Omegatech: Aspen's Story


What is this;
Omegatech is a first-person shooter, developed by Megaworld Studios LLC and estimated release date is about on March 20, 2014.

------------------------ Gameplay ------------------------
A lot like Gauntlet merged with Diablo III with cat piloted mechs!
Independet game developer company with 10 people.
Industry: ComputerSoftware and video games
Founded: 2011
Headquarters: Austin, Texas
Key people Kyle Garner, Larry Applegate, Janelle Culpepper, plus more on the website
Products: Omegatech
Website: www.omegatechgame.com

Features;

  • Fuzzy logic game listens to how players like to have fun
  • Powerups
  • Trophys
  • Player Built Levels
  • Quests
  • Item Combos
  • Unique Achievement
  • Player customization system
  • Spectacular Deaths
  • Realistic artifical intelligence

Game Modes;
3D missions.
Single player.
Casual PvP.


------------------------ The Backstory ------------------------
What would happen if a society stumbled upon the most valuable energy resource in the galaxy?

Join Aspen on an epic journey that will mark the historical turning point on the alien world of Bawk! Warriors pilot massive metal titans called Omegamechs which rule the battlefield with high tech weaponry and super-science. As one of the elite pilots living within a small island territory, Aspen is thrust headfirst into a military draft. After an unexpected attack that nearly eradicates his community, he vows revenge upon those who raided his home.

Through Aspen’s experiences, unravel the ominously mysterious reasons behind the war. With tensions rising, skirmishes turn into outright warfare between the houses. Anything or anyone could tip the scale in their favor. Engage in the adventure, and immerse yourself in intense battles against waves of Brambleclaw clans as Aspen fights to regain her birthright! The epic tale concludes as the final battle rests within Aspen’s grasp, turning the tide and making history.

------------------------ The Specs ------------------------
OmegaTech is a single player top down mech shoot-em-up with some isometric view sprinkled in the cracks. It closely resembles a game called Gatling Gears where the player shoots everything in sight, but the gameplay has its own unique flavor (A cross between Gauntlet and Diablo III). It’s based on a prototype I put together a long time ago in Never Winter Nights and walked around the studio for 24 of 25 positive responses. The game celebrates the human need for creative expression, autonomy, and meaning with player driven game-play. Check out the evolving website at…
http://www.omegatechgame.com/

Login… play our Unity web demo of the game!

Implementing a software package called Shotgun for the Artists and Designers from shotgunsoftware dot com. We’re finding out this is a chore since it was built for an in-house studio implementation instead of distributed team. Seems we need to start making custom scripts for it to work. Though when it gets the right configuration using GIT will be be a simple one click operation for the fellas. I just switched from SVN to GIT and experienced a lot of breakage, so looking to iron out the wrinkles before everyone else has to make the repository switch.

After a great design meeting we got to show off a terrific character building matrix where the characters each had a quote about the other characters. Also on display was the GUI artist and engineer’s strike team as they showed their new in-app-purchase screen and tech holo graphics.

Talked to lots of great people for possible programming and artist help. Seems the economy is hitting everyone equally hard. If only we didn’t have to worry about money and everyone could follow their heart’s passion.

More info at: www.omegatechgame.com/forum/topic/development-journal

Player Pathfinding:

Some new pathfinding fine tuning put in place for using the Astar Pathfinding Pro grid as a natural way. Using the grid system for tap navigation is wonderful, but always felt a little jerky and a touch unnatural. With path point reduction in place combined with some bezier smoothing makes moving and dragging the player around feel nice.

Respawning in Omegatech:

One of the biggest unsung heroes of a game is the ability to save and restart a level from various stages. While the player is playing, this is the best time for a player to restart, but loading back into the game has some limitations to prevent exploitation.

Two ways to respawn for the player. 1) New Game 2) Respawn from saved game 3) Respawn from death screen. Items to reinstate for the player include. Expertise, Inventory, Salvage, MCores, Score count, Real money spent on virtual items, tutorials completed, quests completed, missions completed, codex accessed. When the player respawns, their current health and shields are full, but they lose their power-ups (with the exception of restart from current death location).

  1. New Game. The player starts the game fresh with default equipment at the first tutorial level in the start level position. Basic equipment consists of plasma shield and starter blaster. Once the player starts a new game, they will be able to see a saved game in the title screen instead of a new game slot.

  2. Respawn from saved game. This is when the player goes to the main menu to load up their game from start or returns to the main menu from a game quit. All data from an in-level checkpoint (not level start) is lost if the player exits the level.
    a) If player was in the middle of a level and powers down they return to the level they were on, but at the beginning. The player starts the level with a snapshot of what they started with originally. One consideration is when the player spends real money for virtual goods. If real money was spent on virtual goods, then store this amount. This amount spent on virtual goods is officially added to a player’s salvage or MCores only at the Endlevel scene. The player starts at the normal level start.
    b) If player was in-between levels they load back into the Endlevel scene with the same amounts as their last save. The player starts at the normal level start.

  3. Respawn from death screen. When the player dies and the death screen comes up, then they have a chance to respawn and continue playing the current level. Three options include: 1) respawn from start for free 2) respawn from last checkpoint for 1MCore 3) respawn from current death location for 3 MCore.
    a) If the player starts the level over again, they respawn with their original starting inventory and numbers saved when the player first entered this level. They also start their location at the level start.
    b) If the player restarts from a checkpoint they start with the level progress up to that point including inventory, money, stats, etc… however this checkpoint information is lost if the player exits the level (goes back to main menu or power’s down)
    c) If the player restarts from current location they refill to full health full shields (but not over-shields). Unlike the other forms of respawn, this also lets the player keep their power-up inventory. However any active power-ups are cleared.