Level Prototype Demos


Here are a few demos of PVP combat in some of our level prototypes.

Since the proof-of-concept demo we've added a bunch of new features. First of all, we can see multiple players running and dashing around, shooting at each other simultaneously; it works with keyboard (using Q & E to rotate) and controller (where it's more of a twin-stick movement style) -- there's one player using each in all of these videos. The controller setup is definitely more suited for quick reactions and intuitive movements.

The level designs featured in this post are more honed in on what we want the game to feel like mechanically than the proof of concept, too. Notice that with the exclusion of the second one, they're all based on blocky, clean angles. This one above is all right angles or 45-degree angles, and is set up such that a well-placed shot to one of the corners could take your bullet around the whole stage.

There's also a "grenade" secondary fire that's in this video, maybe a little too much! We still need to do a lot of work tuning cooldowns and damage amounts. The idea with that is that it fires slower and bounces fewer times, but "blows up" upon termination into an AoE zone where players take a little bit of damage (effectively shutting down an area of the map). There's also dashing in this clip.

A little harder to see in these clips unless you're paying close attention (we plan to add visual indicators) is that a shot's damage is proportional to the number of times it ricochets; a direct hit with no bounces does no damage.

Finally, and pretty clearly, now players actually do take damage and respawn on a delay after they pass 0 health. After getting to 0 stocks, they will no longer respawn. This is the framework of the stock-battle system that we want to lean into. There are also menus now, though I didn't show them in the demo because it doesn't really fit within the framework of a level prototype.

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