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(+1)

Thanks for playing, glad you enjoyed it!

Proejct IGI wasn't a direct influence but definitely the idea of a more open kinda tactical shooter like Delta Force or Arma was one of the big inspirations, alongside Psycho Patrol R.

I had wanted to put dual wielding in a game for so long, and a Mech game was the perfect excuse so I made it a priority! I felt it gave a little more variety and choice in playstyle, and it just looks cool imo. The voiceover for objective and tutorializing is something I used in a previous game that I thought worked fairly well, and made sense for a mech to have so I leaned into it, glad you liked it!

As for the map itself, I used the Terrain3D plugin. I hadn't tried it before but it worked pretty well, you can manually draw navigable areas on the terrain so when you bake the navmesh you can define paths without having to mess around with navmesh obstacles and colliders so much. As for the optimizations, I heavily compressed and lowered the resolution of all textures, and set maximum distances for meshes and audio players. Also, the enemy AI doesn't run at all until they're triggered so a lot of processing is saved that way, and even when triggered there aren't that many enemies active at one time.

I had thought about having multiple smaller levels, but I think having the one made it feel more open, and frankly it's all I had time to layout lol.

As for the web build bug, by any chance did you press escape during gameplay? The mouse input works for me unless I hit Esc, and then it completely stops working. I'm not sure why that happens.

Thanks again for all the feedback!

(+1)

No problem i really did ^^

Yeah i can totally see the Delta force inspi, i guess i just thought of IGI more cause that’s what i had in mind in terms of mission based levels with biiiig environments.

I get you on that front, and mech games really are a good excuse to do so XD you can never have enough Akimbo weapons in games that’s for sure.

Thanks for the info on how you did this, i’m starting to ask around fellow godot devs cause i haven’t seen much good tutorial resources on level design specifically, and even more so on what would be good practice on how to have big levels that don’t destroy performance / glitch out the navmesh generation of the engine. Though i gotta say i want to try and avoid relying on plugins if i can but if that’s one of the only way i guess i’ll have to try cause being able to manually draw the navmesh sounds quite nice for what i need :)

I think you made the right choice having one big level instead of trying to make multiple less polished levels, like i said having that even gave your entry the feel of being a demo for the full game !

I think i did but usually when you click again you can have the focus be grabbed again, and the rotation normally works even when focus gets lost here it’s like of the web version didn’t recognize the mouse movement at all so i’m not sure what the issue could be here sorry :(