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Weapons Testing

Weapons are ready. Enemies are ready enough. It was time to put them together and see how this game was going to feel. I setup a very simple level without many hard obstacles to avoid so I could focus on how the shooting felt. This was also the first time I started...

Target Dummies

With the base weapon system functioning it was time to make something to actually shoot at. A nagging voice in the back of my mind kept telling me to simply make some plain squares or circles for testing, but where is the fun in that? I already had some idea of what...

Tools of the trade

The original plan for touch controls in Outpost Recon was pretty simple. Hold down anywhere left of the Rover on the screen to charge your jump, tap or hold anywhere to the right to fire there. Each weapon would have different stats for recharge speed, rounds per...

Lore Intermission

For a brief change of pace lets have a look at what is going on in the world of Outpost Recon. As a fairly simple runner/shooter style game the last thing it really needs is rich world lore and a deep storyline. But there is at least some backstory to what is...

Launch Sequence

I’m a big fan of a short, punchy intro sequences at the start of levels and I wanted to have something along those lines in Outpost Recon. Some great examples in other games include the first levels from all the R-Type games, the flashy title cards of Sonic the...

Breaking New Ground

Now with the much sharper Rover assets ready the terrain needed to be revisited as well. This mainly involved simply smoothing out the top of the graphics after upscaling them and refining the edge collision points. The edge collisions were also significantly reduced...