A downloadable game for Windows

Unfinished quick-and-dirty-boost-and-shooty mech game. Don't forget to read the included reference text file and have fun.

Supports both KBM and gamepad for gameplay but menu stuff is rough as hell and not usable with gamepad (yet). Will have to fix that in the future.

And yeah, it started out as a learning project to make things walk in Unity so it's still called "Walker" in places. Sounds and music are placeholders. BGMs are by FoxSynergy on OpenGameArt.Org and Kenney's Voiceover Pack for the barks. There's also some Quake and Half-Life stuff in there.

Some more recent gameplay:

Updated 1 hour ago
StatusPrototype
PlatformsWindows
Rating
Rated 4.9 out of 5 stars
(26 total ratings)
AuthorRedRoryOTheGlen
GenreAction, Shooter
Made withUnity
Tags3D, Arcade, Destruction, flat-shading, Low-poly, Mechs, Robots, Third Person, Unity
Average sessionA few minutes
InputsKeyboard, Mouse, Gamepad (any)

Download

Download
walker.zip 45 MB
Download
custombody.zip 83 kB

Development log

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Comments

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Viewing most recent comments 1 to 40 of 54 · Next page · Last page

Just got it, seems interesting and will give more in-depth thoughts after I've played for a bit. Two things come to mind though:

1. Can you add in an option to slow down how fast the mechs rotate? It's kind of hard to get a good read on what changing each option does.

2. What are ArmL/ArmR/LegEndo?

You can click and drag Right Mouse Button to stop the dummy mech from auto-rotating.

The endoskeleton (ENDO) is the basically the "tuning" of a part. You can choose to make either arm more "accurate" with ranged weapons or "faster" to pivot, for example, or have your legs better at kicking and jumping than turning, etc. Or even put a low-spec-low-weight part on it if you don't plan on using anything on that arm to save weight. STANDARD parts aren't particularly great at any of their functions, but also do not have any weaknesses.

(+2)

hello buddy, made an account just for this game, you just made one of the greatest thing i ever played, im literally sending this game to all my friends

Very much appreciated! It's more like a proof-of-concept than a game, but I'm glad you enjoyed it.

(+2)

This is the mecha piloting experience I've been looking for! The only outstanding complaint I really have right now though is that the Dominus is quite overpowered with the latest update. I'm not sure if I'm approaching it the wrong way, but those missiles are nigh impossible to dodge even with highly agile suits and the damage they do is too unforgiving

(1 edit)

Glad you like it! The large missiles can definitely chunk on a hit, but they have a pretty narrow track cone. If you can get into their side arcs (about 60 degrees or so from their nose), they'll lose tracking and go dumb. Just hold a dodge or wall-kick right at the last second, aiming diagonally towards the missile. Either that or coax them into a wall or building.

(1 edit) (+2)

i have an issue , i just recently picked the game , i extracted the folder into another folder that i made and opened it , it does run but when i go to the mech tab there's nothing , i only have the texts and the buttons to modify it but if have no mech and the buttons doesn't work , maybe its an error on my part but is it an actual bug ?

(1 edit)

It definitely sounds like a bug. If you have the time, I'd appreciate it if you could send over your player log to me. The directory and email are in the included reference text. 

(1 edit) (+1)

Ok this is pretty awesome. Reminds me of armored core, which I've always wanted to play so this is cool alternative. Hope to see more maps in the future!

Thanks! I definitely want to try more map types later, but I'm still quite a ways from finishing the current one.

(+1)

Please consider releasing a Linux build.

Thank you.

Hmm, I'll have to read up on building for Linux. Would probably be neat as a throw-it-in on the next update.

(+2)

This is so goddamn good!! 

Glad you think so!

(+1)

I love this so much thank you for making it, love to see how far you're gonna take this neat little game!

I appreciate that! Definitely gonna keep working on it!

(+1)

Very nice so far, kicking off buildings all the time like in ACVD is great. Any plans on adding V/VD's greatest feature, ramming enemies with your mech?

(+1)

I've played around with a weapon-agnostic charge attack a fair bit, but I couldn't really fit it into the control scheme satisfactorily. The closest you get is the aerial slam attack with melee weapons since that damage scales with your total weight.

Glad you like it!

(+1)

Looks neat!

Thanks!

(+1)

I tried to add medium_CUSTOM to the game's bodies folder, the selection shows up but the mech is invisible in the hangar and in game. I can move but I can't shoot. Nice game BTW!

(2 edits) (+1)

Huh, I just tested it out on my end with a fresh download of custombody.zip and it works. Can you make the bug happen and then send me the player log right after quitting the game? The instructions should be included in the included reference text file.

(+1)

Just sent the email with player.log and some screenshots.

(+1)

Received and sent a reply! Much appreciated!

(+1)

this game is extraordinary! (i played this game for umpteen hours straight.)

what is the custombody file for and what is cruse and impulse option? 

Glad you like it!

Custombody file contains templates for making parts and palettes you can import into the game. See the reference text file included for more info. 

Cruise and Impulse part types usually have the same distinction.

Cruise parts give you higher top sustained speed (running for legs, gliding and dashing for boosters)

Impulse parts improve momentary bursts of speed (jumping and kicking for legs, dodging for boosters) 

(+1)

Is it possible to change camera view modes without going back to the menu? 

Unfortunately no. I do intend to give access to the settings during a mission. Just been working on other stuff first.

(+1)

so, ive played it more (i played it for like 4 straight hours today, this shit is addicting)

what exactly is the bar for thats above the health bar?

and, sneaking suspicion that this is related, but what is the stability mechanic for? its never explained everywhere

Yeah, I don't think I actually explain any mechanics anywhere. Most of it is still subject to a lot of changes tbh :D

The yellow bar above HEALTH is your ARMOR. As long as you have any amount of ARMOR, damage to your HEALTH will be reduced by a certain amount dependent on the PENETRATION of the damaging weapon. If the weapon has a penetration of 20%, you take 20% of damage to HEALTH and 80% of the damage to ARMOR. Once your ARMOR is depleted, you'll take 100% damage to HEALTH. Enemies also have armor and you may see the red !ARMOR! alert flash occasionally if an enemy you hit has some and reduces your damage.

STABILITY is the white bar between your HEALTH and ARMOR. You have a specific amount of it (standard is 1250) and regain it faster depending on your stabilizer as well as whether you are grounded or moving. Your STABILITY is reduced when you take damage or when performing certain maneuvers (jumping, bursting, wall-kicking). If your STABILITY is greater than 1000, your weapons will be more accurate and fire faster. On the other hand, if your STABILITY is lower than 1000, your weapons will have higher spread and fire slower. Some weapons are more affected by STABILITY than others.

(+1)

ahhh, so the armor is kinda like how doom/quake did it, nice

i think i have a cool idea for a different type of armor, (like theres light, medium, and heavy), i think a cool 4th one would be "shield/electric/idk just a cool name"

-its a very low value, it can be shredded through easily, like maybe 2-3 seconds of sustained minigun fire can burn through it

-it automatically regens after a short period (you'd have to work with the balancing with that one)

that way it makes for a more tense yet really fun an adrenaline filled gameplay as it turns you into a hit and run


as for stability, i think instead of punishing players, you should reward them for not taking damage for a while (idk, like a small "DIVERTING EXTRA ENERGY TO WEAPONS SYSTEMS" and a small buff to your weapons?), and maybe try to cut down on the movement thing since moving around is necessary for survival and good gameplay, and making you not move to be able to attack as well seems a bit counter intuitive? maybe? again i never even noticed this in gameplay much so i think its one of those situations where it sounds eh on paper but you ended up doing it really well

either way though, im excited to see what you do next with the game, its really fun and i always find myself doing stuff and thinking "man, i wanna play some Hammer in a bit", and thanks for your time! :D

Yeah, it's closer to Counterstrike but Doom or Quake is roughly similar.

I'm definitely looking into ways to increase the player's endurance, especially across a relatively long "mission". Regenerating armor may be a thing in the future. Depends on how the testing goes.

Stability mechanics are to balance some weapons. You can probably see some old videos of people dual-wielding Sniper Cannons and instagibbing enemies from across the map while moving at top speed. That was pre-stability adjustment and I'm not really a fan of "locking" the mechs to kneeling or similar. Since stability also increases weapon performance better than base stats, a grounded slow and heavily armored unit can be a viable play style since they can output a lot more sustained damage from increased rate of fire and accuracy, especially since armor also reduces stability damage.

Having to choose between offensive and defensive movement is one of my goals for the gameplay. It's a bit unengaging for me when you can just backpedal or circle-strafe everything while holding down the triggers. Units that want to move around a lot can use weapons that aren't as heavily affected by stability like shotguns and machineguns (high stability makes these things shred though :D), while more damaging weapons would require some setup or build to shine.

(1 edit) (+1)

ohhhhhhhh ok, yeah i understand that now

yeah ok, since i never used the snipers since i thought they were just painfully inaccurate, turns out its just me always going ZOOOOMMM around the map

yeah i think i understand it now

and i totally see how you you already laid the groundwork for the defensive and offensive mechanics

im not sure what you have for this next update, but you should probably consider having a menu thing explaining all the mechanics briefly, as i did genuinely enjoy going into missions and testing out how different things felt and how they worked, then putting something together that worked to the best of my personal abilities and tried to last against HA's as long as posssible, so keeping that bit of player discovery of the mechanics might be a good idea, so then they dont have to look at 10000000 words to start the understand the game and learn it themselves

(oh also fix that bug when the beeping still persists after you die, i just hear BEEP BEEP BEEP BEEP when i die for a bit, just a simple "get rid of all sounds" thing but make sure not to forget that)

(+2)

I LOVE THIS
One complaint and one suggestion:

-It chugs the pc into becoming a microwave(idk if that's just me)

-I'd like some form of multiplayer, like lan mp for a first.

(+1)

yeah im pretty sure its just your PC (although theres probably some bad optimization, i have a hella good gaming laptop but it has some frame drops when im playing on the large map

If you haven't, I can suggest trying to limit the maximum framerate. I've had people with really good setups getting frame dips from their PCs trying to render more than 1000 frames per second or something.

Unfortunately, the map generation kinda excludes the most common optimization methods (static, batching, etc), and more in-depth optimization would have to wait at least until I can ensure that no further changes to the mapgen will be made.

Otherwise, glad you like it!

(+1)

oh shit, thats good to know

(2 edits) (+2)

I love the mix of AC4 and ACV. I hope to see this game to its completion, more contents and PVP.

For those who are using unsupported gamepad/controller, use x360ce 64bit. then rename the "xinput1_3.dll" file generated by the application to "xinput1_4.dll".

(+1)

hoping they add splitscreen, id love to wipe the floor with my friends in this game when they're over 

Glad you like it and I appreciate the heads up! Now I can point people having trouble with controllers here!

(1 edit) (+1)

help im addicted to this

its really fun

the movement feels really nice (theres one irk, and its that you have to let go of the move stick to jump, so i cant go midair in combat even when i need too, like when im chasing a plane, maybe make it where if you're holding the same direction you're going and press the dash/jump button, you'll jump) and the fact you put camera tilt in and an option to turn it up super high is YESSSSSS



uhhhh lets see here for complaints:

the game is called Hammer, theres a sword, axe, piledriver, three different sheilds but no hammer weapon (maybe it could be a two hand melee?)

custom colors would be neat

uhh its small but it'd be cool if you could click on a button to make your mech stop spinning in the menu so i could mess with how it looks with the armor plating

something like a logbook explaining all the enemies would be cool


i got some bigger ideas but i know developing a game (im assuming) singlehandedly is hell and i dont wanna make you feel like you should put like 9000000000 things into it

have a great day man, your game is super fun, cant wait to see what else you have planned for it!

Glad you enjoy it!

If you disable the "EZ [G] BURST" (Easy Ground Burst) setting in the options, you'll be able to jump even when holding the movement keys/stick. This does stop you from "bursting" on the ground though.

Custom color palettes will be coming with an update to the custom body import feature.

You can hold Right Mouse Button in the menu to stop the mech from spinning and drag it around to spin it manually. No way to spin it again short of launching a mission and exiting to menu, unfortunately.

(+1)

alright, thats good to know, thanks for taking the time to respond!

also, do you have any other social medias?

(+1)

I also started playing fairly recently and can help you with at least one of those complaints learned that if you right click with the mouse on the menu, it stops your mech from spinning and pressing it again and holding allows you to spin it manually.

(+1)

Given the ACV/5th Gen style movement here, would something like 5th Gen's Hangar system be implemented in a future update? Keep up the good work. AC-style games have been getting a lot of attention lately since Fires of Rubicon got announced.

(1 edit) (+1)

I'll have to think about the hanger system. Would definitely be nice. Maybe the carousel replaces a shoulder unit.

Much appreciated!

(+1)

is there plans for more update? would love to see more weapons or body parts

(+1)

Updates are definitely in the works.

Currently focusing on the core game loops so there may not be any official part or weapon expansions any time soon, unfortunately. There's a custom body import function you can look into if you have or know someone with the knowhow to make models.

(+1)

very much noted, thank you!

(+1)

hey how do you bind console controllers to the game? i want to play it with my PS3 or PS4 controllers.

Do you mean rebinding controls? It should be in OPTIONS > CONTROLS > REBIND. UI's pretty scuffed for now but there's support for binding both buttons and axes.

Otherwise, plugging a PS4 controller with a USB should work. I've been mainly using one. 

(+1)

do you have a discord server for development, or considered one?

I don't have the knowhow or time to set up and moderate my own discord server, unfortunately. I do hang out on some gamedev discords and post WIPs occasionally. 

(+1)

if you'd like i could set one up for you. i'd do the work and you'd just post whatever you want

(+1)

To be honest, I don't feel alright with imposing that responsibility on other people, especially since this is still just a prototype/proof-of-concept with sporadic development and not an actual marketable game. I do appreciate the offer though.

(+1)

Really fun, any possibility of multiplayer being added in the future?

Pretty slim. I'm still getting a handle on the main game and don't have time to mess with networking, unfortunately. Maybe in a future project.

Glad you like it!

(+3)

Armored Core VI had to come in and shake all these projects back awake.

(+2)

Best timeline!

(+2)

ravens, we're home

(+2)

This looks really sick :D

:D

(+2)

If this were to become an "Engine/Platform" for custom models, maps, campaigns that would make the perfect game! I'm looking forward to the future of this!

I do aim to support adding visuals and a lot of effort is in finding ways to let players import their own assets for use in the base game. Not sure about whole maps, but I can see model replacement being a thing for swapping similar objects. I already use something like that for different "biomes" I've got in progress.

Much appreciated!

(+1)

Man, this game slaps. Cyber Troopers vibe going on. Loving it, I hope you continue forth with this project!

Glad you liked it! Man, I wish I had even a fraction of Virtual-On's aesthetic! Either way, definitely gonna keep tinkering!

(+1)

Hopefully you can add in controller support so that I can play the game better lmao

But keep it up, non the less! Would love to see what comes next.

Do you mean controller support in the menu? Might not be a thing for a long while since I'm continuously changing the elements every time I integrate or experiment with a new feature. 

Controller should be working for the actual mission gameplay 

(+2)

What are the pc spec requirements for the game? I currently have a nvidia 950m gpu.

I'm unsure, to be honest. Best I can recommend is to try it out and see. I would appreciate it if you reported back with your findings so I can make notes about the performance on lower-end hardware.

(+1)

Ahh gotcha i will try.

(+1)

ok, the game actually runs flawlessly and I'm impressed. When i tried to put the custombody files into the file as you guided in notepad, and i launched the game, it gets stuck in black screen not running the game. Removing the files from that folder though makes the game runnable again.

Glad it worked out well for you!
For the custombody issue, did you only put the "medium_CUSTOM.fbx" file in the correct folder? The other fbxs (sample and template fbxs) aren't set up to be imported and will definitely freeze the game if placed in the directory.

(+1)

"The other fbxs (sample and template fbxs) aren't set up to be imported and will definitely freeze the game if placed in the directory." Then that's what i exactly did XD. I'm gonna try it again thanks for the tip.

(+1)

I just put the only one file and it worked thanks dude. Also, i think not letting the mech automatically spin and letting the players control manual spinning to view their own customization would be more appeal :D. And i still don't know how to exit the game cuz i couldn't find an exit button so i had to alt+f4 XD.

You can spin the mech around yourself by holding RMB anywhere that isn't already a button and dragging the mouse. There's just no way of making it spin automatically again once you do that unless you start a mission and return to the menu. 

Yeah, alt+F4 is also how I quit lmao.

(+2)

This looks absolutely phenomenal. I would love to see you make a full game release in the future, just in any way. Let this proof of concept guarantee you that regardless of where you're taking this, whether as a map maker, campaign, or multiplayer game, you're great at the job to get it there. I can't wait to see more in the future.

Thank you very much for the kind words and I'm happy you feel that way!

(+1)

I really enjoy it as it is a solid proof of concept! Is there a way to support development as id love to see it grow, perhaps a mission/map editor in the future!

(+3)

I currently don't have a way of receiving donations set up, unfortunately. Will probably look into it once I get the workstation upgrade out of the way. I appreciate the thought though!

Current plan for the "game loop" is to just have a very configurable map generator you can tweak to taste and save seeds for sharing. Though I have been looking into constructed levels while working on the mission system, mostly for set-piece encounters.

(1 edit) (+1)(-1)

Can you make controls similar to demon x machine Please 
At least provide an option
Looking forward to adding the crossbow
I made the account just to say this and thanks for a great game

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(+2)

You can rebind your controls as you like in the options menu. If you're asking to actually have a DxM-like movement scheme, that's unfortunately out of the question due to requiring new features that I don't have time to test and integrate.

My apologies for that.

(-2)

 Can you at least work on that in the future?At least a separate button to jump
And also I was wondering if I could put less cars and could you put an enemy similar to a gorilla that can grab and throw cars And rushing at the player violently
Thank you very much for your effort and response

Community Verified icon

(1 edit)

Not trying to doubt your knowledge, but I want to mention that since you're using Unity, you have the InputSystem package at your disposal which, unless there's something radically unique about the way Daemon x Machine plays that I'm not aware of, should allow you surprisingly easily to create different default input schemes like that one, so even if you don't have it in your plans for this game I suggest looking into it since it's pretty universally useful.

Just throwing it out there since it took me a while myself to find out just how useful and simple it is.

(+1)

I do use the new Input System. It's how rebinding controls is handled. My caveat is for adding new movement schemes actions like DxM's boosting up and down or auto-boosting when walking for a duration.

(+3)

I have been waiting for some people to make some ac tribute games!. Thanks

(+3)

It's not really as much of a tribute as just some proof-of-concept ramblings tbh, but I appreciate the sentiment!

(+1)

Just made an account to let your know that your game is extremely fun. I will wait patiently for spider, tank, and RJ legs to come out :)

(+2)

Spider/Quad and RJ legs could be a thing. Tank legs would be a bit more difficult to justify since they'd be unable to interact with the main mobility feature. Another concern is implications of the Custom Body system. Would need to include being able to distinguish what kind of leg-type it is just from reading the FBX. 

That aside, thank you for the kind words! 

(+1)

thanks for the clarification!

(+3)

Very well done at lot of fun. I hope to see a campaign in the future would defiantly buy this as a full release at that point.

(+1)

Much thanks!

(+1)

Is there's something akin to UNAC being planned in this game?
hamracesonly mode is rad but dealing with more of 2 of them at once is borderline impossible, having AI assistant would definitely be handy. 

(+2)

Give it a couple more tries! It gets easier.

Jokes aside, some kind of NPC Assist is planned, mostly for scenarios where you're defending or escorting allied units. Friendly HAMRs would also be scenario-specific, like a competition to get the most kills before time runs out. Sorta like the Thanatos events in Hades.

(+1)

awesome

(+1)

Awesome game! I was just wondering, is there possibly a way to get a multiplayer of this bad boy?

Unfortunately, I don't have any plans for multiplayer in this project. My know-how on that subject is pretty thin and I've still got a bunch of gameplay things to work through. Maybe in a future different project.

(1 edit) (+2)

https://discord.gg/k9TUVbHmUB


To anyone interested, including the creator, I created a discord server in order to share about Armored Core and Hammer itself. It can be talking about Hammer or share chassis or other builds.

(+2)

Yo!! Just stumbled upon your game and it rules! I've been working on a mecha arena shooter lately and your work here is inspiring! Especially love the targeting system

(+1)

Glad to hear that! I know that feeling regarding inspiration. Hope it works out for you and your project. 

Can't wholly take credit for the targeting, honestly. I definitely owe a lot to Armored Core for it. 

(+2)

If you combined the two names it'd sound really cool.

Hammer Walker

If I hear just Hammer I think of the Valve SDK

(1 edit) (+1)

Heh, it's quite obvious that marketing isn't my strong suit. Maybe I should've used "Forge" or... "Anvil" ... 

(+2)

Hello. I just discovered your game and I have been having a blast. It's amazing how simple yet addicting it is and I have been playing with it for a few hours now. I literally made an account right now to post this comment and express how much I love it. I just hope you will continue working on it, add more customization, weapons and maps and that you're doing god's work in this world deprived of Armored Core (For now at least since 6 has been announced).  Hell, I may say I have more fun with Hammer than ACV itself lol. 

Keep up the good work, because this project has potential I would love to see bloom.


pls online mode???

(+1)

I appreciate the sentiments! For sure, I will be continuing to work on this. Plenty of space for mecha action games for the wide array of mecha enjoyers imo, especially since AC6 looks like it's closer to gens 3 to 4 instead of 5.

Cant really say much about online mode, to be honest. Maybe the next project. Might be easier to learn networking for a simpler game. Then make something with it derived from Hammer. That'd be the dream. 

(+2)

Armored Core 6 is real 

(+1)

Yes, it do be that.

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