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Pollen - Flying Action Roguelike

Discussion in 'Works In Progress - Archive' started by MattMirrorfish, Apr 13, 2014.

  1. MattMirrorfish

    MattMirrorfish

    Joined:
    Dec 8, 2013
    Posts:
    40
    Pollen is a 3rd person flying shooter with six degrees of freedom and rogue-like-like elements including procedural levels and permadeath. It's being developed by me, Matt, as a one man team in Unity. I'm using it as a project to teach myself about scripting and game design. My main skill set is music (I've been a musician for about 15 years) and now I'm teaching myself how to make games. Mainly this is because I like to do things that are hard. And fun!

    Here's a Unity webplayer:

    http://www.mirrorfishmedia.com/v1/pollen/pollen_v031/pollen_v031.html

    Style: I'm going for a low poly, playstation one graphical feel. Lots of primitives, few textures. This is a combination of necessity and aiming for a post-pixel 'retro' feel.

    Stuff in the game:

    Randomized procedural level geometry
    Player flight controls
    basic shooting
    homing missiles
    one enemy type
    basic enemy AI
    basic enemy pursuit / wandering movement
    4 basic environments: foggy water, dark desert, bamboo, underwater ice.
    two music tracks
    title screen
    gameover screen
    Randomized player powerups
    lots more music tracks

    Stuff that's coming:

    Win state
    more enemy types
    larger boss-like enemies
    lots of control tuning

    Here's a screenshot for a taste:

    $pollen_ss_041114.jpeg
     
  2. MattMirrorfish

    MattMirrorfish

    Joined:
    Dec 8, 2013
    Posts:
    40
    hey guys,

    I made a video that shows gameplay, sound, randomized powerups, randomized level geometry.

    https://www.youtube.com/watch?v=AeFQ7TSFSNo

    If you guys have a chance to give feedback I'll be happy to return it on your project.
     
  3. quantumsheep

    quantumsheep

    Joined:
    Mar 9, 2013
    Posts:
    37
    Hey,

    That looks very interesting - the sound design is great!

    The first thing that struck me was the way the game paused so you could select (I think) the power up.

    I'm curious as to why, as 'traditionally' powerups take effect immediately - you just pick them up and they engage.

    Is there a reason for the difference, or am I reading something wrongly?

    Cheers,

    QS =D
     
  4. casimps1

    casimps1

    Joined:
    Jul 28, 2012
    Posts:
    254
    I don't know exactly what I was looking at in the video, but it was pretty cool. :)

    The giant spheres were a little distracting but I assumed that maybe those were stand-ins for an explosion effect?

    I really liked the procedural level generation stuff.