I've been hard at work, (not really)sequestered off from the world, tinkering and playing with my gamedev bobbles. I've also been mostly quiet on Twitter (save for a couple media rants) and haven't updated my devblog here in about 17 years. I'm now rectifying that.
About two months ago I moved into a new place and started looking to work on a collaborative project. After a couple false starts, I stumbled across an artist and animator looking to start a new project. We met and fell in love(actually no we just started a project).
As of today, the project has no name. I've been refering to it as GunBoat, despite it having nothing to do with boats, and I've been slaving away on it for the last month and a half. Now, most of the art is still my standins, and what art my dev-partner has done is still very early, but I've assembled a couple prototype gifs I've made just to show something for my silence.
About two months ago I moved into a new place and started looking to work on a collaborative project. After a couple false starts, I stumbled across an artist and animator looking to start a new project. We met and fell in love(actually no we just started a project).
As of today, the project has no name. I've been refering to it as GunBoat, despite it having nothing to do with boats, and I've been slaving away on it for the last month and a half. Now, most of the art is still my standins, and what art my dev-partner has done is still very early, but I've assembled a couple prototype gifs I've made just to show something for my silence.
As is pretty obvious, GunBoat is a top-down shooter, and is randomly assembled, that is to say, each level is a hand-made dungeon, with randomized bits added on, which I feel is a way to incorporate the best elements of traditional manufactured levels, and of randomized levels. This system aims to ensure every level is coherent, enjoyable, and loaded with cool stuff.
Now, there's very little set in stone about GunBoat just yet, but one thing we are very proud of is our buddy system. As you play through each dungeon, you'll come across captured teammates, which you can then recruit to your squad. Each teammate has a special ability, (medic heals you, a grenadier lobs frag grenades, a soldier provides a second gun hand, ect). As you progress through the dungeon, you'll aquire and swap squad mates to create the best team you can make, in hopes of taking on the looming leader at the deepest depth.
All this fluff to say, I'm working with a new collaborator on a shooter project, and it's gonna be incredible, even if a little late to the rogue-lite party. I hope you'll stick around to watch development, and I know you'll like GunBoat when it's released.
Thanks,
Wyatt White
IT SuperGrunt Extraordinaire!
Now, there's very little set in stone about GunBoat just yet, but one thing we are very proud of is our buddy system. As you play through each dungeon, you'll come across captured teammates, which you can then recruit to your squad. Each teammate has a special ability, (medic heals you, a grenadier lobs frag grenades, a soldier provides a second gun hand, ect). As you progress through the dungeon, you'll aquire and swap squad mates to create the best team you can make, in hopes of taking on the looming leader at the deepest depth.
All this fluff to say, I'm working with a new collaborator on a shooter project, and it's gonna be incredible, even if a little late to the rogue-lite party. I hope you'll stick around to watch development, and I know you'll like GunBoat when it's released.
Thanks,
Wyatt White
IT SuperGrunt Extraordinaire!