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Hi Jazz Cousins and thanks :)

I read your rating and I really like the idea of running from the doom. Recently I was thinking about adding hunter robots that would be impossible/very hard to kill but maybe something different would feel better. A ticking bomb is too simple but something between these two could work nicely (very small robots that alter/rearrange the environment foot by foot going after the player and then disassembling your body? stuff like that). And sound desing will be changed. While some of the sounds I plan to keep (robots, turrets etc), some will be thrown out and everything will have to be modified to set proper sound levels because that's just messed up.

Modeling/animation is something I plan to keep doing myself. The biggest reason is that all models and animations are procedurally generated and I develop systems for that all the time. For sure I am planning to release source files for the assets eventually and add some documentation - because I am sure, that if enough people would be playing this game, there will be modders that will add new characters and environments - and whole game is created around that thought - to allow to add stuff easily.

For time being I am arranging my stuff to start working full time on this.

Interesting, yeah I like your attitude for modding / customisability, the system has scope for adaption to so many game types I think so that will be great! 

How complicated would it be to implement local multiplayer with someone on the pc? I've found this is something easy to set up in unity but near impossible in Unreal so curious about how this would be in your engine? Since the magority of the time I spend with vr is socially with friends any vr game that integrates multiplayer is often my automatic favourite, 'Carly and the Reaperman' for example. I can imagine this working in the context of this game with the pc player either being a small assistant like the electro dogs, after you've poked their watsit haha, or maybe multiple pc players in splitscrean playing as different robots competing to be the one to kill you so they can take your place in vr. Final idea being that they play it like some kind of RTS/tower defence, placing the hazards you face etc. - probibally all a bit of a side track from your vision, if it happened to be something not too complex to implement with the way your engine works though maybe that's something I try do mod in myself one day haha.

For now I only plan allowing to mod content, add new stuff, modify existing, not game types or creating completely different mechanics. Although reading recently, how some developers work with limitations (Earthworm Jim's flying washing machines due to lack of scripting, etc) I still could get surprised.

As for local multiplayer - I was thinking about it, as in general, it seems to be easy thing to add (at least for prototyping). But with impossible spaces it gets trickier. I was thinking more about being out of the action, seeing map, hacking things, releasing enemies etc. I don't know why I haven't thought about direct control of other characters (sidekicks! and imagine that I play Kirby StarAllies with my kids). For sure it won't be top down as it is in other games and what allows for multiple players to compete or help. If it would be added, it more likely will be FPP.

It's not on the main list of things to do but I do consider it as something that may happen later. For sure I'd like to explore this in future.

Same goes for normal multiplayer. Both coop and pvp could work pretty well.

I see cool! Glad to hear that about local, and Gosh I had discounted the idea of normal multiplayer as sheer madness, randomly walking round a corner into someone else with equally startled flailing arms would be quite an experience if you didn't know it was coming!