Low Level Hunters - A sequel to Defender Patrol


my work today was finishing the player side’s airfield, with the main feature being multiple helipads and dedicated SAM spawn positions.

my work in this week will be making various new bigger bases like this, with respawning feature for mobile ground units.

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My work continues on adding more kinds of bases, like Helibase and Military outpost which will work as spawner for ground units.

also I made ground units to be placeable on buildings, so that I can place infantries or turret inside the watch towers at outpost.

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I’m spending this week making various new assets for Desert and snowfield maps. now it’s looking way less boring..

And explosive munitions now have arming range safety feature that prevents detonation on very close range.

instead of exploding it just get nailed on the ground.

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my work in this week is finished that I can use day-off tomorrow.

my last work in this week was S-5 rockets for enemy hind helicopters.

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I have finished this month’s works !

Along with various new buildings for desert and snow world, there are now Base attack missions, Wildlifes, some street lamps, and Cobra emergency transport.

But the most important work in this month was the vegetation optimization. Many people had been requesting a lot more trees in my game but I could not do it because of severe frame drops with many trees, but it’s no longer an issue !

in next month I will start making the new title for Low Level Hunters, with various UI changes to improve UX.

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Are those wolves or vampire deer? Either way I love them!

They are water deers / vampire deers.

They are very common in my region, thry occasionally make human-like screamings durong night.

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I had been working on making the new title screen for Low Level Hunters, No more pitch black screen from Defender Patrol !

I also reduced the overused dropdowns everywhere and replaced them with buttons which are much easier to navigate menus.

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There are also many changes on the rearming menu. I replaced the dropdowns with directly clickable buttons for selecting pylons and weapons, and there are now loadout save and load feature with custom naming for each loadout sets to quickly equip favorite weapons.

Now I’ll start making a new game mode replacing the Defender Patrol’s ‘Ground support’ game mode.

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Nice man, looks great! I really like the arming screens. Has a nice “golden age” feel to them and are nice and intuitive.




I’m working on the debriefing menu featuring Mission status, Combat logs, and flight trajectory.

There’s also a flight end menu once the player completed the mission and landed on base.

My next step is designing a scoring as that will be needed for creating promotions in the campaign mode.

I’ll take a look how classic microprose sims handle the scoring.

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Here I have made a video summarizing this month’s works ! I’m glad this month’s objective had been successfully achieved despite haiving a bit of hiatus in mid may.

My work in next month is making the campaign mode, making the gameplay loop of Campaign In the style of Gunship 2000 and Di HIND (fly and complete randomly received mission in one of the 40 x 40 km grid map, finish mission and progress or retreat campaign based on the mission result, then get awarded or promotions based on performance) is my main objective in June.

I’ll also prepare for the creation of playable UH-1H Huey, which will be started at July along with Mi-8TBK for enemy side.

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I have made the models of Grade badges and medals to award the player after the campaign missions.

Now time to implement award events in the campaign.

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I had been working on the campaign mode in this week.
while not very polished at the moment with many grammar issues, there’s a functional classic microprose-like campaign here.

I made the most crucial functions in this week and next week will be polishing them.

The campaign is currently on par with gunship 2000, but after making huey I’ll improve the campaign a bit more to add some original elements.

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In last 2 weeks I worked furiously on the campaign mode, with various possible endings in this mode.

I’d say my current campaign is currently on par with gunship 2000, which provides some good random missions but doesn’t track much metrics across the campaign.

Before I work further in the campaign, I will start making the playable UH-1H Huey because I need a proper transport helicopter to complete the campaign mode.

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The model of player Huey is under construction.

This month’s development news will be uploaded earlier than usual, introducing campaign mode and teasing the huey 3d model!

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In this week I finished modeling huey with all the internals and weapon systems! Time to apply this in the game.

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Today, I made the armament system and XM60 reflex sight for Huey. Tomorrow I’ll make flexible minigun and its sight for Copilot!

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Love the combo of ‘90s graphics with some impressive attention to detail!

Looking forward to this one.

I want to infil a small pixelated Rambo.

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