Pre-Alpha Development Build 0.0.1


Overview:

Welcome to the first publicly available version of Geo-Strike. The game revolves around movement but also offers customization. This is why I have opted for customizable movement, so you, the player, can decide how you want to play the game. In these devlogs, I'm just going to give an overview of what I've changed and what I'm planning to release. At the end, there will be a form submission where you can report issues, complaints, or even suggestions that you think will add something to the game.

Current State-of-Play:

Currently, there are a bunch of missing features in the game, such as multiple maps and the ability to change movement perks. These will all be listed in the "Moving Forward" section of the post. What is currently in the game? Well, there are 25 weapons that you can choose from. There's a multiplayer map that's currently in the blockout phase so the map can be quickly adapted to new movement modes when I add them. For now, there is only one map called Sandstorm. At the moment, it's adapted for walking and boots-on-the-ground movement, as that's the only way you can currently play the game. The weapons that are in the game have had their values changed based on my one-second time to kill. Again, these values will change if the weapons feel "too good".

Moving Forward (Next Update):

This is only the first release of the game, the game itself in the next update will have significant changes. These changes have already been planned and could have been implemented in this version of the game, but I wanted to get the testing of the maps and weapons done as fast as possible. I will be adding 2 new maps (they will be in blockout form) and 4 new game modes. These game modes are: Team Deathmatch, Kill Confirm, Capture the Flag, and Plant the Bomb. There will also be a complete lobby system and game-ending screen, plus animations. I will also be adding 4 new movement perks: Jet Pack, Stim, Tank, and Cloak. Adding these movement perks first will give me more general information on how to balance the maps and give you, the player, a better understanding of how you can play the game. I will also be implementing a new zombie game mode which will sort of be its own thing contained within the game. You will just play as a boots-on-the-ground player gunning down waves of zombies (with different types) and then facing a boss at the end. This game mode is being added to give a change of pace to the normal gameplay and have a less chaotic version of the game. I will also be adding some more skins to the game and adding a character customization screen which players can use to deck out their character.

In The Near Future:

The end goal of the game is to give players a chance to play a game how they want to and move around a map how they want to, rather than me telling you what to do. You can figure it out on your own. That's the whole point of having customizable movement and not having, let's say, just a boots-on-the-ground player. The movement perks are also to pay tribute to other games and take what I think makes them fun and uniquely implement them. By having a loadout-based game and customizable movement, I'm giving full control to the player which should hopefully make it more fun for them as they choose how they want to play the game. The end goal of the game is to make it easy to pick up and hard to master. As you play the game, you'll figure out how you like to play the game, whether as a bullet muncher or as a quick speedster flying through the air. It is all up to you in the end how you play the game.

In Conclusion:

In the end, it's just me working on this game and I need all the data I can to make it player-focused. Yes, it's far from being able to be released and way too early in development for anyone to be able to play it, but I believe that player feedback as soon as possible into a game's development will aid in making it successful. What I'm trying to say is make sure you criticize every aspect of the game and any bug that you come across so that we can squash them together and just make a fun game.

Below is a list of all the known bugs that I've left in the game that are only visual and don't affect gameplay:

  • When you initially spawn in, you equip the gun twice.
  •  Shotgun insert animation playing an extra time.
  •  MP7, AA-12, and Remington 870 have weird aim-in animations.

The Form Submission: https://forms.gle/3y5WYeUbiYMwPpMH9

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