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Velocity Brawl

  • celery
  • October 9, 2017 at 2:53 AM
  • celery
    • October 9, 2017 at 2:53 AM
    • #1

    Our Sub-Reddit: https://www.reddit.com/r/VelocityBrawl/

    Proof-of-concept demo download/instructions: http://www.moddb.com/mods/velocity-…concept-release

    As a sourcemod for HL2, what we sought would have been impossible. Nonetheless, we were able to create the core mechanics that make Velocity Brawl a unique game. Here is a video made by (at the time) a playtester (who has become a dev in recent weeks; this video is of the version posted in the link above):

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    In under a night, our new C# programmer, Jessica Armstrong, was able to create the player controller, as well as a redesigned UI:

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    The Unity engine will allow us to implement new features such as wall running, sliding, a TF2/Overwatch-style class system (each class having their own weapon loadout), and a new, more enticing aesthetic (with custom shaders).


    This post will be updated to show progress as time passes.


    Best regards,

    Will Granda

  • Radu
    • October 9, 2017 at 9:09 PM
    • #2

    So in the first video it's basically Half-Life 2 Deathmatch with just the AR2's secondary fire? which can also propel the player into the air via a "rocket jump" mechanic?

    Then you mention that you're switching to Unity and going for a class based system with each class having their own weapon loadout. Is it just that one weapon that behaves differently for each class? Are there more weapons? If yes, how is the first video relevant anymore? I checked out the reddit and moddb pages, but I couldn't find more information regarding this.

    I don't mean to sound negative, but it seems very vague or at least vaguely explained. What are you looking to achieve with this? Is it going to be a portfolio piece?

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