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ROAM

by ROAM

by ROAM

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ROAM

by ROAM

by ROAM

Scavenge. Build. Fight. Survive. Introducing ROAM, an online co-op action game set in a procedurally generated world. Read more

Seattle, WA Video Games
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Funded!

This project was successfully funded on February 24, 2013.

Scavenge. Build. Fight. Survive. Introducing ROAM, an online co-op action game set in a procedurally generated world.

Seattle, WA Video Games
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ROAM
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ROAM

First created  |  2 backed

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ROAM VIDEO UPDATE - First implementation of combat

20 likes

Hey everyone! This video demonstrates our first implementation of combat. Things are a little buggy, but I wanted to show it to you all anyways! Enjoy

Ghrik, Jason Lockhart, and 18 more people like this update.

Comments

    1. Creator Brendan on August 6, 2014

      Free aim (much like mouse look or free look) is probably more natural and would suit the game best, I think.

      Really enjoying these brief little insights and updates. Nothing too official, just a quick relaxed update.

      This is already shaping up as one hell of a game. You are putting a lot of thought and effort into each core mechanic and it REALLY shows now.

      And I have to echo others; some projects have just gone dead, no updates, no communication. You've found a good middle ground here I think so keep this going. Great!

    2. Creator Aesgard on August 5, 2014

      I must say it, I'm really happy I backed Roam. You're doing a great job, keep up the good work! BTW, I prefer the free aim too

    3. Creator Steven Scibetta on August 4, 2014

      I'm a huge fan of the cursor aiming where your mouse is. Locking on would probably be messy and annoying; free aim honestly seems like the best option.

    4. Creator Lieron on August 4, 2014

      I'm glad you keep frequent updates for us. After all the bad press about failed kickstarters recently, this is definitely a godsend.

    5. Creator Aysir on August 4, 2014

      The game is looking sweet. Great vegetation :)
      One question - will the item line of sight be shown in a visual representation? like a brightened area where your character can see. Original Sin uses something similar, where only character visible items are highlighted, but it can make it really easy to miss things that might have been just on the edge of your vision range,

    6. Creator Andy C on August 4, 2014

      Free aim certainly appears to be more fluid, and it will also potentially work better in multiplayer environments, as multiple people trying to lock on to the same dead/dying target could be very frustrating.

    7. Creator Hulker69 on August 4, 2014

      Should zombie blood be so red? Surely the rotted undead should spurt greeny-black goop when bits are blown/hacked off them?

    8. Creator ROAM on August 4, 2014

      I'm really leaning towards the free-aim mode (shown last). The target lock system doesnt feel right to me. I really just wanted to give it an honest test before I eliminated it completely.

    9. Creator Terry Burns-Dyson on August 4, 2014

      Looking really good. Three mechanisms for aiming in,what feels the most natural so far I wonder.

    10. Creator Lokai on August 4, 2014

      Looking pretty good for a first pass. Line of sight seems well done too and it is all generally promising. Keep it up!

    11. Creator Dermott on August 4, 2014

      thumbs up. Looks good

    12. Creator J.L. on August 4, 2014

      Looking good. And what will come sounds good too! Keep up the good work. (c: