Hello, everyone! I would like to share the news of Operation Echo last year.
Before straightly working on the actual project, we decided to finish the storyline. Sadly, we weren't fully-experienced with the story writing and wasted time that is 4 months.
It taught us a lesson and hired the scenario writer to work on the storyline.
After that, we also lacked the development part. So we planned it for 3 months and started to work on both the scenario and concept art since the last November.
Here is the concept art we've been working on so far!
Spoiler: Character conceptart
Spoiler: Stage conceptart
We apologize for not keeping the promise of uploading development status here in this thread often.
We will finish the concept art before April and will get back into development, and going to release the demo within this year. Before that, we will periodically post the development status.
Immersive and impressive graphic. Looking forward to more of the news!
Hud revised
Posted: Sat Apr 04, 2020 4:44 am
by GreenLegacy
We replaced the previous HUD layout into something new with much simpler design.
The previous one was weirdly quadrant and too small.
Our main focus was to use energy in the game, so we added energy icon at the center of the bottom of the screen.
But it did not work properly. Before making, we actually skipped the whole understanding of relation between the HUD element and the player's view.
So, we added all the interfaces at the bottom of the screen, considering most characters' position were located at the bottom.
The Small HUD was a problem, and it would modify its size.
After thinking about character's special abilities being frequently used, it's placed on top of the character's head and at the bottom so player can check the status in their view at any time.
Player's view is very important to making HUD. Be sure to remember that.
Combat Improvement Update
Posted: Tue Apr 21, 2020 2:36 am
by GreenLegacy
There are some changes for combat system. Check out the comparison video below!
Akimbo weapons are now here!
Each weapon will work separately, and are strong enough to mince the enemies with ease.
Melee attacks!
Sometimes you have to face the enemies up close. Faster ones are much harder to deal with. There were no ways to get away from them tactically, so it's here.
Energy Shield, Improved!
Character’s special ability is very important to Combat. M16 has an energy shield that reflects projectiles. We made it much more effective and offensive. Reflected projectiles will turn into an energy missile.
It's efficient when you're surrounded by a volley of projectiles, even in the Boss Fight.
The Shield now has own energy meter. Sharing energy with any weapon would cause inconvenience to use the Shield and interrupted the combat. So we had to separate them.
Health Overcharge!
The player can absorb the health more than the limit. Instead of just scoring, you can use this as a Tactical advantage!