


We've got a few more screenshots than the one above over on our Tumblr page, which we also mainly use as a features progress report and dev blog, and on our Facebook page, which we use mostly to talk with supporters and enthusiasts I am by no means a master at what Unity has to offer, but I'm working hard to get there. I taught myself a good deal of CG and wrote all of my own fragment shaders (with help borrowed heavily from these forums.thanks guys!). I made the leap and transitioned from Actionscript2 to C# for it. This is not the game we started with in Flash. Our little game has become a lot bigger than we thought it would, both as an undertaking and in its anticipation.

He flies back against the wall behind him, but this fails to discourage his allies from pouring in. As they pop out in expected ambush, you flick your wrists and stick a pair of combat knives into the head of the first Agent to emerge. It's a shame they didn't expect you to waste their buddies so quickly. Some even leave the room through adjoined doors in the hopes that they'll manage to flank you and drive you out from cover. Being a more tactically-minded unit than the Grunt, the squad of Agents break cover nearly simultaneously as you pause to reload, and circle around your position. In that time, the Agents have taken cover and planned out their strategy. While they press down on you, you fire over the top of the crate, landing a few valuable headshots, but the onslaught does not cease and the Grunts refuse to back down. The Grunts charge in stupidly, firing their weapons at you despite your having taken cover behind a crate labeled "Discarded Clone Parts". You fail to stealthily enter a chamber where a series of Agent and Grunt units await. Players progress through the game by navigating between rooms and overworld stages, engaging baddies along the way who will become wiser and more tactical as players advance.įor example, here is a scenario taken directly from our working engine: It depends heavily on immersive & tactical combat, on-your-feet decision making, a massive selection of weapons, and a pretty heavy dose of comic blood and violence. Madness: Project Nexus 2 is a sidescrolling/birds-eye Run n' Gun game. So, let's get to the more exciting stuff and talk about this new game I'm making! We'd barely created the experience we'd intended by the time it went belly-up on us. It did surprisingly well for what it was, but I'm sure I don't have to explain to you guys how limited Flash is in both capability and scope. The game I'm working on is a sequel to a browser-based Flash game a good friend of mine and I created over on Newgrounds a couple years back (which was in turn based on his Newgrounds cartoon series, Madness Combat).
