After a year or so of design, prototyping, playtesting, more prototyping and so on, we have reached a point where we feel like BYOB is ready for a bit more exposure on Steam Greenlight!
Check out our latest trailer and drop by to follow our project!
After a year or so of design, prototyping, playtesting, more prototyping and so on, we have reached a point where we feel like BYOB is ready for a bit more exposure on Steam Greenlight!
Check out our latest trailer and drop by to follow our project!
These pads are where health pickups spawn and where players can stand to receive passively recharged health points. Probably will go with version 1.2
The central pump will slowly give defending player's resources in the form of energy. This sheet is an attempt at narrowing down what that will look like. In practice these function as flags in a normal CTF mode but appearing up to 10 at a time, so visually they need to be restrained. Currently leaning towards 1.3, 3.3, 8.2, 8.3
Some modified skins for our starting character whipped up by Dillon!
The central pumping station is an industrial island that player bases are arrayed around at the start of the match. Pipe geometry will extend out and little hologram drones will hover above the player's base that is currently receiving energy.
These are our first round of concepts for potential platforms that players can select to build their base upon. At game start, all 4 player's platforms come to dock on a central platform (not shown) and the battle takes place from there.
These were sketched up in Procreate and colored in Photoshop using Astropad to get some quick values in.
A big goal of ours for these weapons was to create something that was 80% plausible and 20% pure fantasy. In this way, all the weapons have proper alignments in regards to ammo feeding and ejecting however the reciprocating actions on top and moving magazines and magazine wells are purely there as juice for animation.
The SMG's secondary is a fairly slow moving missile that can help the player zone enemies at medium range or to blast down a few walls when need be.
The Shotgun allows players to do great alpha damage at close range while the secondary railgun is good for landing medium to long range skill shots or temporarily punching through multiple walls.
It has been awhile, but over the past few months, we have been hard at work refactoring our game from a very very rough prototype to a very rough MVP.
Part of that shift took some focus off of the art pipeline as we worked on dev with placeholders. But now, after a long hiatus we have wrapped up work on our default weapons - starting with the rifle!
Next up, modeling, animation, texturing and integration into Unreal!
I am excited to announce that over the next few weeks we will start to unveil all the hard work that we have put into our first project.
From ideas and sketches to implementing playable 3D characters and objects into our prototype, I am so proud of this team and everything they have accomplished.
The talent, passion, and execution of this team is something to behold. The development of our first character was sublime, it's really exciting to watch inspiration strike and strengthen over time.
Anvilhead Studios is comprised of dedicated and skilled individuals who are creating something truly great. We would like to invite you to join us on our journey and watch our first project blossom.
Our developers blog posts will include bits and pieces from everyone on our team, ranging from art and code to gameplay and experiences. Talk to you soon!
-Steve