Prototype V0.1 : Campaign Mode Show
Hey everyone,
JunkRaider is a new Strategy game we’re developing during the last 6 months. We arrived at a stable prototype version and we will propose you to test it.
This entry is about those improvements since the last prototype.
The major additions of this new prototype :
- create the campaign mode : add a progression system of units and missions
- create an upgrade system of units : a management phase between each mission, in the military base where units can be upgraded before to leave in mission again.
- add diversity in missions : different difficulties, addition of monsters behaviour and varied level design.
- improve the game experience : reworking animations and FX integration
▼ The Base
The management of the base involves on have to build and level up buildings to unlock more possibilities and upgrades.
Everything is possible through the materials ▼
At the beginning, the military base has two buildings :
- the Recruitment Tent, where new units are available
- the Barracks, where the selected unit’s characteristics are indexed
Two new buildings will have to be constructed to lead the fight to a successful conclusion :
- the Armory, where unit characteristics can be improved and specialized.
- the Hospital, where wounded units are healed
▼ The Units
You can improve the already existing characteristics of all your units, and this by using your materials gathered by winning your missions.
Units are divided into several categories :
- Soldiers fight monsters and outposts,
- Raiders collect garbage piles and attack buildings,
- Junkers serve as bait for attacks and destroy outposts,
- Turrets shoot at anything within their perimeter,
- Traps slow down enemies passing through them
Some classes have been developed for certain units:
- for Soldiers :
- Pistolero, who shoots with more damage
- Assault, who shoots faster with less damage
- Swordsman, who becomes a melee fighter
- Pistolero, who shoots with more damage
- for Junker
- Normal Junker, who is more resistant and harmful
- Heavy Junker, who attacks with explosives
Units going into combat accumulate experience with each successful mission, increasing their Veteran level.
Depending on the unit's Veteran level, it has access to certain missions. Sometimes it will be too experienced to continue on Recruit missions and will then have to be sent for Normal missions or even face the Boss.
Mission difficulties multiply as units gain experience, for example, Normal missions are available once one unit is Veteran 2.
▼ The Enemies
Enemies have the particularity of being able to hide in piles of junk. They are then undetectable until they attack and betray their presence.
There are 3 types of mobile enemies:
- Runner, who must move to his target to attack him in melee
- Snipe, who can shoot their target from a distance
- Wrecker, who is limit itself to targeting the Leader Shuttle
The more difficult the missions, the faster these enemies move and do damage. They appear from a nest where their arriving is warning by a timer.
But among the enemies are also Leader Towers and Outpost, which fire at troops approaching their perimeter. Leader Towers are the end goal of all missions.
The most important is the Big Boss, defeat it in the last mission and the game is won.
▼ The Level Design
The level design has been designed to reflect the growing strength of the units.
When a squad begins its first mission, it will have some difficulty winning it, but when it does that same mission, more experienced and specialized, there will be this satisfaction of being almighty.
There are various axes on which the level design is based, in particular:
- open or not terrain between the Leader Shuttle and the enemy Leader Tower
- the proximity of the nests to the Leader Shuttle
- the number of nests
- the number of Outpost
- the time to collect a junk
- the high presence or not of junk
- the difficulty of enemies
- the number of enemies' waves
So we can take in comparison:
- a Recruit game, with one Tower Leader, one Outpost and two Nests on an open area
- a part in Veteran, with one Tower Leader, two Outpost and four nests on a congested ground with a lot of junk from the start.
▼ Conclusion
This prototype is a big step for the team. It aim to demonstrate the potential there is with this base of Game Design. We hope you will enjoy this version of Junk Raider. For the futur we have a lot of idea to improve and add more depth in the game.
Test Junk Raider on PC and/or Android and give us your feedback !
Thank you for your reading.
Get Junk Raider
Junk Raider
When RTS meets Tower Defense in a cartoon style. Fight monstrous mutants to save the Humanity’s fate.
Status | Prototype |
Author | TealRocks |
Genre | Strategy, Action |
Tags | 3D, Real time strategy, Roguelike, Sci-fi, Singleplayer, Strategy RPG, Tower Defense, Unity |
Languages | English |
Accessibility | One button |
More posts
- JunkRaider Prototype - Version Linux Available !Nov 22, 2020
- Junk Raider Patch V0.11 - Android FIXNov 20, 2020
- Junk Raider / Prototype V0.1 Available !Nov 07, 2020
- #01 Conception / February 2020 - Month 1 (EN)Jul 10, 2020
- #01 Conception / Février 2020 - Mois 1 (FR)Jul 10, 2020
- #00 Devlog Junk Raider / RTS meets Tower DefenseJul 07, 2020
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