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Team Green

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A member registered May 29, 2020 · View creator page →

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For the demo it will just be the fighting machines with heat rays, saving the scarier stuff for the full version of the game.

It shouldn't be too hard to have military characters show up as civies once they get defeated. And yeah the cannons can determine whether to fire an air burst or a regular shell. The effects however could use some work to make it look more convincing.

Theres no time limit in the demo, but I might have a cylinder spawn as a means of ramping up the difficulty. Kinda a soft way of saying okay times up. lol

I don't really have a release window for the steam version yet.  Recently ive been feeling  like setting deadlines seems to cause a fair amount of unnecessary stress. Well have a better idea when to release once we get it hooked up to Steam.

The demo will have one game mode that's meant to have the player explore the map for an exit while evading detection.  

Right now they just spawn in immediately, Ive thought about  of having a cylinder land somewhere on the map mid-game as a means of ramping up the tension for the demo. I could also add an already open cylinder site somewhere on the map for attention to detail purposes. 


 

We talked it over, were thinking at the end of the month release a demo version on itch for free, and wait till we can get it to steam before we sell it. Cause right now were not 100% onboard with itch.io and how they do payments.

https://sharing.clickup.com/90131279143/b/h/6-901315747260-2/8475266064823c0  I moved over to clickup and figured out how to make the board public view, sorry for not communicating that better!

Yeah, the handling machines (crawlers) are in the game, they haven't gotten as much attention compared to the tripods. But ill give them some much needed polish sometime before release. And the flying machine is going to be re-worked at some point to make the overall game more fun.

Maybe at some point, we haven't really put much thought into doing another server yet because it always seems to degrade into chaos lol

There ability to detect the player (cone of vision, and hearing) can be adjusted in a custom game mode. Maybe I can add in a setting to determine how fast the tripods move?

That would be cool to see at some point! Im not too sure how I would implement it but ill give it some thought sometime before the end of summer.

I brought the hunger system back for this one. I might have found the sweet spot where it doesn't feel like a chore managing hunger, but also requires you to pay attention to it.

Im not to sure how in-depth I want to take the survival mechanics. Adding stuff like thirst, bleeding, or exposure is something Ive thought about but it might hinder the overall experience.

Happy to report were sitting in a pretty nice spot! All of the important/difficult code is ready to go so now I am just hunting down trivial things that need coded and polishing. Pretty easy to pace myself with that workload so burning out shouldn't be an issue.
  

Also adding a train is not completely off the table, we might be able to find a route for it once Brun is finished with building the map.  But its not exactly at the top of the list of priorities. 

Ehh it feels like every discord server eventually turns to shit. So im not exactly chomping at the bit to start a new one. Maybe if we get a solid moderation team together we might do a new one.

It can be done, just not too sure how to go about doing it so it looks great. At the moment I do have it when one gets knocked out, the nearest fighting machine will come over and drag it to a cylinder site for recovery.  Pretty neat to see but its rare.

Maybe some, but I think they will appreciate the foundation were building here.

A couple years ago when Doom Eternal was teased they revealed an Invasion mode where players can join the game as demons and try to kill you. I would like to do something similar to that but WOTW themed. But its gonna take some time.

The character models are similar to the ones in the legacy version but textured. I tried having the NPCs use the character from the Multiplayer version but it tanks performance massively, so I had to compromise there. Most of the models with the exception of characters in the game now are the same ones seen in the multiplayer version. As the for the map, right now were just populating the map with small towns and places of interest. Over time I think it would be cool to add more unique areas and maybe something resembling a city.

Steam is the long term goal. But for now were okay with selling on itch.io at a cheaper price. If we end up doing the multiplayer,  steam would be necessity for its p2p networking infrastructure.

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https://teamgreendev.itch.io/red-devils


Whats awesome about this Jam is I got to combine it with my nostalgia for the game Shark: Hunting the great white, but instead of sharks you fight off Humboldt Squids, If you manage to dive deep enough without dying a giant squid spawns as a boss fight!