It’s down to 20 NPCs in the demo, ‘cause otherwise it’s physically impossible to pass through the hub area, unless you manage to ride the wave of bodies throwing themselves at you.
Demo 0002 is here (130Mo).
There is nothing super interesting in it, it’s more of a “I’m not dead” update.
It’s compiled with a lot stabler version of Unity, so for the people who had crashes with the previous version, please give this one a try.
Controls :
WASD : Forward/Backward/Turning (it’s tank control for now, will change later)
Space : Jump
Shift : Sprint
Escape : Quit the game
Dev Controls :
Home : Teleport back to spawn point (in case you fell into the void or get stuck)
End : Stop your momentum (in case you put yourself on orbital trajectory by going too fast and jumping too high)
Insert : God mode (NPCs difficulty isn’t really tuned)
Right now I’m still hesitating on the final gameplay.
I wanted to make a platform/rpg, but the ability to have hundreds of NPCs fighting at the same time seem too good to not use.
But going for a Dynasty Warrior / City of Heroes’ Mastermind gameplay would kinda clash with platforming since it’s the kind of thing that require not having a bajillon NPCs around you.
So dunno, gonna have to think a lot more about it.
Я вылетел за пределы планеты, Yay!
(Space core)
Right now the .exe file is labeled “Horse Not Found”, so I guess that’s the current name.
I generally suck at finding names, and I’m still unsure in which gameplay direction I will actually go.
Finding a fitting name is something that’s very low on the ToDo list.
Whew, good thing that Derpi mods never hop on the Train of virtue signaling!
Yeah, that’s a left-over from the previous version which needed something camera-independent.
More player-friendly controls are on top of the ToDo list, I’m just waiting to be sure about what gameplay this will have.
I do find the tank controls a bit awkward tho NGL.