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Hammer

Scratch that "Zoom-n-Boom" itch... · By RedRoryOTheGlen

SHOW-OFF! Sticky

A topic by RedRoryOTheGlen created Mar 16, 2023 Views: 1,603 Replies: 29
Viewing posts 1 to 12
Developer

If you've got cool gameplay, custom palettes or chassis mods, share them here!

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Player gameplay of the new content from the past few updates!
Developer(+1)

Real slick editing. Definitely gives me some ideas. 

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Forgot to post this one here; edited some gameplay of the new branch mission type together
Developer

the large missile meta continues xD

they're so handy in the branch mode especially for dealing with ACES while low on HP; relatively risk free hit and run til they're all dead

im pretty sure you can one shot some of the Aces with the missiles once you deplete their armor

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Posting a gameplay video 

I found a gameplay/build style I really enjoy and wanted to show it off

I really like using Cruise III legs and Impulse boosters with medium/light armor to mimic gundam(? prob something more like Muv Luv actually)-like fights, it lets me run around a lot as my main movement while using boosters as a dodge instead, feels pretty easy to use and reliable. EZ[G]Burst also helps a lot. Only problem is that when boost dodging there's a small window where your mech won't move the legs to keep running but that's probably related to how boost works for "normal" builds.  Rockets also seem way more reliable to me than missiles for some reason (except Large Missiles lmao)

Despite all that I still get smoked when caught in a bind against missile massacres, but that's on me

Developer

Yoo, ground-type gameplay! I'm always surprised people seem to like the walking/running a whole lot.  Guess Bungie really did hit gold with the vehicle controls in Halo. The lower energy costs definitely feel nice as well.

I've definitely also been hearing a lot of feedback on the enemy missile spam. Probably going to rework some enemies so there's a bigger interval between firing during streams of missiles. That way, you have more time to get out of the way or into cover instead of eating the entire stream in half a second. Alternately, have them fire the missiles in a shotgun-pattern so it's harder to dodge but only half the missiles will ever hit the player.

As for the Ground Burst delay, it probably has something to do with your mech being underweight. At lower weights, you get more speed than usual from your boosters so braking takes a bit longer. Combine that with your Impulse III boosters and boy howdy.

That aside, glad you're enjoying it!

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Wonder if there's a way to increase the braking speed without losing too much max speed so the mech can start running again sooner after bursts while also having enough running speed to dodge attacks, I'll have to tinker a bit. Ideally the mech would go back to running the moment the boost finishes but if that can't be achieved then I'll have to think about it a bit more

I like Ground-type gameplay more because it feels more tactical and I guess "realistic"? not in the mechwarrior sense, it's just that mechs using boost 24/7 as their main method of movement and flying around always felt weird to me. I always liked it more when boost is used in short bursts in conjunction with the movement to achieve good speeds and dodging (something kinda like Titanfall) so I tried to mimic that 

Also I absolutely love melee in this game. Melee weapons feel good to use and are genuinely useful. I think I found out that the sword can do a ground slam from the air when targeting a grounded enemy and it was the coolest thing I ever did. Wish more mech games did weapons as good as you did.

Developer (1 edit)

Hmm true, I should absolutely try and make braking an independent stat instead of just derived from weight.

Low booster gameplay definitely feels more weighty (if that makes sense) with having to turn in wide circles instead of being able to move omnidirectionally seamlessly. Making boosters something you always have to use, else you get punished, has always been my pet peeve about games like AC.

Funny you mention MechWarrior because the walking/running scheme is basically a MechWarrior-style Legs > Torso system but automated to work with "arcade" controls. I actually implemented it as a test when I saw MW5 had a new FPS control mode and it was janky as heck and thought I could do one better. You could say it was heavily inspired by the Scorpion tank controls from Halo.

I actually tried implementing it to work with booster movement and it looks surprisingly natural.


Ditto when used for enemies

As an aside, it's close to how I hope AC6 handles the unlocked combat with free camera and movement. Excited for the gameplay preview later!

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Yeah if I can manage braking, then I should probably be able to initiate running earlier and keep up speed after impulse boosts. 

I didn't play much halo but I did play Destiny which has similar vehicle controls. I've usually not been much of a fan but I didn't realize this was similar.

and I just saw the gameplay showcase for AC6 and I think it looks really cool, can't wait to play that too!

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Uploaded 2 videos this time! Decided to leave some music on the background this time around (though the audio mixing in general is really poor, I did no editing, really)

This time I went for a more "normalpilled" build, lots of boosting and flying around. First video is third person while the second video I tried out first person gameplay. I *really* like that you give the option to play in first person even if it's very difficult. I really like when mech games let you do that. Also I've finally been corrupted by the Large Missile.

Something I desperately would love to be fixed is that first person gun audio is absolutely cranked out to max. I don't want to reduce the SFX volume too much since I rely on it a lot on gameplay but playing in first person almost requires it due to the insane audio mixing (probably due to the camera proximity)

Also, I don't know if it's intentional but I feel like stability in general could really benefit with a buff? Stability goes down VERY easily no matter what build I make for some reason and, of course, it really messes with aiming. I think having it be just a tad less punitive would really make the game easier to mess around with different builds since I feel the big problem whenever I try something different is that stability makes accuracy terrible (maybe I'm missing something very obvious here with my builds, I don't know). It feels at odds with the general gameplay since you're supposed to fly around and boost a lot but both of those things give you a massive stability hit even though it's main way you move around, which means its very difficult to hit enemies. If this is how its supposed to work in order to incentivize the player into something then I fully understand because I might just not be getting it, and that's fine tbh.

Funnily enough, that ground type gameplay I uploaded before gives me less stability problems since I can rely on melee weapons more (due to being more grounded) but I also take less of a hit to stability since I'm not in the air most of the time.

Developer

Yeah, that's pretty sick!

Self-dampening of the player's SFX in COCKPIT mode does sound useful and was requested before. I'll try to look into it once I get some other stuff sorted out. Hopefully I can find some way to get it to work with being able to toggle between modes.

You kinda hit the nail on the head with the last part. Stability was intended to reward players who stayed on the ground more. They could fire faster and more accurately and could absorb hits without flinching, especially since you recovered stability very quickly on the ground. Some of the heavier weapons even rely on being grounded to be effective. On the other hand, I felt like aerial players could already take advantage of their speed for hit-and-run tactics to not be affected as much by low stability (shorter engagement times, closer ranges, etc).

On watching your stuff, you didn't seem to be having any particular issues with stability, even during the segments where you were chaining jumps, bursts and kicks. It seemed more to happen when you were under sustained attack, like against Boulder during the second stage, or when you lost all your ARMOR after that engagement (ARMOR also reduces stability damage as long as its non-zero when you take damage). At these points, it's usually wise to try and gain back some stability in cover rather than run it red and lose out on offensive capability.

And yeah, the Large Missiles basically live up to their legacy in the AC games by being broken af. xD

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ah I see, that does make a lot of sense.

Also! Forgot to mention! Keybinds aren't saving! I usually rebind F for missiles since pressing middle mouse button is very awkward to me and I need to rebind it everytime the game boots. Mech loadouts are saving just fine though

Developer

Ah that's new! I'll give it a look and see what's going wrong.

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alright this is the last one for a while until the next major update because I think I finally settled on a build I really enjoy. Turbocharged + Impulse boosters go brr.

I plugged in my controller and my gaming skills improved by 200%.

Very silly request but would there be a way to have an optional dynamic FOV effect that increases the FOV at higher speeds? Some games like Apex Legends do that and I think it's very cool. Also can I get a confirmation on what the "Damping" with X,Y and Z effect does? nvm I figured it out

Yes I mostly pick rally points or easy missions until I pick a Hard one and die.

Developer

That large missile dodge! Love that shit!

via GIPHY

Hm, I've tried dynamic FOV based on speed before and I didn't feel like it worked well. The camera damping already kind of makes your mech smaller when you go forward very fast and I felt that worked better.

As an aside, my favored values for camera damp is X = 0.5, Y = 0, and Z = 1. It keeps the mech firmly on screen but it doesn't block the lock ring and it ZOOMS when I boost forward.

Rally Points are going to get overhauled in the next update. Instead of having to take a non-paying contract to get them, you can call them in for a full resupply before picking the next contract. They'll be on a cooldown after that and can only be called in again after finishing a certain number of contracts. Might make the cooldown be affected by a meta-difficulty like Sector Security or something. Like operating in high security areas means it takes longer between resupplies. Also resupplies will probably have a mounting score penalty or cost, eg 1000 score for the first, 1500 for the second, 2000 for the third, etc.

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My first game in this kinda mecha genre, tried to kill as many ACES as possible, THOR makes flying a bit harder by almost oneshotting me so i was most of the time on ground
Light body, heavy weapon and shotgun for close range conversations
(very long loading time and also i can't control my mech in courses so i skiped it at all and have no idea how boosting works and for what it  works as it is)

Developer

For not having access to the courses, you did really well. Even got chain-dashing down. xD

Much thanks for the heads up on the broken courses. It's been fixed so look forward to it in the next hotfix!

Can i lock on one enemy so sights won't lock on other enemies? Cause i have many times when i spin around enemies and some clusterfuck happens and i miss with a shotgun at point blank

Developer (1 edit)

You can. Press Q on keyboard or R3 on gamepad while targeting an enemy. The LOCKED symbol should pop up and your locked target shouldn't change as long as it remains a valid target. 

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Bad quality (didn't want to wait couple of hours for upload)
Nice combo - Large Missiles and Heavy Rifle, killed around... 30+ aces? Almost 30mins of survival in acesonly
I thought that after 3 aces there will be 4 and then 5 etc, but there's only 3 aces at one wave((
Developer

Quality's alright and yeah, the wave survival eventually loops in on itself unfortunately. If you want more of a challenge, try the branching missions and aim for a high rank. Most of the enemies got toned down when branching mission was introduced so a player not at 100% health/armor wouldn't get erased, especially since you don't automatically get  a health/armor refresh after every wave.

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did the evangelion scheme

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and for the emperah

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chief you mind explaining me what your doing in hammer 

sir im no longer sided with the unsc 

Developer

NOOOO CHIEF

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f

just found out this post exist, so i decided to show my hammer gameplay i made a month ago!

overall, i absolutely adore the style and gameplay of this game, it really reminds me of one of those armored core games i played.

I hope you will keep adding new parts and new enemies!

Developer

Really good moves, and in a chonky boi to boot. Glad you're enjoying it a lot!

I've got a bunch of ideas for new enemies but I'm still thinking up ways on how they can be distinct and fun to encounter. Maybe a helicopter enemy with a Linear Rifle (like the Chrysalis from Peace Walker) or tanks with a billion machineguns (like a pimped-out Leman Russ). Will probably take some time to work on because recent schedule has been pretty packed though.