Here is a playable version for testing, please feel free to offer feedback. https://patrickekallen.itch.io/ioh
Monthly Archives: March 2020
IOH – Early Access Build
I have decided to allow people to test the game and take feedback and suggestions from anyone who wants to try the game. I will update again as soon as a playable version is uploaded.
I.O.H. Version 1.0.1.2
This version has an array of new features, many of which are visual. Version 1.0.1.1. looked largely the same as the previous build, as most of the changes were internal, including reworking the movement system’s code to eliminate frame rate issues and adjusting the physics and mechanics of the jump and the speed of playerContinue reading “I.O.H. Version 1.0.1.2”
IOH Version 1.0.1.0
In version 1.0.1.0, I have rebuilt the entire game from scratch, with my player character remaining static in the gamespace whilst objects move toward her, giving the illusion that she is moving without the danger that the player will venture outside of the boundaries of the working space in Unreal Engine. The new game featuresContinue reading “IOH Version 1.0.1.0”
IOH Version 1.0.0.3
This version made substantial progress, but was also unfortunately not going to be a viable build going forward as there is a bug which causes crashing resulting from a fundamental problem with the design of the player character. This version contains real endless runner mechanics, with the player advancing forward and tiles being generated aheadContinue reading “IOH Version 1.0.0.3”
IOH Version 1.0.0.2
In this version I have implemented targets and mechanics for the two resource bars the player has. By left or right clicking, the player can fir weapons that use either bar, and the targets are appropriately coloured so that only the opposing colour can hurt them. The player can also boost or break to speedContinue reading “IOH Version 1.0.0.2”
IOH Version 1.0.0.1
As I progressed with working on my prototype, I decided that the best way to accomplish the feeling of constant forward movement that I wanted was to force the player to constantly move forward. I added forward movement and the ability for the player to move left and right. At this stage changes to theContinue reading “IOH Version 1.0.0.1”
IOH Prototype Plans
My plan for this game at this point was primarily to create a fast paced third person shooter with platform elements. I really wanted the player to have to keep moving forward. In addition I planned to include a system where the player’s energy bar was also their health, tying health and ammo to theContinue reading “IOH Prototype Plans”
Prototype: IOH
This video contains the first prototype build of my game, which I am currently calling IOH. This third person shooter build includes hitscan firing, which depletes the player’s blue bar. Crouching disables firing but shields the player and restores their blue bar. Holding the fire button charges your shot, and if the purple bar fillsContinue reading “Prototype: IOH”
Kitbash City
This city environment was created from a small selection of geometric shapes and basic flat textures. Both of the more complex buildings were created from the same pieces as the city.
