Our game finally has a Steam page, so that's one milestone down.
Feel free to wishlist if that's your inclination.
Wishlisted! Looking really great so far. I'd seen the characters a while ago, but the locations are really coming along nicely.
Our game finally has a Steam page, so that's one milestone down.
Feel free to wishlist if that's your inclination.
Spent the past few days trying to get some boring stuff working under the hood (i.e. scene transitions/fading effect, trying to figure out Timeline/Playable Director in Unity) but was also able to work on the aesthetic a little bit and play around with color palettes/color grading.
Would like to play with the parallax scrolling a bit more and try to implement some particle effects to spruce it up.
I agree, such a nice vibe! I love how the animated bg adds some subtle depth to the scene.
Y'all ever figure out the reason behind a bug that's so stupid, you literally facepalm?
Can someone non-banned please take over the OP? Great resources, but will eventually get out-of-date.
It would probably have to be a mod, I don't think they can pass on thread ownership / post editing privileges. It's probably easiest to just wait until next year and have someone active make the 2021 thread (I nominate HandsomeCharles :) ).
First of all, congrats on the project/role. As for resources on the subject (level and enemy design in a 2D context), here are some books and articles I personally find useful:Hey everyone! First-time poster, long time lurker.
I have been tasked to help make a 2D vertical STG (or Shmup). I'm not exactly an expert at the genre so I was wondering if anyone has any pointers or resources to designing one? My role is more design-focused (where to place enemies in the stages, how do they move and shoot etc) since we have most of the core engine working. The hard part for me now is designing it! :P
Cool progress!Showing off my tank enemy :D uses Inverse kinematics for the legs!
Wow thanks Rösti! Didn't expect to get some high level stuff so this will be super useful in general!First of all, congrats on the project/role. As for resources on the subject (level and enemy design in a 2D context), here are some books and articles I personally find useful:
Without going into engines (Unity, GameMaker etc.) or languages, I still would like to suggest you also take a look at Marmoset's Hexels. I find it very useful for prototyping 2D designs.
- As reference mainly: Kremers, Rudolf, Level design: concept, theory, and practice, A.K. Peters, Wellesley, MA, 2009
Level Design: Concept, Theory, and Practice
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first...www.routledge.com- Any standard engineering dynamics textbook that deals with the dynamics of bodies in 2D motion. For example, Andy Ruina's Introduction to
Statics and Dynamics: http://ruina.tam.cornell.edu/Book/- Read up on human gaze behavior. Via these articles for example:
- Rayner, K. (2009). The 35th Sir Frederick Bartlett Lecture: Eye movements and attention in reading, scene perception, and visual search. Quarterly Journal of Experimental Psychology, 62(8), 1457–1506. https://doi.org/10.1080/17470210902816461
- A. Borji, D. N. Sihite and L. Itti, "What/Where to Look Next? Modeling Top-Down Visual Attention in Complex Interactive Environments," in IEEE Transactions on Systems, Man, and Cybernetics: Systems, vol. 44, no. 5, pp. 523-538, May 2014, doi: 10.1109/TSMC.2013.2279715.
I hope that can be of some use to you.
Didn't know you were lurking in here! I'm going to check out those links, thanks for posting them!
TheWorthyEdge Welcome to the club! That's not bad for a first go! Anything in particular you'd like to focus on or would like to do?
CptDrunkBear That tank is really cool, love it!
Didn't know you were lurking in here! I'm going to check out those links, thanks for posting them!
TheWorthyEdge Welcome to the club! That's not bad for a first go! Anything in particular you'd like to focus on or would like to do?
CptDrunkBear That tank is really cool, love it!
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Oh my, this week has been a tough one! I started out by beginning implementation on moving obstacles, which threw up a load of errors and bugs. Took a while to get through those, and then... progress was "stalled"....
Turns out someone (Who I'd want to make a good impression with) wanted to see some of my code examples, and all I had to show was PWAH. Cue frantic cleaning up, refactoring and optimizing! It's been non-stop this week. Every spare minute I've had has gone into looking over all the existing code and tightening it up. It also made me very embarrassed about my positively monolithic player class.
On the plus side, I discovered quite a few bugs due to this (and subsequently fixed them). I also managed to get the game update GC allocations for my game code down to ZERO which is fantastic! (By "Game update" I mean no GC allocations happening from normal gameplay loop stuff. Instantiation notwithstanding) There are a few left as part of the camera logic (In culling) which I didn't write. I might be able to fix it, going to take a look later.
The other plus side to this is that by making this thing "presentable", I have also by proxy made a little 5 level demo. So, anyone want to try it out? I feel like this would be a good point to get some feedback on how the game "feels". (Its got a mix of placeholder and old art but its functional)
Possibly the thing I love most about working alone for once, is being able to refactor what I want, when I want, without having to ask for permission (or forgiveness :D).
Impressive stuff!Trying to get the in game economy working. So landing on stations you can now trade resources, see the price history of specific resources at the given space station etc.
Working on some "faux" lighting using overlays - it doesn't quite seem right though. If anyone has some tips on how to make things look like... well... lighting, and not overlays, in terms of colors to use, color separation and blending, etc. it would be appreciated.
I'm trying not to go too overboard with it, I don't want it to look too modern, so I'm avoiding using actual lighting in Unity through the Universal Render Pipeline and just used basic sprite shape overlays instead. I even played around with the Sprite Shape Editor, though I found the spline editing was kind of finicky (I probably just need to get better at it). But I'm thinking I should probably just design a few overlays in Photoshop or Illustrator that I can reuse instead of trying to make them in Unity?
I think I might try to pixelate the edges of the overlay shapes, they're quite clean right now, which doesn't quite match the feel of the pixel art? Maybe I'm overthinking it.
I think it's looking perfectly, fine, the issue is that you seem to have the overlay layered under most of the objects in the scene, so it's not affecting them. It's only showing on top of the floor, so I'm guessing you have your layers like floor -> light -> furniture instead of floor -> furniture -> light.
Yeah, it looked a little too bright with the overlay on top of the objects, even with transparency adjusted - I thought this might be okay even if it's not technically "correct" but if it stood out to you I guess I might consider applying it to the objects as well.
Ok so I think I have a basic basic basic gameloop
I think what I'm going to do, having just read Derek Yu's book Spelunky (where he talks a lot about FINISH THAT GAME) and what with having Weltall in here implicitly yelling FINISH THAT GAME merely by existing, is try and WRITE DOWN any further ideas I have about this for later, and in the meantime, just try and get this single level to a releasable state.
Like having finished this battleregion control object I have lots of ideas about wave spawners and whatevers that act as modulable blah blah blahs that you can slot enemies into etc etc but... no! I felt a sense of satisfaction when the stupid STAGE COMPLETE text popped up even though you are way too powerful in this version already and can basically just infinite enemies into walls!
We need a variant of the Simpsons' "dig up, stupid" that says "scope down, not up, stupid!" :)
Ok so I think I have a basic basic basic gameloop
I think what I'm going to do, having just read Derek Yu's book Spelunky (where he talks a lot about FINISH THAT GAME) and what with having Weltall in here implicitly yelling FINISH THAT GAME merely by existing, is try and WRITE DOWN any further ideas I have about this for later, and in the meantime, just try and get this single level to a releasable state.
Like having finished this battleregion control object I have lots of ideas about wave spawners and whatevers that act as modulable blah blah blahs that you can slot enemies into etc etc but... no! I felt a sense of satisfaction when the stupid STAGE COMPLETE text popped up even though you are way too powerful in this version already and can basically just infinite enemies into walls!
scope down, stupid
Then there's a pretty cool trick you can use: have two identical, overlapping light beam sprites: one on top of everything, and one on top of the floor but below the furniture, like now. Then, by playing around with each lightbeam's alpha, you can get the brightness on each part exactly right, while also making it seem as if the light affects everything. :)
I can give it a try, would be cool to actually play it after seeing it here on the forum.Didn't know you were lurking in here! I'm going to check out those links, thanks for posting them!
TheWorthyEdge Welcome to the club! That's not bad for a first go! Anything in particular you'd like to focus on or would like to do?
CptDrunkBear That tank is really cool, love it!
----
Oh my, this week has been a tough one! I started out by beginning implementation on moving obstacles, which threw up a load of errors and bugs. Took a while to get through those, and then... progress was "stalled"....
Turns out someone (Who I'd want to make a good impression with) wanted to see some of my code examples, and all I had to show was PWAH. Cue frantic cleaning up, refactoring and optimizing! It's been non-stop this week. Every spare minute I've had has gone into looking over all the existing code and tightening it up. It also made me very embarrassed about my positively monolithic player class.
On the plus side, I discovered quite a few bugs due to this (and subsequently fixed them). I also managed to get the game update GC allocations for my game code down to ZERO which is fantastic! (By "Game update" I mean no GC allocations happening from normal gameplay loop stuff. Instantiation notwithstanding) There are a few left as part of the camera logic (In culling) which I didn't write. I might be able to fix it, going to take a look later.
The other plus side to this is that by making this thing "presentable", I have also by proxy made a little 5 level demo. So, anyone want to try it out? I feel like this would be a good point to get some feedback on how the game "feels". (Its got a mix of placeholder and old art but its functional)
Ok so I think I have a basic basic basic gameloop
I think what I'm going to do, having just read Derek Yu's book Spelunky (where he talks a lot about FINISH THAT GAME) and what with having Weltall in here implicitly yelling FINISH THAT GAME merely by existing, is try and WRITE DOWN any further ideas I have about this for later, and in the meantime, just try and get this single level to a releasable state.
Like having finished this battleregion control object I have lots of ideas about wave spawners and whatevers that act as modulable blah blah blahs that you can slot enemies into etc etc but... no! I felt a sense of satisfaction when the stupid STAGE COMPLETE text popped up even though you are way too powerful in this version already and can basically just infinite enemies into walls!
scope down, stupid
Next up (beyond some quality of life improvements and bug squashing) was black hole effects and shaders:
Whoa, trippy! And yet that's how black holes' event horizon is currently understood to bend light, great work!
This already looks like it plays great, keep pushing! The two level fighting mechanic reminds me of Dragon Ninja, I played that a ton on C64 in my youth.Ok so I think I have a basic basic basic gameloop
I think what I'm going to do, having just read Derek Yu's book Spelunky (where he talks a lot about FINISH THAT GAME) and what with having Weltall in here implicitly yelling FINISH THAT GAME merely by existing, is try and WRITE DOWN any further ideas I have about this for later, and in the meantime, just try and get this single level to a releasable state.
Like having finished this battleregion control object I have lots of ideas about wave spawners and whatevers that act as modulable blah blah blahs that you can slot enemies into etc etc but... no! I felt a sense of satisfaction when the stupid STAGE COMPLETE text popped up even though you are way too powerful in this version already and can basically just infinite enemies into walls!
scope down, stupid
— You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
Trying to find music to put in a game. I see several persons offering music with a CC BY 3.0 license. It seems permissive at first glance. However, what are the implications of this part?
Does the game have to be released with the same licence and are you not allowed to add DRM to the game? Does this make it hard to sell the game on Steam?
Our game finally has a Steam page, so that's one milestone down.
Feel free to wishlist if that's your inclination.
We are mostly focused right now on the painful business of refining the gameplay loop down to its final form. For a while we were sort of caught between genres; floating in a sort of no man's land between a visual novel and an adventure game. While that mix was interesting, it makes the game harder to talk about, harder to wrap your head around and ultimately, harder to market.
We have decided to move some of the systems more over to adventure game territory. Which has been clarifying from a design perspective. It means adding more obstacles for the player to overcome. It also allowed us to refocus out card system (again) into what I hope ends up being it's final form. But, who knows!? I withhold the right to completely change everything again!
Woah, you have some beautiful art happening in that game. Can I ask how the card system is going to work? Is it like a more in depth way of selecting a response based on what you've seen up to that point?
Also I also just put my game on steam, how did you share it in that way to where it has sort of the steam card with that "add to wishlist" button?
You could try splitting the model into multiple convex chunks and using Unity's convex setting for the collider.Hey all - I failed to post during the development of our bad physics skateboarding game, but I've got a Unity question now that would help with a few game objects even post release. The short of it is: how do you make custom convex mesh colliders? Is there a way in an outside program like blender?
The explanation behind the ask is that we've got some objects that move and rotate, but do not exert any real physics on the player because as of now they are non convex colliders; the mesh has holes through them and unfortunately convex just doesn't cut it. I'll add a screenshot of the blender objects once I get back to my desk.
EDIT: Here's one of the objects in question.
So the player ideally needs to be able to move through the object and fall down the holes, all while the cylinder rotates. Right now, all of that happens, but the cylinder can't exert any force on the player.
It's cool that the space station appears twice. How does the effect hold up when objects are closer like an accretion disk?Thanks and yeah definitely trippy! It was a cool shader to work with and the math for the Einstein ring / gravitational lensing was surprisingly simple.
I really like your neon nature look!
so far i'm just making graphics, but maybe this will turn into something down the line
Well, what I do when I'm making a prototype is try to think of the features needed for the minimum viable product. For the type of games I make (mostly strategy) they tend to be long but for an action or arcade game I imagine it would be enough with items for:i'm trying to figure out what I would consider as a checklist for even releasing something as 'a single level' on itch. Actually started a trello board for myself.
You could try splitting the model into multiple convex chunks and using Unity's convex setting for the collider.
You could also maybe fake this section, using a static concave mesh collider and rotating the player while applying forces to them.
As far as I'm aware Unity does not have a good way to do proper physics for moving shape.
Well, what I do when I'm making a prototype is try to think of the features needed for the minimum viable product. For the type of games I make (mostly strategy) they tend to be long but for an action or arcade game I imagine it would be enough with items for:
- Basic Player controller.
- Basic camera behaviour.
- Basic enemy AI or behaviour.
- Basic Main Menu.
- Placeholder assets, visual effects and audio.
- Losing and winning conditions.
The idea is that you can always expand these later so no need to add anything advanced or final yet (well, personally I tend to use final assets from the beginning but that's just me being an asset store junkie). Also performance and refactoring can be tackled after the prototype or even at the end.
Our artist is a joy to work with. Just trying to make a game that lives up to her work!
i'm trying to figure out what I would consider as a checklist for even releasing something as 'a single level' on itch. Actually started a trello board for myself. I wish I had done some gamejams when I had more free time, lol. Any tips? Looking for 'game jam milestones' or 'game jam checklists' mostly gets you stuff about people who apparently don't eat or drink and keel over on day two or something which seems... absurd
obvs I'm not actually gamejamming this but it'd be nice to know if I'm missing anything