RKSanders

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Posts posted by RKSanders


  1. I'm really liking the buildings so far but I'm terrible at the game ><. What's a good build order? I've gotten to the 10 kill tier of buildings once but then it collapses and I lose all my money from people leaving. Combo-ing food, annoyed, and the Spelunky ride seems to work well at the beginning but falls off later. Will people use the same attraction more than once?

     

    The causes of death made me chuckle. Have you ever played a game called Evil Genius? This game reminds me of it quite bit a bit.


  2. On 1/28/2020 at 10:52 AM, Sloane said:

    Difficulty was fine, managed to beat it on the third try, I think. Before, I died getting boxed in by two skeletons but I always had more than enough items

    Great! I hoped it wouldn't be too hard so people could finish it in few tries. Yea, I noticed I usually have more than enough items too. Not ideal but oh well.

     

    17 hours ago, theschap said:

    This looks fantastic! The style and animations are so nice. I like the little details on attack and swapping weapons.

    Glad you liked it!


  3. 10 hours ago, Sloane said:

    Played it for a bit yesterday, really does look and feel like a Brough game -- so good!

     

    I wasn't quite clear though on how the exit opens up exactly... does it sometimes count both items and enemies destroyed? And do the enemies always counter even if you strike first and kill them?

    Glad you liked it! Yes, the exit requires three things to be destroyed. They can be enemies or items. Atm enemies don't have any abilities themselves, so if you kill them they shouldn't be able to attack back.

     

    How was the difficulty? It's pretty random and you can get screwed by having all skeletons spawn in the beginning. Were you able to finish the game?


  4. 21 hours ago, Henke said:

     

    Ooooh yes, I remember some other game having this issue as well. I'm using Swedish keyboard.

    Yea that was my last wizard jam game. I had the same problem parsing floats without region formatting. I didn’t know it was even a thing. The lesson I learned was always make my own forwarding method when using other libraries so I don’t have to hunt through the whole project replacing stuff.


  5. Cool idea! Do you record inputs and let the physics play itself out again? Or do you record transform information and move the character that way?

     

    Oh god, portals are such a pain in the ass. The only thing that comes to mind is that it looks like what happens when the renderering engine doesn't like how you've triangulated a mesh. If it's a custom mesh, try triangulating it the other way and or remake your UV's. If you're using a Unity quad, I don't know, try a custom mesh?

     

    Good luck!


  6. I think this game is pretty much a wrap. I'm leaving for vacation tomorrow and get back next Friday so instead of scrambling to do a build and put up an itch page I'll do it when I get back. I think I have a solid prototype, I didn't get as many abilities done as I had hoped. They were definitely the most difficult part. I ended up having to rewrite the ability stuff a couple of times in order for it to work the way I wanted. Most of the abilities are kind of samey, they pretty much all involve modifying damage or doing extra attacks, but I think it shows off the idea well enough. The game is severely lacking in the audio department. I set up the systems for abilities to play audio but I haven't added sounds for everything. Maybe I can squeeze that in when I get back.

     

    image.thumb.png.b39379823e19c50be35fac38bce07a88.png

    image.thumb.png.3216412d4c5c8003f32cf70ac5b1fc9c.png

     

    Here's some game play:

    gameplay1.mp4

    gameplay2.mp4

     

    Good luck on the rest of the jam everyone!


  7. On 1/16/2020 at 1:02 PM, CEJ said:

    Being able to configure and use multiple color palettes easily for games with multiple discrete levels and being able to create new moods while keeping the same base assets is very nice. It's great for devs but I think also especially for games that support mods or mapping. Like Doom mapping, that community, they manage to make very striking and different looking stuff with the same textures as the original game.

    @CEJ Yea I love stuff like that. The framework I'm using serializes everything, even the prefabs, into a yaml database. So it's very easy to mod. I'll write more about it when I release the build, but you could very easily create your own color variants or change enemies stats and whatnot.


  8. Thanks everyone!

     

    On 1/14/2020 at 4:46 AM, Sloane said:

    (Speaking of ShaderGraph, is it just me or has the amount of optional features Unity offers gotten a bit confusing? There's all that finished and pre-release stuff on the PackageManager, a few official things are still available on the asset store, I think, but there are also additional pathfinding features, for example, which seem to be only available from a GitHub since 2018 or so despite apparently not being experimental?)

     

    @SloaneUnity is a complete mess right now. Another example is that they just deprecated all that new multiplayer stuff they made a few years ago. It's so hilariously bad that they have a flow chart for people to use to decide if you should start a game with the deprecated system or if you should use beta code for the new system. Basically they're in the middle of switching to an ECS architecture and that means they have to redesign everything in the engine. I do think it's a better architecture for making games but it's really going to be off putting for everyone who learned how to use the Object Oriented architecture.

     

    I Did some work on the equipment UI. The red pips are the item's durability and the green pips are the item's abilities with tool tips.

     

    image.png.84b7c45a76e7e1b466571952a8584a90.png

    07UI_2.gif.4d95f11eb0809b2a2a20225a7bab54a5.gif


  9. On 1/10/2020 at 6:19 PM, Ben X said:

    Loving the art style!

     

    On 1/9/2020 at 7:31 AM, z_bill said:

    Cool art! 

     

    Thanks! 

     

    I got a shader up and running. If you want to check it out you can download it Decrepit_StrokeShader.rar.  It's made with Amplify Shader so you'll need that plug-in to see the nodes like I have pictured but it should still will work with out it.

    image.png.9e0b5185e8c1bd325f557850b73d9594.pngimage.png.765bb12605efa6dbc4dbfc67233a56a4.png

    image.thumb.png.5b93b8580ab01cb337748dd202651b17.png

     

    The screen printed texture is applied by multiplying two textures, StrokeTex and StrokeTex2 to the MainTex. Two textures aren't totally necessary, but I can use them to help break up any repeating or just give it two different textures and control the opacity with the power sliders rather than having to make copies of the textures.

    image.png.5098a63245d02daaf084c5c1243e418d.png

    image.png.cc7ad3ced3fcf4cf010432dabe6d4840.pngimage.png.f13e3882decf30f68dc193b4b6980771.pngimage.png.4c28941f2a1f596392a52514c189afbc.png

     

    After that it has two more masks that I can use to apply some random accent colors:

    image.png.b3a8f4c76ecefe2ec0bf25abf39e8cf5.png

    image.png.81d71c6593276ea78696c2cf658549b6.pngimage.png.cfad18bc530a9e50ec676d595480639c.pngimage.png.c47e7ff640670c7e3880d62a7b5633f2.png

     

    I wanted the tiles to use world space UVs so floors can be rotated and the scale of the stroke textures can easily change. But it looks a bit weird on dynamic objects like characters:

    06Shader_worldSpace.gif.9f79684deeb0a64ab2e95db9f0f6c1e3.gif

    So I added a static switch on all the stroke and mask textures to switch between world space or local space UV's per material.

    06Shader_localSpace.gif.39c8a35b171287b7ecd9747b7f830ee5.gifimage.png.c14d8eb92480286f3f0c1a7c93983694.png

     

    So with this shader all my tiles and characters are basically just masks.

    image.png.7fc11d45de978b7fe1df153e78b6d6eb.pngimage.png.f020fbd4863a0a333008453404dcf0eb.pngimage.png.857bbf0499e3002f277633cadeca4aa0.png

     

    And here is the forest tile set up in game. I tied the sprite colors and shader accent colors to a level theme asset. It makes it quick and easy to try different color schemes.

    image.png.ece410b37b591ba99a63ed9bb96e5b01.pngimage.png.71455fd55425d8ef9ac7c37c5e876398.png

    image.png.49f2e47c01176c86bccb1fba15ca3868.pngimage.png.9f7221a17d8563fe39454e9cb8c5bdca.png

     


  10. Love it! imo he should grow in stages. It provides a little goal and reward for the player during the smaller, 30sec, game loop. It gives a clearer Idea of what you can eat. You might have tried to eat a tree and couldn't, so you won't try again till you "level up". It also allows you to put greater emphasize on the size change visuals and sound.


  11. On 1/9/2020 at 7:31 AM, z_bill said:

    Cool you are make a Broughlike! There's a 7 day Broughlike jam I participated in last year (might happen again? Not sure). A lot of interesting stuff came out of it. It's like a way to make minimalism complicated..or something like that haha.

    Haha, yea adding the abilities made it immensely more complicated. Do you have a link to the game you made?

     

    On 1/9/2020 at 7:31 AM, z_bill said:

    Do you play as a bell guy?

    Yea, I think that will be the starting character. As a longer term goal I want to have different playable characters that restrict the items that can show up in a run. Like an armored character that mostly uses shields or a rogue character that has a lot of movement equipment and daggers.

     

    I also made some enemies. Still working through some things. Not sure if I want to have multi-colored things like the slime.

    enemies_mock.png.6cb31ea91e80f2a8163f83af6ef36297.png


  12. I have been doing a lot of systems work. I got weapon pickups in (not pictured below) and a level generation system working. So you can currently advance through floors by moving onto the exit. I made the exit unlock after killing 3 enemies. It felt better than having to break your equipment. Doing that left me feeling like a perfectly executed floor was less important because I still had to get rid of a certain number of items. Maybe it could be solved with balancing the number of items and enemies. But, item abilities will also affect the durability loss to enemy kill ratio so I'll revisit it later when the items are further along. I don't think it'll be in the scope of the jam version but I'd like to give weapons to the enemies. If that were the case, their weapons would charge the gate also, which would add another strategy layer and help fix the problem.

     

    Spoiler

    d_levelgif.gif.edbdf5f637254e6d0f0b0d2fe01832eb.gif

     

    The level generation flow is roughly like this:

    1. Loads a handmade layout of prefabs, in this case a 5x5 floor grid with walls surrounding it.
    2. Picks a random position on the top row for the entrance and a position on the bottom row for the exit.
    3. Creates walls by picking a random spot between the floor tiles that doesn't already have a wall. I didn't want any tile to be inaccessible so it checks that a path can be created from its neighboring tiles to the entrance and exit.
    4. Spawns enemies on empty tiles that are 2 tiles away from the entrance.
    5. Spawns items on a random empty tile.

    I also did some art tests. I started with some simple tiles that had the screen printed look saved into the texture. But they had to be way too high res to look good and the patterns got funky when the tile was randomly rotated So I'm going to make a world space shader that applies some stroke textures to achieve that look. Here's a mock up of a forest type theme. It was quite fun to make. I think keeping the tiling simple is key so I can make a bunch of variants. Then I can just randomize the sprites when the level generates.

    d_forest.png.84c209bcb88d0a7672baaaa929b0a23c.png


  13. 23 hours ago, brendonsmall said:

    Thanks y'all

     

    @RKSanders I implemented pin shots (only for pin, no trees probably in time for jam). The resulting combination of other game content resulted in this moment:

     

     

    Nice,  impressive shot, and that laugh at the end, haha.  Does that only happen with a hole in one? Also the wind and flag really make it come alive!