A few years after the Impact of a Meteor containing a Mysterious subtance, a near-futuristic World were Robotic Technology is commonly seen and little the Population knows about the Material, a massive global Corporation controls the Economy and produces most of the world´s Robotic Technology.
Overflow is a FPS RTS style hybrid game, combining a few elements from the FPS and RTS genre. The player must search for parts, weapons and new technology to adapt to all the twisted hazards that will rise...
A simplistic low-poly world generated by the many alphatek computers
Monsters are capable of optically camouflaging, becoming virtually invisible
Modify, rearm and adapt your robots for the progressing cataclysm, facing increasingly common flaming cities and snow covered landscapes
Monster and robotic attacks will eventually increase and nuclear winter will rise...
We generally update Overflow with new things every week, so be alert. We focus on making at least a playable prototype first, also small things are posted randomly at the twitter page.
Twitter - Twitter.com
In overflow the player is able to modify the standard behaviour of the units using path waypoints and other functions to enhance their performance in combat before entering the battlescape using simulated projections of base types.
Overflow's development got a little slow for some time, but now its back in its place, there was much progress since the last article, and the game is almost playable. Also, the demo is almost ready, but there are a few things to do before the demo is finished.
These are a few things created during this months:
Detects ignitite energy indicated by orange colors, power generation bases use ignitite, resulting in mostly all things that use energy glow Orange
At the start of the game you can select a color for your faction, currently there are 8 colors to choose, right now, more customization options are being worked.
Robot Types influence on the attack and defense of a robot, they either can be good or bad against certain types of enemies. there are three robot types:
Offense points depend on the weapons range, fire rate, etc.
They are represented by red squares.
A weapon that uses fire as ammo has higher offense points on a mutant or ignitite. Offense type robots usually have low armor points.
Armor points are basically how much attacks a robot can survive before dying
Defence points depend on weapons and armors.
They are represented by green squares.
Robots with high armor points and good offense points have high defence points.
Robots that have equal defence and offence points.
They have equal numbers of defense and offense squares.
Ignitite colonies can grow anywhere, they first start with the core, a medium sized tree that stores the energy and components necessary for the growth of ignitite, colonies start with 2 bioarmor mutants, but if left to grow, a colony can spread to the whole base, and to kilometers (or cities).
The more a colony grows the more it gets strong and dificult to destroy, the player can destroy one by clicking on the core, and avoiding the defense mutants.
Colonies release seeds into the air, seeds create small plants that later grow ignitite and other plants that liberate more seeds.
A small plant growing, still without ignitite.
A infected robot construction section of a base, creatures with bioarmor are produced here.
You can produce robots in the factory, and to produce robots you need parts, which are found on many other bases, the time to produce a robot depends on its tecnology armor and weapons.
The player can use this to view what he currently has and what he needs.
The information system displaying the parts you have colected to build a robot.
Stealth equipment, anti-tank mutants, exploding rooms, enemies spreading, Mutant cores, Flaming Mutants.
Some strategy elements done, ambient, mutant flora and fauna, 3D HUD, deploying allies, managing bases.
Mutants, robots, terminals, reactors, weapons and gameplay.
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