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Prototype Gameplay Trailer! - Mechanical Fury Devlog #3

Check out the gameplay video for the prototype build! It is also available on the main Steam Page! If you havent already, join the Discord to stay up to date with the game's development! [previewyoutube=uDEosvr8t6s;full][/previewyoutube] Alternate Link to Discord Server: https://discord.gg/E3w6Uzd3GK


[ 2023-07-24 12:17:27 CET ] [ Original post ]

Ricochet and Damage Indication - Mechanical Fury Devlog #2

The pistol rounds are bigger and more prominent. This way its easier to trace the ricochet shots and look really cool.
It also lets me do this really cool looking orbital strike that one shots all the fodder class enemies.
After a bunch of playtester feedback, there is now a damage indicator that points at the source of damage.
It gets more intense based on the amount of damage taken, but doesnt become a distraction so that you can start looking for health pickups or just start grapple kicking smaller enemies
Join the discord to playtest! https://discord.gg/E3w6Uzd3GK


[ 2023-07-10 18:39:25 CET ] [ Original post ]

The Humanoid Mech - Mechanical Fury Devlog #1

The Humanoid Mech is probably the most powerful enemy in the game.
If you're too far, its gonna shoot projectiles as it closes the gap.
If you get too close it will use a deadly Switchblade Sword.
The only way to beat it is to counter the Slash or it will dodge your shots!


[ 2023-07-03 08:48:09 CET ] [ Original post ]

Mechanical Fury Devlog #0 - 5 months of work in one post!

Ive been working on the game for roughly six months now and I wanted to go over how I went from an empty editor window to a cool steam page! After this I'll move on to really short form updates every week. I gotta get this one out though. The first playable I came up with using stock 3D models and animations

Ideation



Mechanical Fury started as an experiment in Unreal Engine because I really just wanted to learn to use it. I started making a player character with a grappling hook. While working on it, I came up with the core mechanic of reeling into enemies and kicking them to do extra damage and the idea was too fun not to make into a full game.So, I set up a perforce server and made a detailed excel sheet outlining what I wanted to create, estimated timeframes, and the order of implementation.

Movement System



Inspired by games like Dusk and Celeste, I focused on creating a platforming experience with tight controls. The grappling hook along with the movement system and resulted in intuitive controls. With playtesters' feedback, I also ended up adding wallrunning. However, this introduced a significant challenge, which I will address in the level design section.

Enemies



Based on the design document, there are 13 enemy types categorized as Fodders, Heavies, Mini-bosses, and bosses, similar to Doom Eternal. Currently, only the fodder enemies are implemented, that you can destroy for ammo and health. There are three fodders:
  • Punchybois (melee attackers)
  • Shootybots (ranged attackers)
  • Splodies (suicidal enemies) Whatever they do is in the name itself!

    Weaponry



    There are 6 weapons that have a regular fire and an alt fire that activates when the player kicks the bullets:
    • A Revolver whose bullets can be kicked to make them ricochet
    • A Quad Barrel Super Shotgun that can be kicked for an explosive shot
    • A Rambo-style Gattling gun which can be kicked to shoot homing bullets
    • A Grenade Launcher that can be kicked into a Rocket Launcher
    • A Crossbow that spins like a beyblade when kicked, slicing all enemies in its way!
    • And finally the Railgun, a reference to my other game Kickback! It can literally one shot anything in its way!

    Level Design



    With the foundational elements in place, I delved into level design. With a ton of playtester feedback, I was able to create the whitebox of a proper first level. However, I faced a challenge as the player could only move upwards, making downward movement feel like a fail state. To address this, I introduced a slide system, allowing players to dive downwards and slide under surfaces. Paired with a progressively vertical movement system, it opened up a really engaging level design mantra. I encourage everyone interested to join the Discord community and become an Aviator! I post regular builds and updates there! See y'all next time!


    [ 2023-05-22 02:42:12 CET ] [ Original post ]

  • Mechanical Fury
    Avian Hearts Developer
    Avian Hearts Publisher
    2024 Release
    Game News Posts: 4
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
    No user reviews (0 reviews)
    Mechanical Fury Draws inspiration from iconic titles like Doom Eternal, Ghostrunner, Quake, Duke Nukem, Blood, and delivers a relentless and refreshing blend of classic and contemporary FPS elements

    A new breed of adversaries!

    Each engagement becomes a thrilling puzzle, demanding strategic thinking and split-second decisions. Embrace the chaos, unleash your fury, and outwit your mechanical enemies in a heart-pounding battle for survival!

    Putting the Movement in Movement Shooter

    Embrace gravity-defying action and extreme mobility as you swing, grapple, and kick your way through hordes of enemies!

    Sweet Sweet Revenge!

    Your arm was severed and replaced with a grappling hook by the evil Doctor Adrian! Team up with your girlfriend and get revenge by obliterating his Machine Army!

    MINIMAL SETUP
    • OS: Any reasonable new Linux distro from CentOS 7.x and up
    • Processor: Quad-core Intel or AMD. 2.5 GHz or fasterMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 960 GTX or higher with latest NVIDIA binary drivers
    • Storage: 10 GB available space
    GAMEBILLET

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    GAMERSGATE

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