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Arc is an arcade mashup that combines run and jump platformer action with reticule controlled shooting. The game features 4-player cooperative play on the same console/screen. Each player can freely toggle between 2 complementary modes of play, Reticule Mode and Marine Mode. Which mode you choose depends on the current threat. Enemies can appear in two different planes of the game, the near plane and the far plane. Each player mode specializes in attacking one of these 2 planes. Reticule Reticule mode can attack enemies in both planes. It has extremely powerful shots but a limited amount of ammo. Marine Marines can only attack enemies in the near plane. They have unlimited ammo and can also pick up ammo drops to replenish the reticule mode ammo for all players. Upgrades Players level up through the course of the game. There is also an in-game store where players can purchase/upgrade weapons and acquire utilities like a jetpack, automated drone turrets and more!

Post news RSS Arc Dev Diary 11/19/2013

Arc Dev Diary for Tuesday the 19th. Yet another day in the development of Arc. Re-designs, modeling and texture mapped 2D HUDs.

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Tuesday 11/19/2013

Jake

I started out today looking at the weapons testing room again, and I just still wasn’t happy with the layout on it. After a quick morning meeting with Zach, we made the decision to redo how players get items in it. The biggest issue was it just looked too cluttered, we have boxes and guns all over the place. We talked about what would happen in this room as we added more items to the store. The realization came to both of us that it just wasn’t gonna work. So another redesign inc., promise its the last one:)

So in this image you can see we moved the platforms up, and we now have an animated platform on the right going up and down. We felt this would give players the most room to test utilities, and weapons. Sorry I forgot to snap some pics of the 3dmax redesign, and lighting tweaks. It was just mainly a platform redesign, I’m also messing around with cargo boxes and pipes. I will be adding lighting fixtures in the coming day to this, as well as some texture fixes. Then I will hammer on the lighting in this room.

Next we decided that we were going to use consoles for players to select the items they want. This was the simplest solution , leaving us an easy way to add new items, without cluttering the room. I ended up modeling a simple little console that I think should work.



The texture isnt finished on the new consoles,but the plan is for them to match each player color, making each console unique by player id. This will be done with mostly light baking etc.., Zach is also working on a cool animation for the console monitors.

Last thing I did today was mess around with overscan, here is a pic of the overscan hud Zach stuck in for me to toggle on and off while putting a scene together. Makes life a lot easier:)

Today was kind of a set back, I thought I’d be moving on to my next project. It’s still a good setback though it will make things more functional in the end, and look a little more pleasant. We really want this room to be very user friendly. Some people may wonder why this room is so important to us. To them all I can say is that this is where everyone can see what they are buying before they spend their hard earned Arc bucks on an item. Plus a user that hasn’t purchased Arc can play in here as much as they want and really get a feel for how the character will operate when we add our platforming levels to the game.

Zach

Today I finished the menu system. It is simple to use and quite flexible under the hood.

I also started work on the terminal menus for our ready room makeover. Luckily being able to re-use the menu system I just made.


If you look close-up you can see that these are just 2D HUDs on a textured quad.

I will wrap this up tonight or tomorrow and then move on to completing the armory.

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Arc
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Hypercane Studios
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ShiVa3D
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