Animosity cover
Animosity screenshot
Genre: Adventure, Indie

Animosity

Update 0.8.14

This update includes:
• Navigation grid updated to include corner nodes
• Throne Room updated
• Queen AI rebuilt
• Sound Effect revisions/Additions
• Minor UI Tweaks
• Minor Multiplayer Tweaks

Note: This build has an unrefined multiplayer system and is prone to network bugs.

Update 0.8.13

Update includes:
• Refined Stage 1 Textures
• Refined Stage 3 Textures
• Foreground Shader Improved
• Refined Stage 1 Models
• Stage 1 Boss AI rebuilt
• Sound Effects Added for Red and Stage 1 Boss
• Red Jump Effects
• Sniper Rifle Projectile Retooled for better upgrade

Version 0.8.11 Update

This version is a quick test patch to showcase new game-wide sound effects.

Version 0.8.10 Update

This update includes the following:
• Tomb Level Model Update
• Pub Boss Model Updated
• Boss Avatars Update
• Base Projectile Explosion Modified to Include Debris
• Base Projectile Detonation trigger switched to RelativeVelocity
• Sound levels on startup Fixed
• Temporary level 1 music replaced
• Multiplayer Tail colors adjusted
• Multiplayer Boss Staging Synch rewritten
• Various Multiplayer improvements

Here is the Animosity Beta.

Hello and here is Animosity! You play the part of Red, who leads his fellow raccoons out of extermination by the hands of the angry ape menace. You must utilize your wits, resources, and friends in this procedurally made action platformer.

Game currently features


• Fully procedural levels, every fight is new.
• Physics based play and weaponry.
• Companion AI.
• Split Screen Local play up to 4 players.
• Online Matchmaking and Multiplayer.
• Cooperative, Deathmatch, Speedrun game modes.

Background


Animosity was created to be simple and fun antithesis to it's game sibling Vector 36. It started as a test platform for online multiplayer, but then grew into something of its own over time. It showcases a few features that I have always had a fascination with and have wanted to develop.

Maximum/Minimum Dynamic


The core feature of the game is a 2 tiered player (literally). You have 4 major modes of winning:
• (Red) Small, quick, stealth gameplay, where your character can collect items, infiltrate, and sneak, but is very weak.
• (Max) Large scale tank gameplay, where run and gun is the quickest way to remove obstacles.
• The Horde, become of wave of raccoons to overwhelm your enemies, but must be maintained.
• Split Force, utilize Max's AI and fight together to take out enemies tactically.

All of which can be used at nearly any given moment. I hope to create more game obstacles that can take advantage of these play modes.

Companion AI


I have always wanted to create a competent AI system. Something that can feel real to a player and not just preprogrammed actions. The core navigation system was created from scratch and allows fairly quick pathfinding to any parts of these procedural levels. The AI has multiple layers of processing and consideration put into it. Max has mood, he watches how you treat him, he weighs decisions, he makes mistakes, he avoids threats. Sure he bumbles around some times and gets stuck, but hes still learning. Watching the AI complete AI generated levels has been one of the most rewarding goals I have experienced as a developer. Max is nowhere near to completion, but with some more training, he should make a worthy companion.

Procedural levels


There is a certain satisfaction to teaching the computer how to make levels then setting it loose on the unsuspecting players. The randomness puts the focus on player skill over memory, which has its pluses and minuses, but I have always felt that once you conquered a traditional stage scenario, that thrill was over. The goal was to create a gameplay dynamic that would always provide that sort of thrill, because you and I don't know what comes next. Stage generation does not typically create interesting scenarios consistently or with any sort of aesthetic, but when it does, they are fantastic and unexpected. I will be developing the framework to create levels with more purpose over time and look forward to the response.

Multiplayer


There is no questions that this game needs to be shared online. I have been working hard to make sure the online gameplay experience is streamlined and as simple to use as possible. Because the maximum player size is 4, it makes finding servers or rooms an easier task. My initial thoughts are that the game should automatically find your playing friends first, then failing that, move to other online players or groups. There should be an absolute minimum of server settings or scouring. It might be true that in the end, I will go back to a more standard "server list" of rooms to choose, but for now, I want the online experience to be as accessible as pulling up a chair and plugging in an extra controller. As far as actual performance; the game isn't there yet, as twitchy player response is difficult over the net, but hopefully it will be.

Game Modes


Cooperative and Deathmatch are the key players at the moment. SpeedRun was just added to provide an online competitive component. I have several other modes on the "want" list including capture the flag, king of the hill, QWOPerative, level creator, etc. These will hopefully pop up over time. I have tried to make the framework as robust as possible, so if there is some silly idea that needs to be made, it shouldn't be too difficult to add it.

In the coming months, I hope you enjoy the game and nurture its development. Your feedback is important, so don't hesitate to join the forums, post questions or comments, or contact me.

Thanks!
-Ryan