
We'd barely created the experience we'd intended by the time it went belly-up on us. It did surprisingly well for what it was, but I'm sure I don't have to explain to you guys how limited Flash is in both capability and scope. Train your custom Madness combatant for the endless trials of Arena Mode, building weapons from your own sick imagination to get through just one more wave of deranged assailants.The game I'm working on is a sequel to a browser-based Flash game a good friend of mine and I created over on Newgrounds a couple years back (which was in turn based on his Newgrounds cartoon series, Madness Combat). MADNESS: Project Nexus is a third-person Run n Gun-slash-BeatEm Up filled with arcade-style action and button-mashing brutality.

The Grunts charge in stupidly, firing their weapons at you despite your having taken cover behind a crate labeled "Discarded Clone Parts". Players progress through the game by navigating between rooms and overworld stages, engaging baddies along the way who will become wiser and more tactical as players advance.For example, here is a scenario taken directly from our working engine:You fail to stealthily enter a chamber where a series of Agent and Grunt units await. It depends heavily on immersive & tactical combat, on-your-feet decision making, a massive selection of weapons, and a pretty heavy dose of comic blood and violence. Madness: Project Nexus 2 is a sidescrolling/birds-eye Run n' Gun game. Buy the Dragonslayer and start slaying on the murder room.
As they pop out in expected ambush, you flick your wrists and stick a pair of combat knives into the head of the first Agent to emerge. It's a shame they didn't expect you to waste their buddies so quickly. Some even leave the room through adjoined doors in the hopes that they'll manage to flank you and drive you out from cover. Being a more tactically-minded unit than the Grunt, the squad of Agents break cover nearly simultaneously as you pause to reload, and circle around your position.
I taught myself a good deal of CG and wrote all of my own fragment shaders (with help borrowed heavily from these forums.thanks guys!). I made the leap and transitioned from Actionscript2 to C# for it. This is not the game we started with in Flash.
Or if you just plain like what I'm doing with this project, I'm here to listen and chat about it.Thanks for giving me a minute to chat with you guys! I'm gonna leave you with a little demo trailer I put together of our progress. I am making myself available to discuss Unity tips with anyone who has questions or who wants to advise me as a new guy in the 3d gaming scene.
