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Re: Shootmania Picture/Video/Article Collection
Posted: 19 May 2011, 22:17
by Knutselmaaster
Well, respawns, trampolines, weapon change blocks are some of the things i read about in various articles.
Don't know how much of that is true, but it makes me believe that there are many "interactive" blocks to be seen in there.
Re: Shootmania Picture/Video/Article Collection
Posted: 19 May 2011, 22:19
by Trackmaniack
Oh. LOL Thought he was referring to like trackpiece blocks...which would have no purpose on a freeroam shooter.

Except as more scenery...
Re: Shootmania Picture/Video/Article Collection
Posted: 27 May 2011, 13:36
by Makikou
From PCGamer's article.
Re: Shootmania Picture/Video/Article Collection
Posted: 05 Jul 2011, 15:09
by wiidesire-2
Re: Shootmania Picture/Video/Article Collection
Posted: 05 Jul 2011, 15:54
by Trackmaniack
Good find, WiiD!

Re: Shootmania Picture/Video/Article Collection
Posted: 06 Jul 2011, 07:52
by fastforza
Great article. Cheers.

Re: Shootmania Picture/Video/Article Collection
Posted: 06 Jul 2011, 08:41
by purification
Great job, as well...

Re: Shootmania Picture/Video/Article Collection
Posted: 16 Jul 2011, 10:36
by wiidesire-2
there are some new news of Shootmania ( finally again):
New Article:
-Shootmania is already 6 years in work!
-no leveling system
-only a few guns, so you can start and shoot without thinking about which weapon you want to choose!
http://www.pcgamer.com/2011/07/15/shoot ... -possible/
New pictures:
also I made a little summary of the GameOn article about Shootmania
Re: Shootmania Picture/Video/Article Collection
Posted: 16 Jul 2011, 17:22
by Trackmaniack
I like the idea of no leveling system--but I don't like the idea of only a few weapons...
Re: Shootmania Picture/Video/Article Collection
Posted: 16 Jul 2011, 17:47
by Hylis
There is only one gameplay in TM and it works well. In SM, you will see how it works well too. Don't think it is complicated to make a weapon. What is interesting is to make "one" coherent gameplay, like TM. I think he expressed that we are not looking for diversity through wide range of weapon, which would be the same thing as looking for diversity with wide range of cars in our case.
the goal is that the gameplay is deep, like for TM and for great competitions. I am still working on it, but that's already at a powerful stage at the moment, in my humble oppinion. I am more afraid to add too much. It is easier to adapt with adding things than removing ones, when players has started to have it. But "to add" does not mean necesserly to add a weapon, even if it is right that there will be different 'weapons'
and btw, I say weapon instead of guns because it is closer to the project feeling ^_^