Rewritten missile behavior and changed UI
The missile behavior has been rewritten so that it can be controlled by acceleration and turning radius.
This makes it easier to design missiles that are more difficult to avoid.
The feeling of being in control of a three-dimensional space when you're just looking at the radar and passing missiles brilliantly is the best feeling, so I want to express it well.
Also, missiles can be locked and shot down.
As a result, rapid-fire short-range weapons > missiles > single-shot long-range weapons > rapid-fire short-range weapons
You can have a good compatibility. It's a game
I also put the UI together on the foot side.
The upper right radar inevitably requires a lot of eye movement, which is difficult.
Also, I've squashed the radar a little vertically, so it's great for those who aren't familiar with 2.5D radar.
I think it has become easier to understand the sense of foreground and back and the sense of top and bottom.
I tried making the bullet count, shell, energy, etc. bars elliptical to match the elliptical radar.
Maybe it's because of all the vinegar, but I couldn't put it all together in a very cool way, so I'll just keep it straight and think about it for a while.
Also, the effect of Shell when taking damage,
It is expressed so that you can roughly understand the remaining CP (core point) percentage and remaining shell percentage.
I came up with a pretty good way to check the hits.
Apart from this, we also plan to add a UI for checking enemy CP.
heavy weapons
Added heavy weapons that can be mounted directly on the skirt.
Also, I would like to prepare a more powerful firearm in exchange for the upper and lower lockable range being more limited than the normal firearm equipped in the sleeve.
Concept etc.
We are also preparing special weapons and extensions.
It seems interesting to have additional missiles, missile interceptors, and reflective armor.
This time, I'm thinking about implementing something that can auto-sight with optional parts.
By not being able to equip other OPs and adding disadvantages such as EN consumption and weight,
I would also like to express the benefits of a sense of proficiency without auto-sighting.
Get AGGRESS CORE
AGGRESS CORE
High speed dress up action. Change to your favorite weapons and equipment and fly around the field freely! !
Status | In development |
Author | HitryLogy |
Genre | Shooter, Action |
Tags | 3D, Female Protagonist, Singleplayer, Third-Person Shooter, Unreal Engine |
More posts
- FPS mode implementationMay 19, 2024
- Demo releaseMay 16, 2024
- You can now customize your hairstyle, body shape, etc.Apr 26, 2024
- Added new parts skirt and sleeve etc.Apr 23, 2024
- AGGRESS CORE (tentative) You can now change the equipment and color scheme of th...Apr 21, 2024
- Progress) TPS enemy character implementationApr 20, 2024
- Progress) A sequel to TPS is currently in production, and a common AI for wingme...Apr 17, 2024
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