R for Revenge – Hotline Miami with expertise

R for Revenge – Hotline Miami with expertise

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TienLee21


Greetings! I am thrilled to formally announce my new recreation undertaking – R for Redemption. This prime down shooter/brawler hybrid has been months within the making and I feel it has actual potential.

Impressed by the legendary Hotline Miami, R for Redemption cranks up the motion with breakneck gunplay and brutal melee fight. Filter out hordes of enemies earlier than they clear YOU out. With permadeath on the road, each second counts.

Here is a sneak peek at some applied gameplay to date:
  Toast Right Intuitive keyboard/gamepad motion provides you full management of the sector. Strafe, flip, and pull off exact maneuvers amidst the bullet chaos.
  Toast Right Sprint with type, leaving enemies within the mud. However be sure you have a plan, as a result of the sprint meter wasn’t infinite.
  Toast Right Stand up shut and private with punching. Preventing them like a gorilla certain will prevent some ammo, however expose you to wreck. Danger reward!

I lately completed the sprite artwork for the primary character, Ryan. Sporting a penguin hat and gripping a pistol, Ryan’s gritty pixel artwork units the tone for this story of a hitman searching for redemption.

R for Redemption is my ardour undertaking. I will be sharing common dev updates and would love your impressions and concepts
Keep tuned for extra particulars coming quickly!

« Final Edit: November 19, 2023, 11:54:21 PM by TienLee21 »
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TienLee21


Hiya Agent,

For the third devlog of “R for Revenge”, I wished to present you all an replace on one of many key expertise I have been engaged on – the time reverse capacity.
https://youtu.be/9RpRodKYzyY?si=psipSMsihyODNsZF
As a few of , I took a number of inspiration from Hotline Miami with the top-down, brutal gameplay of “R for Revenge”. Nonetheless, I wished so as to add some distinctive mechanics that twist the components and permit for extra expressive and strategic participant expertise. That is the place the concept for time reverse got here from.

Gamers can now rewind time by 5 seconds and return their character to their earlier place on the map. This opens up some actually fascinating prospects for retrying dangerous strikes or altering ways on the fly. Gamers can now strategy encounters in a extra aggressive vogue, testing the bounds with out the chance of permadeath in the event that they mess up.

After all, time reverse is not with out its risks. Gamers will must be cautious about place, reversing again into enemies didn’t look like a good suggestion so cautious planning is required. You possibly can’t simply mash the button to routinely win fights.

I have been playtesting the ability extensively and am actually proud of the way it influences moment-to-moment choice making and provides one other layer of technique. Skillful use of time reverse to outmaneuver AI or retake favorable positions feels extremely satisfying.

Let me know you probably have some other questions! I will be sharpening and balancing this capacity over the approaching weeks. I feel with additional iterations, time reverse can really set “R for Revenge” other than different top-down motion video games. For the following main ability, I have been taking part in round with the concept of a “bullet time” mode that permits gamers to gradual the passage of time for a short interval. Extra updates are coming quickly!

« Final Edit: November 03, 2023, 11:01:47 PM by TienLee21 »
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TienLee21


Dev log – Bloody deaths in R for Revenge ‍

Hiya agent, for this dev log I wished to offer an replace on the enemy demise and gore system I’ve been growing for R for Revenge.
https://youtu.be/Cvox80arRo0?si=kcU5hXO5kd0szNMP

Genuine, visceral violence is a vital a part of the sport’s identification as a result of you’ll be able to’t spell “Hotline miami” with out the grotesque, bloody graphics. So I’ve put a number of effort into making the varied methods enemies meet their demise really feel suitably brutal and grotesque.

First up, I hand-painted an enormous library of demise sprites displaying enemies falling, overlaying wounds or being torn aside in dozens of distinctive poses. Moreover that I additionally separate the higher physique and the decrease physique to combine and match varied demise positions. Now no two deaths will look the identical, preserving issues randomly horrific.

Blood results have additionally acquired an overhaul. It runs, smears and coagulates on flooring, weapons and the enemy themselves. When the violence happens, blood spatter is rendered to match the deadly wound.. Nothing breaks immersion like levitating blood blobs! ✍️

Maybe my favourite contact is a few enemies making an attempt hopeless final gasps as they fall. Gurgles and choked closing pleas assist emphasize the true value of violence. It is a darker contact however suits the gritty theme.

I am very happy with the progress made on the brand new demise and gore techniques. Whereas there may be nonetheless work to be performed tweaking the steadiness, I am assured these modifications elevate the visceral violence to match the general depth of R for Revenge. Thanks as at all times in your continued assist and suggestions!


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TienLee21


Dev log – AI Conduct in R for Revenge
Hello agent, within the final dev log I shared an replace on the blood and gore results. This time, I wish to focus on the enhancements made to the enemy AI.

Having clever, responsive enemies is essential to producing stress and offering a problem. So I’ve been refining the way in which they detect, observe and fight the participant.

Using the NavMeshPlus system, patrol paths have been custom-made for every map space. This permits pure motion patterns to emerge. When enemies spot the participant, the chase is on. They easily transition from patrol to pursuit, firing constantly. If line of sight breaks, they may cautiously sweep the final identified location earlier than returning to their patrol place.

In upcoming improvement iterations, my aim is to introduce extra variety to how totally different enemies behave and will be engaged. Presently there may be simply the patrolling guard sort, however sooner or later there might be different enemy archetypes with distinct motion patterns like random motion. No matter motion type, all enemies will retain the power to note, chase and interact the participant as soon as conscious of their presence.

I am excited to introduce these new strategic layers, the place totally different enemy sorts demand distinct ways to beat. It ought to end in much more dynamic, tense encounters tuned to every stage structure. Work now begins on implementing this expanded AI framework – thanks all in your persistence and assist as improvement progresses!


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TienLee21


Devlog – Slowing Down Time in disaster ⌛

Hiya agent! For our intense top-down shooter “R for Revenge”, survival in chaotic firefights is essential. Gamers will face off towards powerful enemies with quick reflexes and lethal goal. However I wished to present our principal character an edge to show the tables in dire conditions and assist gamers really feel like they maintain the facility to govern time itself within the warmth of battle.
https://youtu.be/Csri7xzGAkc?si=35EAnivdARs-YYNH
Enter “Final Stand” – a passive capacity that kicks in when well being drops under 25%. Time appears to cease as every thing slows to a crawl. Enemies transfer in sluggish movement whereas bullets fly by at a snail’s tempo. From their perspective, the participant dodges and retaliates with inhuman pace.

That is greater than only a gameplay mechanic – it’s an opportunity to really feel like a real grasp of assassination! Even on the point of defeat, the primary character seizes management by bending the legal guidelines of physics. Just a few valuable seconds are gained to hunt cowl, line up an ideal killshot, or plan an escape.

Testing has been intense attempting to get the gradual movement impact good. It must be slowed down sufficient to be tangible, however not so gradual that it removes all sense of threat. I’ve discovered that making every thing else run at round 10% pace achieves that steadiness of enhanced notion and urgency.

After all, Final Stand will not save the participant indefinitely. It solely buys just a few valuable seconds to show the tides. However I hope offering an epic gradual movement second to wipe out enemies will make for some memorable and cinematic gameplay sequences. Let me know what you consider this experimental new capacity – any suggestions is welcome as we tighten up the design. Keep tuned for extra dev updates on “R for Revenge”!


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TienLee21


I am completely happy to share an replace on “R for Revenge”. I’ve added an enemy stun mechanic that permits throwing weapons to freeze enemies briefly. When shocked, a melee assault will be safely landed. This has added a number of technique throughout playtests – do you rush in or stun first? It creates some actually intense moments deciding which tactic to make use of.

Thanks all in your continued assist of this undertaking. Please hold offering suggestions as I work to shine and steadiness and need you all the most effective going into 2024!

https://youtu.be/kINe9N068nM?si=uVhug80blqSAMKBY

« Final Edit: January 10, 2024, 01:46:06 AM by TienLee21 »
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Hiya agent,

As a lot of who’re conversant in R for Revenge, timing and motion are essential expertise in these top-down motion video games. I wished so as to add a capability that performs with expectations and creates alternatives to outwit enemies. The brand new ability I have been prototyping permits the participant character to quickly duplicate themselves, spawning a clone. ✖️
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Here is the way it works – with a faucet of the button, your character will break up into two similar copies for just a few seconds. The clone will immediately run ahead making enemies that spot it should attempt to have interaction, taking precious time to comprehend it isn’t the actual participant. This distraction can be utilized to flank opponents, draw hearth away from your self, or slip previous unseen. It actually encourages gamers to have interaction in taking dangers and considering one step forward of your confrontations. ☣️

Balancing the clone has been difficult. It must be convincing sufficient to bait enemies however not too sturdy that it turns into overpowered. Proper now the clone solely lasts for 3-5 seconds earlier than dissipating. I am taking part in round with how a lot well being/protection it ought to have if attacked as properly. Proper now the clone is solely a distraction, baiting enemies however not posing any precise risk. However what if later within the recreation, the participant might improve their expertise to permit the clone to fireplace their at present geared up weapon?

Let me know what you consider this addition! As at all times, suggestions is very appreciated as I work to refine mechanics and steadiness for the total launch. I am actually enthusiastic about how this duplicate capacity might add one other layer of technique to the mayhem. Keep tuned for extra dev logs detailing different improvements in “R for Revenge”! ❣️


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TienLee21


Devlog – Enhanced Enemy Reactions and Tactical Gameplay

Hiya agent,
Welcome again to a different solo devlog for “R for Revenge”! I am excited to share the newest updates and enhancements. On this week’s replace, I will be discussing the enhancements made to the enemy reactions and the introduction of a brand new sort of weapon – the one with silencer!
https://youtu.be/xcdSAaDWRm0?si=Hl1jNEdL17kBOgAM
Within the earlier model, enemies would react to any gunshot. Moreover, they’d reply to the demise of any enemy, even when the kill occurred behind a wall or out of their line of sight. I felt that these behaviors wanted refinement to enhance realism and strategic gameplay.

Within the newest replace, enemies now solely react in the event that they witness or hear one other enemy being taken down. Which means if you happen to get rid of an enemy with out being detected, the remaining enemies will proceed with their common patrol routes or behaviors. This alteration encourages gamers to make use of cautious planning.

With the introduction of this new enemy response system, I aimed to reinforce the general tactical gameplay expertise by introducing silence weapons, together with a small pistol and some other melee weapons. You, because the participant, now have extra management over your strategy, permitting you to fastidiously get rid of enemies one after the other with out alerting your complete group. ️

Thanks for becoming a member of me on this journey for “R for Revenge.” I consider that the enhancements to the enemy reactions and the introduction of a extra tactical gameplay aspect will make the sport much more participating and immersive. Keep tuned for future dev logs, the place I’ll proceed to share my progress and supply insights into the continued improvement. ⌚


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