zerofiftyone

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Posts posted by zerofiftyone


  1. Looking swell! Love the rainbow bullets (is it just the video, or is the screenshake on the smaller bullets quite high frequency?).

     

    From what you described, the controls should be pretty easy to pick up. It'd be like using a wheelchair, where you need to drag down on the opposite wheel to turn faster, right?

     

    Yeah that's a perfect example; it's like a wheelchair.

    The screenshake in that video probably looks weird because I lazily slapped in a camera shake asset from the main menu instead of making a more appropriate one :P.


  2. I started work on the actual game last night! There's a lot to explain, so I recorded a video.

     

    So basically the player controls a hover tank, which is driven by physics forces (it took me quite a bit of finagling to get the physics feeling nice and not horrible).

     

    The controls are based on actual tank controls, where the left and right "treads" are controlled separately. So on an Xbox controller, LT/LB is mapped to forward/reverse movement of the left side; and RT/RB is mapped to forward/reverse movement of the right side. It sounds pretty complicated but in practice, the controls are pretty similar to Katamari Damacy. After messing around with it, it feels really satisfying to locomote; I just hope it's an easy system to pick up as a new player.

     

    Also in the video is a couple of the weapons I have planned. Not sure how many I'll implement, but I've got a modular system for weapons that will make it fairly easy to add more as and when I need to.


  3. Your games are always gorgeous but too hard for me! I am especially crappy at twin-stick shooters, so please include a Baby mode.

     

    I don't think this game will be quite as difficult. The control scheme is quite unusual so I'll be dialling down the difficulty to compensate.


  4. The other aspect of this game is that I want to this to play on an ingame monitor in a desolated laboratory.

     

    I noticed Jake had the same idea so now I feel silly! Edit: At least the monitor idea that is. Edit2: and Jurrasic Park theme.

     Anyway this is where I have got with this so far, I am using the render texture from a camera to capture the 2D game and I want to make a cool monitor and computer to put it on.

    attachicon.gifgame_within_game.gif

     

    Here's what currently works in the game: You can walk up to the cube and press E-key to switch from FPS-controller to the 2D-controller. I am using Unitys default player controller for 2D. I also found this  Unity plugin for Spriter called Spriter2Unity which allows me to easily import the character from spriter. Here is the Spriter2Unity forum thread also if you are interested.

     

    Those gifs are looking great. 

     

    I do like it when two separate projects independently come up with the same idea for a thing at the same time. 


  5.  

    Hey everybody. For this jam, I'll be making a game based on the title:

    Idle Thumbs Episode 6: Explode Mode

     

    I spent a while during the weekend not really knowing what I wanted to make, so I made a title screen and menu as a sort of procrastination. Probably the first time I've made a menu for a game that didn't exist yet.

     

    So after having spent the weekend thinking about what kind of game this will be, I have the following loose details:

    • The game will be a twin-stick style* arcade shooter in the vein of Geometry Wars and Waves.
    • It will feature at least one explosion
    • There will probably be some kind of novel movement system; possibly physics-y but we'll see

    * I want to do something more interesting than left stick to move and right stick to shoot, but the general setup will be the same as a twin stick shooter.

     

    I'm going to try experimenting in Unreal and see if I can make some kind of physics-based hover tank. I'm not really very experienced with physics stuff so it kind of scares me a little; but a jam is the perfect opportunity to push the comfort zone.

     

    It's kind of exciting and different to be working so fast and loose; I usually have most things pretty well-defined by the time it comes to building the game. We'll see how it works out.

     

    ---------------------

     

    UPDATE

     

    qWW4oKx.png

     

    This game has been released and you can play it!

    https://zerofiftyone.itch.io/explode-mode


  6. The jam diversifiers list is now on the front page!

     

    The diversifiers are an optional challenge for the jam. Choose as many (or as few) as you like and incorporate them into your game.
     

    Uniquely Systemic - Procedurally generate something in your game that’s not commonly procedural. A character’s personality, the game’s secret language, a control scheme, the procedurally generated sky's the limit.

     

    Crowd-sourced - Make a game using input from other people. Let the community decide on creative decisions, or take on lots of mini-contributions which will be used in the game (e.g. sound recordings or photos).

     

    Shallow Copy - Choose a genre/style to be inspired by, but specifically don’t use certain mechanics or other elements common to it.

     

    Designer Notes - Include a director’s commentary in your game.

     

    Tone Control - The audio in your game is reactive and directly manipulated by the player’s inputs and actions.

     

    Uncle Who Works at Nintendo - Your game has a bizarre cheat code or secret that no-one will believe is real, but it definitely is; my uncle who works at Nintendo told me about it.

     

    Ombudsman - During the jam, produce and distribute a newsletter tangentially related to your game.

     

    Focused Palette - Make a game using as few colours as possible.

     

    Dead to Language - Incorporate words or language as a core mechanic in your game.

  7. In the first movie some kids were playing the most recent game at the time. I assume this happened in the new one as well

    Hah, yeah I forgot about that! In this case it's not the most recent, it's a spin-off minigame that was released a few months before Absolution.


  8. This makes me upset now that the slacker cook dude wasn't playing some "Saltatore Bros" video game. Amazing missed opportunity instead used for shameless plug of previous, much less well received Hitman game.

     

    I wouldn't say it was a shameless plug, more of a weird joke that Hitman games would exist within the fictional Hitman world. Also, Hitman Sniper Challenge was okay!


  9. Should I feel bad about savescumming pretty extensively in this game? I played the tutorial levels, and found that when caught I could either start over and execute a bunch of the same moves over again, or just jump back to the last save from a stable place and figure out what I can do differently. Am I missing out by not trying to play out fail states?

    I generally only tend to load an autosave when I've gotten myself killed, unless I'm trying to achieve something really specific. The game has a pretty forgiving approach to failure. If you get spotted, you can just move to a different area where you're not under suspicion, or if you need to be in that area, you can use a different disguise. I've had some pretty cool and memorable experiences associated with having my initial plan fail horribly and needing to adapt to a new set of circumstances. Another thing I've enjoyed is seeing how my mistakes ripple out and affect the actions of the AI in interesting ways.

     

    With that all said, you should play in the way that brings you the most enjoyment :).