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Shooty Squad is a fast paced, competitive first person shooter with hilarious graphics and ragdoll physics.

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 !

Be sure to check out the discord if you want to get more involved.
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Shooty Squad Devblog #6

News

New Features

This week I have added a new Capture the flag map called Payload. For this map I have gone with a Chinese old town theme contrasted with a modern city development in the background. This map offers a sneaky close quarters lower route with a more open risky higher route. The map is designed inversely symmetrical.

Here is what the blockout looked like for this map. Which provided gave me a quick way of testing the play ability of the map without having to worry about art. This phase is an important part and where changes to the level design should be made.


The following image shows important lines of sight that between the attacker and defenders, which encourages defenders to move from cover otherwise giving the attackers the height advantage.


This is how the completed map looks with all the art created !

User Posted Image

The GIF below is an overview of the payload map with all art implemented.

User Posted Image

The game has also had a major UI makeover. Most of the UI has been updated and replaced,
the player HUD UI has not yet been touched yet and is the remaining piece of UI to work on. All the menu UI has been ripped out and replaced. The UI should feel a lot more interactive now also with buttons being highlighted on mouse over and buttons also changing appearance when clicked.

User Posted Image
User Posted Image

Changes/Adjustments

I did some optimization this week also, and the graphics settings on start up now have a bigger impact for those who are not getting good performance.
All maps now have occlusion culling in an attempt to increase performance. This should help more with frame drops rather than average frame rate.

Changing the graphics settings should now actually have an impact on performance. This biggest issue before that was causing low frames and poor performance was that even on lowest graphics settings post processing effects were not being disabled.

I tested the game before and after these changes on an older PC and the frames were between 40-50 fps before the change and 180-200 fps after all the optimization changes this week.

Bug fixes

Fixed issue where players cursor would not be visible this was caused by a conflict with the player and cursor lock mode.

Shooty Squad Devblog #5

Shooty Squad Devblog #5

News

This week I have added key remapping in the controls section in the main menu.

Shooty Squad Devblog #4

Shooty Squad Devblog #4

News

Added Map Voting at the end of matches ! Changes to the character world model.

Shooty Squad Devblog #3

Shooty Squad Devblog #3

News 2 comments

This week a new game mode capture the flag has been added.

Shooty Squad Devblog #2

Shooty Squad Devblog #2

News

Mostly refactoring code this week.. Pretty lame if you ask me !

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Shooty Squad
Platforms
Windows
Developer & Publisher
Liam Doherty
Engine
Custom
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Style
Theme
War
Players
Multiplayer
Project
Indie
Twitter

Latest tweets from @shootysquad

RT @BlazeDillon: @ShootySquad added my design ‘Bunker’ to the map pool! It’s only a blockout right now and currently has some scalin… T.co

Mar 28 2018

RT @BlazeDillon: From blockout to beauty! A second greybox map that I made for @ShootySquad is now completed and in the game!… T.co

Feb 21 2018

Here is the comparison of the blockout version of the level and the final version with all the art added. Level des… T.co

Feb 17 2018

RT @IndieGala: Sprinkle that Friday flavor into your Steam library with 11 new indie games ALL 95% OFF in the Friday Special Bundle #63, NOW LIVE!

Feb 16 2018

Overview of CTF map payload ! #indiedev #gamedev #Blender3d #madewithunity #leveldesign T.co

Feb 14 2018

Short fly through part of the newest map payload designed by @BlazeDillon . Being released this week. #indiedevT.co

Feb 13 2018

RT @BlazeDillon: I hope Liam doesn't mind me showing this... Here's a preview of a blockout that I just pitched for Shooty squad! Wh… T.co

Feb 11 2018

Assets now finished for this level, just need to make it game ready ! #gamedev #indiedev #screenshotsaturdayT.co

Feb 10 2018

All the pieces coming together. Shouldn't be too long before it is ready ! #gamedev #indiedev #MadeWithUnityT.co

Feb 6 2018

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