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oztech9

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A member registered Aug 30, 2019 · View creator page →

Creator of

Recent community posts

10/29/21

- (Planned Change) Adding new enemies with various methods of attack. Bowler enemies throw slow moving projectiles that roll on the

ground and deal moderate damage. Melee Attackers walk up to the player and deal considerable damage. Rammer enemies

are similar to Melee Attackers except they charge at you and take time to turn around and begin moving again. Lobbers

are enemies that toss heavy objects at the player at an arc, similar to Slingshotting enemies except the projectiles

are slower and have a more limited range.

- Max Enemy / Boss Health are increased based on difficulty.

- This mechanic only applies when they are first spawned in and the designated difficulty was set before they spawned.

- Enemy / Boss Tier 2 health is increased by 2x.

- Enemy Tier 3 health is increased by 4x.

- Boss Tier 3 health is increased by 3x.

- This addition gives Tier 2 and 3 difficulties a good reason to be harder to reach.

- Combos against enemies at Tier 2 & 3 difficulties require less hits to achieve combo bonus damage. In addition, 

bonus damage is also multiplied by Tier 2 & 3 difficulty values. This encourages players to combo more often

at Tier 2 & 3 highest difficulties.

- This addition makes higher difficulties require some skill to make it easier to deal with against enemies.

- Bosses are not affected by player combo bonuses.

- Added a few cheat codes such as rapid fire and full health cheats.

11/13/21

- Added new Day Skybox.

- Added Fog.

- When any enemy is hit by a slingshot rock, their sight range is increased by 10. Their normal speed is increased by 0.1.

- Tumble Weed makes sound.

- Enemies have a new behaviour called Evade which is triggered by getting a certain number of hits on an enemy

without killing it. This will typically be achieved by avoiding combos and damage multipliers.

When enemies evade, they will cease to attack the player and walk off, after 10 seconds they drop loot for the player

and despawn.

- Enemies will increase in sight range and movement speed and decrease in time between attacks very slightly upon getting

hit by a slingshot rock.

11/14/21

- Added back stones and 3D model buildings. All interactable buildings and props now have mesh colliders.

- All projectiles turn into dead rigidbodies for 5 seconds after colliding with something. These dead projectiles

do not damage anything.

- Added Shooter enemy which shoots high damaging stray bullets at close range.

11/18/21

- Added Frank Sasquat.

- Added Cheat Codes that allow player to become a different character.

- Idea to bring back The Wild Outback's top-down gameplay either as a bonus stage or a minigame.

- Idea for using firearms as pickups. These firearms cannot reload, and thus when run out of ammo the player switches back to slingshot rocks.

The way this will be coded is by the old switch weapon script except instead of having buttons to switch guns, the player must touch the trigger

of a weapon pickup. Amount of different weapons the player can pick up and use is unknown, at least 2 is considered.

8/16/21

- Added new tag "Enemy Disarm" which completely prevents enemies from attacking you. This tag is applied to the powerup cutscene and

whenever it is turned on, all enemy bullets are destroyed and all enemies cannot attack anymore. When the cutscene is inactive, the

enemies can start attacking again.

- Fixed "Full Ammo" text showing when not at full ammo. None of the ammo related text effects should play simultaneously.

8/24/21

- Fixed hit marker sound not playing when player has shot an enemy.

9/9/21

- Added Cheat Code Handler with working speed cheat codes. (Also fixed bug that was in Wild Outback regarding random sound pitch)

- Added MultipleTargetCamera script which will be utilized in some way for the game.

9/14/21

- Added new "Showdown" sequence that changes the perspective to a fixed camera behind the player, the player can only fire in one direction.

10/25/21

- During October, many changes were made including mechanics such as a combo system where getting enough hits will make

you deal extra damage. Justice Stars are dropped from performing unconventional actions in the game which increase

game difficulty in 4 different tiers. The game music raises pitch the harder it gets, the player becomes faster, enemies

are more aggressive and unforgiving.

- On this day, Bosses now have their own script and health manager. Bosses can passively heal after 10 seconds.

- Added boss intro cam which disables player movement and all damage sources for as long as the cutscene is playing.

- Added OctoberIdle Sprites. You can now see her in the game.

- Game Manager script no longer requires player character to be turned off when paused.

- Fixed Player not being able to passive heal after pausing the game. (Passive Wait Time is set to 9 if Passive

Wait Time was at 10 and you paused. This prevents instant healing bug.)

- (Planned Change) When player gets knocked out, they do not get turned off, instead they go through a

death animation with a screen pop up.

8/7/21

- Added despawn and fire distance for enemies. Enemies will not fire when the player is a certain distance away and

there's an invisible trigger in front of an enemy's line of sight. If the player is within that line of sight trigger the enemy will fire.

If the player is far enough away from enemies the enemies will despawn.

- In addition to fire distance, enemies will look straight at the player with dead accuracy when the distance

between the player is smaller than the fire distance.

- For player projectiles, the longer a player projectile has traveled, the more damage it will do.

Slingshot rocks will do twice the damage after 1 second it has traveled. After 2 seconds it's triple damage.

After 3 seconds it's 5x the damage.

If slingshots hit point blank on an enemy, it will deal double damage only between .25 and .4 seconds. If you hit yourself you will not take extra damage.

- Added a few hurt sounds and a slingshot sound. These sounds play in a random pitch between 0.85 and 1.15.

8/8/21

- Idea to have voices for multiple characters. I will voice Devin, Chuck, and Bill, and provide some voices for random NPCs.

8/14/21

- Changed AI to have Patroling state and sight range. When player is out of sight range, the enemy will wander, giving the player a good chance at sniping them.

8/15/21

- Added visual cues to when player's slingshot rock does more damage. The visual text gets crazier the more damage you deal.

- New method for getting sprite / UI to always look at camera, Health bars and extra damage texts always look at the player

- Added enemy corpses, similar to alien robot parts that fly all over the place when alien robots are destroyed.

via transform.lookAt.

- Player now has limited ammo and cannot reload unless they reach a trigger that allows them to. This will

incentivize the player to use a more conservative approach to sniping. Long ranged snipes become heavily encouraged.

- Player now has melee attack and can use it as many times as they want, with the risk of getting shot of course.

- Ammo count is now shown on screen.

- Idea to have different playable characters in one scene. There will be different playable characters throughout the game.

Development for  the game started on June 18th, 2021

Here are changes I've written down:

7/24/21

- Player can now jump. Player and Enemy can now shoot rocks.

7/25/21

- Added Star Collectible with a few scripts.

- Player Character is now unable to move whenever an object with the tag "Cutscene" ever exists. Cutscene skipping allows the player to move via a trigger.

- Added checkpoint system. This checkpoint system revives the player with max HP but sends

them back to their start position. Any player ally / powerups will not despawn. Upon revival you are invincible for the next 3 seconds.

Checkpoints can only be used once, pressing the last checkpoint button turns it off permanently

unless you restart the level. Some score is lost too.

- Discovered how to make navmesh agents descend down from steep slopes.

Alongside this all enemies will have capsule colliders that stand on

their z axis because that makes it easier for them to climb up stairs and slopes.

I will post updates about the game on this page for record keeping. Lots of ideas are brewing in my head as I develop this game, and I'd like to keep track of what I changed or added.

(1 edit)

 

The Wild Outback is a wild western themed, top-down shooter game in which you fight as one of a group of cowboys that defend against an alien invasion! Along the journey, you will fight against cowboy thugs, robots, mutant animals, and paranormal haunted enemies! You don't know what to expect when everything is running wild and rampant in The Wild Outback!

This game is now in its beta phase and could use all the playtesting it can get! Development has lasted about 18 months for this game so far!

Originally made by a group of 3 for a school project, this game was kept alive after the team disbandment by only one individual. What kept this project alive was passion for game development which had led to much more care to the detail and balancing of the game, as well as keeping the overall gameplay flow steady and not overly complicated!

The game is fairly arcade-like and simple with not a lot of complexity to its features. You are able to select characters for most of the levels, and each character has different weapons and stats! This game was optimized for newer players with its lower difficulty! Many changes were made quickly before this release as to help playtesters adapt to the controls and how the game works.

If you are interested or want to see more about the game, here's the link to the game page!

https://oztech9.itch.io/the-wild-outback-beta

Awesome game!

I like this a lot!