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!