Play Armor solo or with your friends over the internet with up to FOUR - PLAYER COOP! Wreak havoc on those that want you dead and seek revenge that brought this nightmare onto you. Use your keyboard or xbox controller to fight your way through enemies by beating them to a pulp, cutting their limbs off, and then finishing them off with the decapitation of their head or a powerful blast from your cannon to their chest. Leave nothing standing in your path. If they shoot you you, steal their guns and use it against them! Work together and kill everything in your path, even if they're not even human...
- Revive each other by pouring in your energy
- Fight huge giant bosses that block your path
- Fantastic cut-scenes both interactive and cinematic
- Blood.. blood.. and more blood..
The future of action hack'n'slash and beat'em up games is now. Now work together as a team of four, to end this nightmare that wasn't meant to happen.
Hey everyone! This is Digital Glass, and I'm the programmer behind Armor. We started development 3 weeks ago have been in crunch mode this whole time, and I'm happy to say we hit our first milestone on schedule. We've managed to hit a first pass of our major features: Combat, Movement, AI, Networking.
Most importantly, our entire team is scattered around the world, and we've been concentrating on getting our pipeline as smooth as possible. The most important aspect of our pipeline right now is making everything data driven, giving our designer, and animator full flexibility on the various aspect of gameplay.
Here's a sample of our Animation Blend Tree's xml file:
The animator is given full control over how they want their animation to play, whether it's blending from a walk cycle to a run cycle, or adding a Fire animation on top of a running animation. Anything someone can do by coding in Unity, the animator has control over with the blend tree.
The various aspects we've made data driven is our: Combat System, AI, and FX, and intend to continue making more aspects of the game data driven, such as sound, weapons, and characters. This has proven to be a great decision, and has allowed us to have everyone design various aspects of our game, and merge them together without the need for Unity Pro, and Asset Server. For our second milestone, we aim to polish our tools with a GUI to increase productivity and make things easier to manage.
This has been a "behind the scenes" look at Armor, hope you all enjoyed, and track our progress as we move forward. Also be sure to take a look at our videos, and if you have any questions, feel free to leave a comment!
Hey guys! how many of you guys have ever played a 4 player coop hack'n'slash / brawler game before? Well, come on over to our webpage and check out the...
welcome, to a whole new bloody adventure where are you're 4 player brawling desires have been answered.