Outlawed Steel is a Beat ‘Em Up set in a post-apocalyptic industrial world, where the player is a bounty hunter making his way through hordes of punks. The game is heavily based on the player’s skills and reaction time as well as speed to give an input at the right timing. It will rely on parries and dodges to stay alive and attack in the windows of opportunity between the enemies attacks. The player needs to be focused most of if not all of the time.

Post news Report RSS #3 - Outlawed Steel - DevLog

Short article about the announcement and development of Outlawed Steel, more specifically, the showcase of some primitive mechanics of a prototype we are working on.

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Hello Everyone!!


This is the third article for our game Outlawed Steel.

This week we will be talking about some mechanics already implemented in our prototype. All of the mechanics need some more sharpening and are not yet final, this prototype is a work in progress that we use to put our ideas into the game and polish them.


First off, the melee enemy dash. This dash will occur whenever the player gets out of a certain range from the enemy, which makes him dash towards you to be able to attack. He jumps up in the sky first to give the player time to react and dodge/parry.



Next, we have the player's melee combat. As you can see, theres a green and a red circle in the video, these were made to be able to differenciate a successful and unsuccessful hit, respectively.

You can also see that the character looks wherever the player points.



Now, we have the player dash. The dash is directional and the player goes wherever the movement direction is (direction keys). It was made this way so the player can dodge sideways, for example if the player wants to shoot one way and dodge to another.



Next up we got the ranged combat. To be able to shoot, the player must first change the stance from melee to ranged by simply pressing a button, and by doing this the player loses the ability to punch and instead shoots his weapon. The bullets go wherever the player is looking, and to aid the player, on the prototype you can see that where the mouse is there is always a red dot to help locate where the mouse is.



Last but not least, we have a lot of things in one small video. In the start of the video we can see the player shooting, as previously mentioned. What's new here is the ranged enemy AI, which makes him dash from time to time sideways compared to the player's location. This was made so that the ranged enemies would provide a harder time and not just stand there waiting to be killed.



Now regarding other aspects, there is also a health points mechanic implemented already that you can see above, as the melee enemy is destroy after being hit, and so does the ranged enemy in another video.

The player also has HP already, where if he takes a certain amount of damage, the simulation stops.

Thats it for this week!! See you soon!!


Thank you for your attention.

Stay tuned for next week!

TTTLogoT

Toasty Toad Towers Studios


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