Hangry Animals: Level 1 Alpha Game Development Update #9
We're thrilled to provide an update on our latest developments in game mechanics and our progress towards building a test environment in Spatial ready for community game testers. Our team has been working diligently on improvements and exciting new elements set to transform your gaming experiences.
One of our most significant achievements is the finalization of the weapons to be used in the level 1 alpha phase. After much deliberation and testing, we've crafted a diverse arsenal that promises a unique blend of action and strategy.
Among these new weapons, there's one that truly stands out for its unconventional concept - the Burgzooka gun. The Burgzooka is not your regular firearm; instead, it shoots burgers! However, these aren't just any ordinary burgers. When fired, the Burgzooka launches a stream or 'Diarrhea Burgers' in our testing! Which made us laugh involuntary, disrupting enemy movements and creating chaotic fun on the battlefield. This offers players creative ways to strategize and overcome obstacles, setting the stage for some truly memorable gameplay moments.
We've reworked the rifle to be an alien weapon of choice that shoots out rings of energy towards your opponents. The Lance Beam is the preferred weapon of choice of the Shillarkis warriors and your Hangry Animals comes into possession pretty quickly in the game to use against your invading assailants. Much pew pew pews will ensue!
These weapons will be upgradable as you explore crystals, tokens, new traits and integrations to your players metadata as you play and earn your way to the top of the leader board for you species. All three weapons are currently in development being modelled this month.
Short video clip of Zebrina cycling through the weapon options to attack the Shillarkis in our first level demo
Aside from weapon development, we're also pleased to confirm that the mechanism for attack knock back for enemies has been successfully implemented. This feature will add another layer of realism to our combat sequences, further enhancing the immersive qualities of our game and visual animation style.
Short clip of enemy kick back on hit. Otis using is weight to swing a hefty leg to earn some crystals.
In conjunction with this, we've also developed an advanced controller capable of handling more animation loops for character movement and attacks. With this advancement, players can expect smoother, more lifelike animations that enrich the overall visual appeal of our game. Whether it's walking, running, jumping, climbing up and over obstacles or executing a special attack, every movement will feel intuitive and fluid.
While we continue to make progress on the game mechanics and build our test environment, community input remains invaluable. We eagerly anticipate welcoming our community game testers to experience the advances first-hand in the Spatial environment. Rest assured, your feedback will help us refine and improve the wider game towards its ultimate vision of a 10 level story driven RPG with charitable purpose through good clean wholesome fun.
Stay tuned for more updates as we move forward in this exciting journey. Thank you for your support and passion for our game.