
TigerCake is going to be some form of abstract styled first person shooter. May include some humor, so things aren't too serious. Player controls a creature/thing called a DragonAnt, who got Claws and Guns, detachable floating body parts, is like some self-transforming fractal machine elf, and lives in another reality.
DragonAnts are a race of awesome warriors, but the BadGuys stole the Queen of your Hive. Of course an another DragonAnt would eventually become the new Queen, but who's to say the BadGuys wouldn't steal that one too. So you got to teach them a lesson that they can't just come and take your Queen whenever they want. This could be like the story.
//== Weapons
The game could possibly feature a Double Weapon System. Allow players to decide their own weapon/attack combinations. It might be a bit complicated to change 2 weapons, and result in very spammy high damage output for player. For now it's just the right arm weapon that changes, and the left arm weapon stays as the Claw (is used in melee). Alternatively there could be a Flip Weapons System, so you could change which arm weapon changes, but one arm weapon would always be the Claw.
There's currently these 5 weapons:
Claws: Short range, medium damage, fast
Sword: Little bit more range and damage, less speed
Machine Gun: Long range, accurate, low damage, fast
Tri-Gun: Long range, some scattering, medium damage, medium speed
Rocket Launcher: Long range, accurate, high damage, medium/slow speed
Probably not going to be any super weapons with massive damage. They kind of make things too easy, or never get used, because there just weren't enough enemies around. The Rocket Launcher was originally meant to be a super weapon.. so the model is kind of big, could make it a little smaller. Or if there are super weapons, then the current Rocket Launcher is it, and some other model will be the Rocket Launcher. Some weapon functions may be a bit duplicate, and are like Shotgun -> Double Barrel Shotgun... just some changes in the damage output, fire rate, accuracy, range.
//== Plans
There's probably no blood and gore in the game. When I was still doing this as a flight game, I made a feature that made damaged ships spawn some dark smoke and fire, and when they got hit, the model got some "colorpunch" to make it brighter for a moment. I think these are still quite fitting. The character explodes on death, at the moment it explodes into the "ship parts", which are ok for now, but later on the characters could explode into their own parts. Probably not too many, so that multiple same time happening character deaths wouldn't make the game lag with 100 parts flying in every direction.
Player can see the lower body in the first person view, and the upper body looks where player is aiming. The first person view models aren't in the exact same place as the third person model, but it's close enough. Missiles are spawned from tags in the first person models. I don't know yet if enemies do this sort of aiming stuff, it's more important for player to do it. Probably the enemies are dumb and stop moving when they attack, or use some full body melee/charge attack animation.
My goal is to get it done in 4 to 6 months. I also want to sell this thing, but it should be pretty cheap, like 1 to 3 euro. The demo version could have 25-33% of the full version content.
//== Media