




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

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.

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.

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!

There are 6 weapons that have a regular fire and an alt fire that activates when the player kicks the bullets:

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 ]
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:
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:
5
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
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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
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