2 Hando Commando – OUYA Store Testing!

The winners of the OUYA Create Jam were announced today, and sadly, 2 Hando Commando wasn’t amongst them. I’m still chugging along with the prototype, though, and I’m happy to say that the current split-screen build is now available for testing on the early OUYA store interface.

Screen Shot 2013-02-11 at 2.46.43 PM

I ended up cleaning the character textures a little bit and putting them on the main menu.

One of the major things I ended up doing was moving all UI elements into separate prefabs for each player, so that I could dynamically instantiate them in whatever screen area I needed. That should really help as I prep everything for online vs. mode!

Screen Shot 2013-02-11 at 2.48.01 PM

I also added in small target icons that help a bit with targeting, and also some health bars to replace the percentage displays. It’s a bit better, but the next step will be to implement laser sights on the guns to make the current target much more readable. The levels are super placeholder at this moment, with the only guiding philosophy being to create a little playground with some obstacles. I’m waiting for real players to decide what kinds of level geometry is interesting and usable, as this is brand new genre territory I’m stepping into!

TrainingGrounds

Finally, the game features a new character, and some new sound effects and cleanup of various bugs that had sat around unfixed for both my Create Jam and Experimental Gameplay Workshop submissions.

The new Riot Shield provides pretty effective (but not perfect) frontal defense against projectile weapons, but is really vulnerable to Rocket Launcher splash damage. The user can also perform a shield bash in place of other weapons, but its turning speed makes it difficult (and fun) to do melee at close range.

Screen Shot 2013-02-11 at 3.47.55 PM

This new build is up on the OUYA testing store at this point, so if you’ve got a devkit, I’d be really happy to hear from you if you get a chance to playtest with a buddy!

Rocket Launcher & Control Improvements – 2 Hando Commando Devlog

Rocket Launchin’ Heavy!

This is something I originally wanted to get into the prototype before submitting it, but just ran out of time to create. This is the temporarily-named “Heavy”, a slowpoke with a manually-aimed rocket launcher.

The big departure from auto-aiming is pretty interesting, and I haven’t yet figured out how to make it so that splash damage doesn’t hit enemies out of LOS.

Since posting this video, I’ve also gotten a riot-shield style character with a shield bash. The way I’ve been setting up things, I may end up splitting character customization even further into base character, weapon, and accessories/addons. Everything’s just modeled on basic weapon selections at the moment, which is where most of the variation comes from.

Controls

On another note, I’ve been pretty new at using the Unity-provided character controllers to handle movement for the commandos in the game. I wasn’t too happy with the way that movement felt laggy, and part of it was honestly that the SDK wasn’t taking a very performant approach to sending controller input to Unity.

However, in the past few days I’ve been able to make leaps and strides by both rewriting my input abstraction layer to communicate faster and also changing up the character movement to be more immediate, with a lack of inertia that feels much better for a top-down game like 2HC.

Playable Demo?

My next milestone is going to be playable online multiplayer through a web browser, because the next thing for me to do is to start playtesting with a small group of people. So far, this is splitscreen only and is more of a proof of concept than anything. I’ve got some server-side infrastructure to build up before that point, but if you’re interested in trying it out, please contact me and let me know!