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Shattered Gear: Volume II - Revenant

@Ultimaodin: Actually, the majority of the game will be the player controlling Skyler in his human form. There's an in-depth weapon system and a small library of weapons for the player to use (he's not into guns, but that could be a possible plotline for the second game). Since everything's high-tech, I felt that material weapons would be obsolete in this galaxy, and so pretty much all of his weapons are energy-based. Depending on the weapon [there's a total of 6 and 1 is a secret weapon], Skyler's fighting style will change, along with his stance. Because of his lack of long-range weapons save for one (which you get LATE in the game and ultimately unlocks new parts of old areas you've been through dozens of times trying to level up skills) the player will need to formulate a "battle plan" for each mission. The game itself will be open-ended. Think Grand Theft Auto or Jak 3, something along those lines. There won't be loading screens during your trek through planets, but when traveling to OTHER planets, expect them often. Basically, this form of gameplay will let the player choose which missions get done, what rewards they get first, how their characters develop, and how the story continues. Aside from in-game cutscenes, the player can craft their own narration as they see fit. See a civilian you want to mercilessly kill for no reason? Do it. Just don't expect to get away scott-free. I believe this is the freeform type of game players want to play. Not only is Shattered Gear heavy on the story, but you can play over a dozen hours without even touching the main story [much like Oblivion].

The Assault Gears aren't an integral part of the first game, but I have every intention of making them one in the second. Of course, I'll probably find ways to improve the human combat system as well, so it'll be an overall improvement. I want this to be the best I can possibly make it, I just need outside help :D

@Mukkie: what. No criticism? (Screenshots are a long way off until we get concept art as I'm a horrible artist unless I'm copying someone else (Yay for concept artists))
 
UPDATE:

I've begun working on a Shattered Gear Wiki, which will provide sufficient information on pretty much everything in the game. So far I only have about 4 or 5 pages, but eventually I plan to have about 30 or 40.

Some of the pages will have spoilers on them, so I'll just warn you here and now to be careful about what pages you visit.
 
I requested back in January to have it placed back in Project Concept because I intended on redesigning the entire game over to 3D, and I even requested it in the IRC we had at the time, but lo and behold, no one has done it yet. I had screenshots, but they don't appear to be working. I can attempt to put them up once again, but no guarantees.

And we're going to attempt to have another character competition, in which players will send in information (through a PM to me) about a character they created that they'd like to see in the game. Of course, at first, their characters will have no relevance to the main storyline (as they'll only be playable in the demos), but eventually, they will. I'll post the more detailed information on the first post.
 
Mkay guys, new updates and whatnot;

Creator's Note [4/5/09]:
Alrighty boys and girls, the Second Character Contest for Shattered Gear has officially begun. People may PM me a filled out form of a character of theirs that they'd like to see in our first demo, Shattered Gear: Valiance, which is a complete game in its own right. Valiance, predicted to be about 2 hours long, is a tech demo that highlights the DarkBASIC engine's key features in the development of Shattered Gear. The importance of the character contest is for limited user-created content to be available to the community in an effort to draw interest to the game. In later contests, we plan on creating a character creator program that will utilize the same functions as the DarkBASIC engine, and will let whatever information people input and send to us be converted to the actual game to make things easier for both the staff and future players. Secondly, we've determined that the first game will cost $5.00. This may be subject to change, but that seems extremely fair for right now
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URGENT URGENT UPDATE:

With the help of my buddy DeM0nFiRe, I found a new 3D engine called Irrilicht, and rather than spending all of the money on what we need for DarkBASIC to run at it's best, we can use the engine itself, free of charge. However, DeM0nFiRe is optimizing his own version of it, allowing developers to convert everything on Irrilicht to Ruby [whereas it would originally be C++ I believe], making it loads easier for average people like moi.

So, when DeM0nFiRe finishes this project of his, we will be using it to it's fullest extent to bring you Shattered Gear's first chapter in the series. We hope to use Irrilicht for the entire series, but that hasn't been negotiated yet. We do know for a fact that Volume 1 will be in DeM0nFiRe's engine.

Secondly, AEGIS Games is attempting to sell the game directly to RMXP.org [As in, .org will be the only place you will find it up for purchase]. A percentage of whatever is sold will go towards .org's server upkeep and maintenance. What percentage that is remains unknown to us, I haven't talked to anyone about it yet. This isn't a bribe or anything, this is a donation from the whole team [all two of us] and our way of saying thanks for teaching us a lot of stuff we didn't know before we came here.

Ultimately, not much has changed on the development front, but we might take a lot of the weapons out "/

Other than that, you can expect a lot of little minigames that I thought up to help pass the time when you don't feel like completing missions and relieve some stress. Til next time.
 
Huge update. Please note that I won't be posting in this thread for a while, because I'm focusing on a new Volume I for Shattered Gear. I want to keep this up so I have stuff to reference, but I don't care if it stays locked until I'm prepared to work on it again [or get done with Volume I].
 

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