Aero - An Intro


Hey y'all! Welcome to my blog on my project Aero!

This blog is going to mainly be a breakdown of my progress in the game, my thoughts and reasoning for implementing certain features, and just an overall inclusion into my game dev process! Now, let's break down the project:

In Aero, the players control spherical mech suits that use explosive otherworldly energies to fight in arenas across the planet A'kora. These mechs are equipped with an energy cannon that emits explosive forces, as well as a multitude of unique abilities. Shooting their cannon both fires a projectile, and knocks them backwards. In this way, the player must use this force to both move around the level, and fire at enemies.

Planned Features

  • Local Multiplayer Modes: Deathmatch (Team and FFA), Aeroball
  • Online Multiplayer Modes: Deathmatch (Team and FFA), Aeroball
  • Singleplayer Modes: The Tower (Roguelike), Target Practice
  • A variety of characters with unique abilities/styles
  • Character customization/unlocks
  • 18 Handcrafted arenas with 6 unique biomes (containing 2 Deathmatch and 1 Aeroball levels per biome)

Game Modes

  • Deathmatch: A classic FFA or Team-based Deathmatch in which players try to rack up as many eliminations as possible in the time limit.
  • Aeroball: A take on soccer reminiscent of games like Rocket League in which you need to bounce an Aeroball into your opponents goal, and rack up as many goals in the time limit as possible.
  • The Tower: A roguelike singleplayer mode that takes you through a gauntlet of different biomes, enemies, and difficult variations until you reach the top of the Tower.
  • Target Practice: A classic target practice mode in the style of Super Smash Bros to try and get all the targets in the fewest moves/shortest time.

This is an overall glimpse at the planned route the game will go down. These plans are still being adjusted and worked on, so things may change slightly as progress is made. Though this is my first blog post for the project, progress is already well in motion! For my next blog post, I'll be going over some of the level design and biomes planned and already implemented in the project so far. 

Thanks!
Koru


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