Rampage Rabbit 3D is an FPS featuring a quick-acting, smart mouth, and very violet rabbit. The inspiration came from several classic 90s FPS games: DOOM, Duke Nukem 3D, and Shadow Warrior. The concept is that it's just a shooter. There may be a puzzle here and there, but the focus will be on maiming the enemy as brutally as possible. 

Currently, the game is still in the prototype phase as the details of mechanics and such are still being ironed out. The character and weapon rosters are complete. Almost all of the character and weapon modeling was facilitated using generative AI services such as DEEMOS3D's Rodin. I know a lot of people have strong opinions on generative AI, and AI in general, and I understand all of the arguments. However, I don't have amazing 3D modeling skills, nor do I have deep pockets to fund teams of people to create things for a game that I'm not even sure will make any money after it's all said and done, anyway (TL;DR: deal with it).

The game will follow Barry through several interesting and diverse environments including Hikari sacred grounds and temples, an arid plain (very exciting, I know), futurist urban environments, and more (yes, I will be modeling these by hand). The weapons will range from melee weapons like the powerful Aether Axe to the haunting (or haunted) Dark Katana, handguns like the one-hitter-quitter Galaxy Eagle, shotguns like the Blunderbuss, long rifles like the Calligraphy Sniper Rifle, SMGs like Hailstorm (exceptionally fast fire rate), and explosives/special weapons like the Hikari Light Cannon and the absolutely disgusting Wretcher. I want the player to have a choice in how they dispatch enemies and which weapons they use to do so. The game might feel like a power fantasy at times, but that's kind of the point.

As mentioned, the game is still in the prototype phase. The pickup and health systems are working, movement needs to be tweaked, enemy AI is in very early prototype stages and will eventually be completely revamped, weapon inventories needs to be configured (five weapon categories with one weapon per category able to be carried at a time). Most, if not all, of the characters have been rigged and animated (mostly). The next steps are going to be: straighten out the weapon inventory situation, start prototyping some levels, write out the full script (I should have already done this, but I like to live dangerously).

Stay tuned for more updates as Barry's adventure becomes a reality.

-Jon

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