Shooty Squad centers around fast paced, competitive gun-play.
With low poly and simplistic graphics, the goal is to get game play as smooth as possible.
With a variety of guns from machine guns, snipers or even RPG's. Beating your opponent will take not only quick reflexes, but being smart about how you play !
Learning the location and advantages of each gun, will be the key to winning against your opponents.
Each map has been designed with keeping the game as balanced as possible. Each map will have its own unique flow and personality !
So this week was a really fun week .... Not !
Most of this week I have been refactoring a lot of the code for shooty squad... I realized after implementing the offline zombie a few weeks ago that the code for adding new game modes, was not very scale-able and overall was quite poor and rushed. Adding new game modes meant modifying existing code adding an if statement here there and everywhere. So the goal obviously was to re design the code so that adding new game modes meant that we didn't have to change old code and just added new code. This also allowed me to implement offline character, so that if i wanted to test a level I wouldn't have to go through the whole process of hosting a game selecting a level etc.. This means I can quickly test new character abilities etc, and test new maps.
Going forward this make having different game modes added a lot easier, and there will be a nice smooth workflow !
Not much has been added visually since last week however I did add a little gold node asset in the lowest levels of underground..
Shooty squad update, with a new offline game mode, and also a new multiplayer map.
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