Ur Not A Hero is a 2D shootemup with a Gears of War style cover system.
YOUCHOOB (video is old):
You run a mercenary agency and must hire agents to carry out contracts from Robbing Banks, to killing gangs, to assassinating VIPs.
As your agent completes missions you can upgrade them with new skills and equipment, which is key because the game has a perma-death system, so when a character dies they're gone forever!
Features so far:
Level Editor.
Random Mission Generator.
Cover System
AI system with Raycasting and ability to use cover.
Powerups
30 achievements
5 playable characters with different skills
6 different mission types.
Still to come:
Even better AI!
10 mission types
10 playable characters
End User version of the editor
More achievments!
Extra sounds
This is my first "real" project using MMF, I've organised my code nicely, named everything and got comments in there.
It's the first time I've done a full, State Based AI system, which is actually pretty smart.
TBH, I've had TGF since I was 11, and this really feels like the first time I've really got to grips with MMF2 and the game is coming together nicely.
I'm aiming for an Alpha demo before Xmas, and there's a playable version up on my site now, although it's a little dated, but you'll get the idea.
I have also just started working with Danny Pearson, an excellent pixel artist, so hopefully the visuals are going to gradually start improving!
Would really appreciate comments and crit, they'd be much appreciated. Also anyone interested in getting seriously involved in testing the alpha would be faaaantastic.
Thanks for reading folks! More soon.
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So, it's been a super long time since I updated this thread, as I've been off and working on OlliOlli for VITA (which originally started life as a MMF2 game).
Anyway, that's almost finished and I'm getting back into UNAH.
I've moved the whole game over to the Direct X9 build, instead of the standard. This has afforded me loads more space to have bigger levels and more enemies, but it also totally screwed up all the collision detection and AI.
I've now refactored all of this and also written a pretty nifty random level generator instead of the previous editor based thing.
Again, optimisations made here too. I've moved away fromsaving level data in .ini files and instead am using arrays. This has dropped the loading time from 10secs to <1 second, which is pretty damn awesome.
Shouldn't be too far off having a new build for people to try soon! For now, here's a little screeny shotty of how potentially HUGGGEEE the levels can now be!
So, with the Xmas break and a major published project taking precident for a bit, I've been unable to work on UrNotAHero for a while.
On the upside, Danny (the artist) has been adding loads of new visual content to the game, with objectives more clearly shown as well as new objects and scenery.
I've updated the downloadable demo, which you can get from my site here:
First up thanks for the Faves and Comments! Really encouraging to get positive feedback.
I've done a ton of new dev, but alot of it is behind the scenes, so it's kinda hard to show it to you, still, I want to use this as a page to track where we're up to so:
1) Massive improvements in character AI. Each enemy will behave differently, having different preferences to cover, charging, shooting and aggressiveness
2) Editor now supports alot more functionality, new object types and more control of the degree of randomisation of objects.
3)New Mission Type - RAID. Kind of a horde mode where you have to survive a set number of waves of SWAT teams while trying to hack computers.
4)Totally revised gameplay loop. You can now respawn in a level when killed, instead of getting 1 attempt per level.
At the end of a level you are given a rating between A+ and F. This rating is based on the number of times that you respawned before completion.
In order to progress through the missions you must keep your average rating above a B- (averaging less than 6 deaths per level).
This heightens the intensity of the game levels and means that as a player you don't have to keep reloading between deaths.
This also adds replayablilty, with unlockable items being linked to level scores, so a "B" might let you progress, but to unlock the flak jacket you need to go back and score an "A"
5) New Achievments:
sssh - complete a level without and enemy firing a shot
Boom Hello! - Shoot/blow and enemy through a door
6) Danny Pearson has been creating some great assets for the game, from characters to scenery. These are all now in the editor and the game and just need levels making with them!
Phew. I think that's it. Right now the game has 6 playable levels, but the difficulty balance is WAY OFF!
By next week I want to have fixed the balancing to have a 10 level Alpha with a decent order of levels.
Update and video soon, it's just that videos take AAAGGGESSSS to make.