Hello! Posting some of my progress on my Ork Framework project! In the style of devil may cry, dark souls, and metroid. Started about 10 days ago and ORK has been a dream to work with.
I'll be occasionally popping on these forums post updates and once the project is done I plan on breaking down how every aspect works.
I'm a 3d artist and writer with over a decade of experience, in all those years I've worked on around 7 projects with different teams and none of them worked out. Can't say how happy I am to have a program where I can bring my ideas to life.
I'm hoping this game will be the first in a series of character driven narratives.
Edit : Demo upcoming, just to test out the basics of combat. Check it out on Jan 1st.
To Do List : 2018 December : 1. Add in Fay + movement 2. Camera 3. Combo/Attack 4. Test enemy that attacks 5. Dodging 6. Gun aiming 7. Test level 8. Grappling hook 9. Shock Claw 10. Jet-Jump 11. Add in NU 12. Create melee opponent 13. Create ranged opponent 14. Create flying opponent 15. Test level build for all abilities
2019 January/February 16. Design/Create all enemies
March/April/May 17. Test cutscene 18. Design world 19. Proto-world, Fully explorable
June/July 20. Design/Create bosses
August/September 21. Pre-Alpha testing 22. Create world assets
Thanks! Other than the time spent learning it in tutorials and such. As soon as I understood the realtime combat I knew I had to throw together a prototype :)
Here it is! The first prototype! Includes 3 enemy types and a small area to fight them in! Although it supports gamepad it hasn't been my focus and it probably isn't fully working. I HIGHLY recommend playing on windowed mode in case of a soft lock.
WASD : movement Space : Jump Control : Dodge Shift : Sprint F : Interact (might be needed for menu stuff atm) Click : Accept/Attack Right Click : Gun Escape : Menu/Map/Log
Told myself to take about a week break after each stage of development to unwind and prevent from burning out!
It was supposed to end tomorrow but I got impatient and started on Stage 2, enemies!
The quadribot. A constant reminder of military presence. These remote controlled drones patrol the streets and fire at anyone who doesn't vacate the area. A mid-game enemy that always proves troublesome to destroy.
The UAT4.x, an indestructible enemy to harass you in the late-game. A show of force by the N.A.P.F, these tanks are compact, remote controlled, and manueverable, capable navigating city streets.
It looks great! If you don't mind me asking, how did you set up the player camera? I'm trying to get that exact view and functionality, but I'm having trouble. :(
Okay, after a couple days of headaches where the game would crash and his animations wouldn't play I finally caved and decided to just restart. Redoing the models export (it did have a few issues coming over from blender), redoing the animations, and the prefab.
Apparently the battle AI was causing hard locks of unity, though im not sure why yet. I disabled it and its fine.
Although I have a lot to (re)do, I present the Archangel mech!
Worried about combat feeling sloppy. I have a new character controller to test out after enemies are done and I definitely want to convert my main character to Mechanim. But im also considering switching either to psuedo-turn based or an isometric camera angle (to hide some technical animation flaws like no IKs and stuff) either way I'm going to keep moving on with enemies and revisit gameplay later.
Spent the last 2ish months doing enemy assets! Time to move on to world design today. Didn't get all of them done... Basically wound up with 1 of each type. Brawler, Gunner, chemist, elite Gunner, axer, and runner (pistol/knife)
And here's a concept art I got done displaying Fay and the Nurocrysvirus which causes black crystalline growths either within or outside the skin. At the time of the game 80% of all human life has been wiped out from internal nurocrysvirus.
Got my prototype level down.
Edit : Demo upcoming, just to test out the basics of combat. Check it out on Jan 1st.
To Do List :
2018 December :
1. Add in Fay + movement2. Camera
3. Combo/Attack
4. Test enemy that attacks
5. Dodging
6. Gun aiming
7. Test level8. Grappling hook
9. Shock Claw
10. Jet-Jump
11. Add in NU
12. Create melee opponent
13. Create ranged opponent
14. Create flying opponent
15. Test level build for all abilities2019 January/February
16. Design/Create all enemies
March/April/May
17. Test cutscene
18. Design world
19. Proto-world, Fully explorable
June/July
20. Design/Create bosses
August/September
21. Pre-Alpha testing
22. Create world assets
October/November
23. Create cutscenes
24. Beta testing
2020 January
25. Release
Just have to test flying enemies before the demo release!
Other than the time spent learning it in tutorials and such. As soon as I understood the realtime combat I knew I had to throw together a prototype :)
Although it supports gamepad it hasn't been my focus and it probably isn't fully working.
I HIGHLY recommend playing on windowed mode in case of a soft lock.
https://drive.google.com/open?id=1eKgzCc5yQoo6WK4RpZ8kGQJU5vr75cW1
WASD : movement
Space : Jump
Control : Dodge
Shift : Sprint
F : Interact (might be needed for menu stuff atm)
Click : Accept/Attack
Right Click : Gun
Escape : Menu/Map/Log
It was supposed to end tomorrow but I got impatient and started on Stage 2, enemies!
The quadribot. A constant reminder of military presence. These remote controlled drones patrol the streets and fire at anyone who doesn't vacate the area. A mid-game enemy that always proves troublesome to destroy.
The UAT4.x, an indestructible enemy to harass you in the late-game. A show of force by the N.A.P.F, these tanks are compact, remote controlled, and manueverable, capable navigating city streets.
The camera is set to first person with a -z offset and is set to an empty child that's in front and to the right of her head.
In character controls I think you have to set it to camera direction and also first person. So A and D do sidestrafing.
I might be missing something so let me know if that doesn't work.
Apparently the battle AI was causing hard locks of unity, though im not sure why yet. I disabled it and its fine.
Although I have a lot to (re)do, I present the Archangel mech!
Didn't get all of them done... Basically wound up with 1 of each type. Brawler, Gunner, chemist, elite Gunner, axer, and runner (pistol/knife)
And here's a concept art I got done displaying Fay and the Nurocrysvirus which causes black crystalline growths either within or outside the skin. At the time of the game 80% of all human life has been wiped out from internal nurocrysvirus.