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Severed Moon

A topic by Ferdowsur created Sep 05, 2018 Views: 653 Replies: 3
Viewing posts 1 to 4
(1 edit)


Severed Moon - Main menu title

Severed Moon is a battle arena game focuses on  LAN and Hotseat Co-op or VS battles.

It was inspired by my favorite game from childhood, Future Cop LAPD.

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Screen Shots






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"Story"

The game is set on a distant future where earth has been taken over by flying machines and the remaining humans must escape the terror by moon turned into spaceship.

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Features

  • Multiplayer (LAN and Hot-Seat)
  • Co-op vs AI
  • In-game Power Ups
  • Tank modification : Just unlockable weapons and all participating players will have access to the same weapons (unlocked by any players) in multiplayer mode
  • Spawn-able Units (Aircraft*/Hovercrafts*)
  • Capturable Outposts*

[Features marked with * are actually completed, the rest are just plans which can be changed due to my inability or simply if I change my mind. I actually have a shit ton of features to add in my personal list but don't want to add to many incomplete stuff here]

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Development

The game is currently being developed by just one person, Ferdowsur Asif (me).  I have been casually practicing game dev for a few years. I have been mostly developing random stuff privately for fun. Now  I just finished my studies and finally want to settle down and start my career as a professional game developer(/programmer).

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Links

Facebook: https://www.facebook.com/tinygiantstudio

[This will be my main dev blog. Will try to keep weekly development updates here and will upload occasional GIF/Videos to facebook]

(3 edits)

[Each week I will decide on a set of goals  and log how many goals I completed from the previous week]

Goals for this week:

  1. Complete object pooling (from each unit spawn to each explosion)
  2. Character Death/reSpawn
  3. Hot-seat camera and input mapping
  4. In-game pause menu
  5. Configurable controls from in-game pause menu and main menu
  6. Capturable outposts
  7. Game Over Scene (Victory-Loss)
  8. Completing all the above should give a minimum playable prototype

Optional Goal: 1. Improve turret animation 2. Improve player bullet impact animation 3. Make a grenade type weapon's script without animation 

(1 edit)

Last Week's to-do list:

Main Goals

  1. Complete object pooling (from each unit spawn to each explosion)
  2. Character Death/reSpawn
  3. Hot-seat camera and input mapping
  4. In-game pause menu
  5. Configurable controls from in-game pause menu and main menu
  6. Capturable outposts
  7. Game Over Scene (Victory-Loss)
  8. Completing all the above should give a minimum playable prototype

Optional Goal: 1. Improve turret animation 2. Improve player bullet impact animation 3. Make a grenade type weapon's script without animation

Goals for this Week:

  1. Learn about visual decision trees for easier scalability
  2. Implement basic version of AI for main enemy
  3. Placeholder model for main enemy
  4. Configurable input mapping + Audio  + Video Settings (ingame/mainmenu)

Last Week's to-do list:

Main Goals

  1. Learn about visual decision trees for easier scalability [note: not suitable for what I am looking for]
  2. Implement basic version of AI for main enemy
  3. Placeholder model for main enemy
  4. Configurable input mapping + Audio  + Video Settings (ingame/mainmenu)

[improved aircraft ai movement, turret bullet animation, redid map prefabs for usability in future maps]

Goals for this Week:

  1. Fix outposts 
  2. Create special hovercraft and a placeholder special aircraft
  3. complete enemy ai with configurable difficulty settings