Our team consists of 2 people, one for the code, one for the graphics. To be two mean to deal non-stop with production, so we never had time to share our works with the community.
Today, especially after our partecipation to the Unite Europe, we think sharing is the key both for improving our work and to help promote a project.
Travelling across the galaxy, the rebel colonies of Hebos and Ares join forces to battle against the Zatros empire with the deadliest weapons ever built – War Techs. Taking space combat to a whole new level, War Techs are giant mechs that combine cold precision and state of the art technology to the battlefields of space.
War Tech Fighters is a space action game that combines the spectacular action of Japanese Anime with Hollywood Blockbusters. Configure, upgrade and customize your War Tech and dive into battle to fight back the Zatronian forces and save your Galax
Key Features in Early Access
Control A Fully Equipped War Tech – Destroy your enemies in long-range combat with guns and missiles, or get up close and personal with swords and shields.
Customization – Hundreds and thousands of combinations of mech parts, weapons and colors to truly stand out on the battlefield.
Upgrades – Three base robot sets, each with specific bonuses, and over 150 upgradable robot parts.
Research & Development – Research new upgrade projects to enhance your War Tech, and develop weapons ranging from missile launchers to anti-matter cannons.
Level Up – Gain experience through combat to level up your War Tech pilot to gain improved attack/defence bonuses.
Intense Single Player Missions – Experience the first 12 missions of Captain Nathan Romanis’ battle across the galaxy.
Simulator Bridge – Train your War Tech by replaying missions, or take on special Challenges to gain experience and add-ons to improve your machine.
Survival Mode – Test yourself to the limit in an infinite survival mode arena, and walk away with special rewards.
We’re waiting for your encouraging feedbacks, or any comments/critique!
You have got the point.
The most relevant thing about a game’s name is how it sticks in people’s mind.
We asked ourselves several times if use this pun. We noticed it usually makes people laugh and no one feels wronged by it.
So we think “WTF” does well its work
We’ll use these high-quality shaders on PC and Console versions of the game.
For performance reason we obviously have to use a scaled version on mobile devices, the difference however is subtle and we are pretty satisfied of the overall quality.
Here can you see the mobile version directly from Unity viewport:
We created a quite complex procedural shader in Substance Designer to use it inside Unity for planets creation.
In order to achieve a wide range of different planets we have control on parameters like: “desertification”, “ice caps”, “cities” and so on.
This way we optimized asset production for populating all combat arenas in the game.