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Games Subsideria [RELEASED] - A Modern Reincarnation of the Arcade Classic

Discussion in 'Works In Progress - Archive' started by QFSW, May 29, 2015.

  1. _M_S_D_

    _M_S_D_

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    Think it was all for the best :D Now you are forced to showcase some of the nifty new stuff :)
     
  2. QFSW

    QFSW

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    Indeed :O Shame that I'll have to redo them AGAIN when i get the new background system done, hopefully for 0.7.0 :)
     
  3. QFSW

    QFSW

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    Rewritten the shield code, and with that comes a new effect!
     
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  4. QFSW

    QFSW

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    Decided I may as well buff the shield death whilst I'm at it :)

    Death radius and push strength are affected by the asteroid damage, seem good?
     
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  5. QFSW

    QFSW

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    Got a new sound effect done for the detonate, hope it isnt too ear piercing :p
     
  6. QFSW

    QFSW

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    upload_2017-5-12_20-25-47.png
    Finally done the unstoppable icons :) Quite happy with how they turned out
    UnstoppableI.png UnstoppableII.png UnstoppableIII.png UnstoppableX.png
     
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  7. QFSW

    QFSW

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    V0.6.1 is here, and the shield is better than ever before!

    Graphics:
    New ember effects when killed by OIs lasers
    New ember effects when coming into contact with OIs lasers
    New effects for when OI's eye collides with the shell
    Shield death effect no longer moves with player
    Glow effect for shield taking damage

    Audio:
    New shield hurt sound
    New shield death sound
    New detonate sound
    New achievement sound

    Achievements:
    Critical Mass
    Unstoppable I, II, III and X
    1 new secret achievement

    Power Ups:
    Shield now works against Oculus Impetus
    Shield death has been buffed, now destroying asteroids

    Abilities:
    Detonate radius has been slightly buffed

    Bug Fixes:
    Fixed a bug where the game over music would revert if OI died whilst you were dead
    UI transitions greatly optimised, providing performance increase on older hardware
     
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  8. CrayderStudios

    CrayderStudios

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    I'm really digging the detonate sound! Along with the screen shake it gives a satisfying impact. The second detonate sound reminds me of a flashbang, where you're left disoriented with a ringing sound in your ears. I'm guessing that was what you were going for or have I missed the mark entirely? :p
     
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  9. QFSW

    QFSW

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    Thanks!
    Nah you got it spot on! Should be mimicking that kind of deafness and blindness after such a big explosion :)
     
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  10. CrayderStudios

    CrayderStudios

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    Awesome to hear. Keep up the great work!
     
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  11. QFSW

    QFSW

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    Thanks! Glad you're liking it :)
     
  12. QFSW

    QFSW

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    Does anyone here have a game on GameJolt? I'm having a really strange issue where none of the images on my page will work, and I cant seem to find any way to fix it :/
     
  13. QFSW

    QFSW

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  14. QFSW

    QFSW

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  15. QFSW

    QFSW

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    And now they're done for OI's eye too!
     
  16. QFSW

    QFSW

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    For the time being I'm mostly going to be working on the sound effects in the game, since that's where I feel it's most lacking :)
    https://www.dropbox.com/s/vipu9apb5qzv7hr/2017-05-29 07-24-51.mp4?dl=0
    Here's the mystic asteroid, got some new sounds going for its flash and final explosion, still need one for when its destroying thing in rapid succession but progress is progress :p

    P.S GameJolt page finally has working images again! @_M_S_D_ looked into it with me and it seems like the # in my file names were what broke it!
     
  17. QFSW

    QFSW

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    I can finally announce, development on the 4th power up has finally begun!
    Missile.gif Missile.png
    It's gonna take a while, but I sure am excited for them :) Stay tuned!
     
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  18. kburkhart84

    kburkhart84

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    Prerendered 3d sprites? I like it!
     
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  19. QFSW

    QFSW

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    Yep! Thanks!
     
  20. QFSW

    QFSW

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  21. QFSW

    QFSW

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    Sorry for my silence, I can assure you that progress is being made!
    Welcome, twin missile cannons
    MissileTurret#1.png Spaceship.png Spaceship2.png
    In addition to this, I've also pretty much finished the MissileSalvo class. So other than visuals and audio, the only thing left for the missiles really is the limited mobility and recoil!

    In other news, I've also added a critical life display, so the life counter will shift to red then pulse when you're on your last life :)
     
  22. QFSW

    QFSW

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    CrayderStudios likes this.
  23. CrayderStudios

    CrayderStudios

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    Digging the look of the twin missile cannons. Looks devastating!
     
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  24. QFSW

    QFSW

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    Thanks @CrayderStudios! Glad you're liking it :)
    Here's a picture of the effects in case anyone doesn't want to download a video

    upload_2017-6-5_19-13-38.png

    Really is a lot better in motion though
     
  25. QFSW

    QFSW

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  26. CrayderStudios

    CrayderStudios

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  27. QFSW

    QFSW

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    Thanks! These look quite nice, might give them a try if I'm ever feeling uninspired or want a base :)
     
  28. QFSW

    QFSW

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  29. QFSW

    QFSW

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  30. QFSW

    QFSW

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    Hi everyone, been quite busy lately but still gotten some work done here and there :)
    https://www.dropbox.com/s/aagocpv9knl2kz0/2017-06-14 07-42-36.mp4?dl=0
    Here's the new missiles, added a trail renderer. I think it looks quite nice like this, since although the particles are more dynamic, the missiles move so fast that they were quite choppy, so adding this helps smooth out the flames
    upload_2017-6-14_7-46-40.png
    Additionally, I've also added a prerendered glow to the charge animation, since the sprite was too small to trigger the real bloom :p

    I've mostly been working on my Audio system however (Music atm, but sounds coming soon)

    upload_2017-6-14_7-47-45.png

    Relatively happy with how it's coming out. Undocumented UnityEditorInternal is a bit of a pain to use though :p
     
    _M_S_D_ likes this.
  31. QFSW

    QFSW

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    Done some more work on the missiles, got the ejection effects done!
    https://www.dropbox.com/s/xv46t10jmz0bu0k/2017-06-15 14-24-58.mp4?dl=0
    upload_2017-6-15_14-32-6.png
    Fairly happy with them if I'm honest :)
    Here's everything left for the missiles:
    -Per socket charge animation
    -Charge sound
    -Per socket charge sound
    -Ejection sound
    -Spawn/despawn animation
    -Making sure missile attachment is invisible when player is, and as an extension, fades in with the player
     
  32. QFSW

    QFSW

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    Good news everyone, I'm now more free to work on Cosmos and keep you all updated!
    My posting has a been a bit thin, apologies, but Cosmos is still in progress :)

    Here's all the new stuff for the missiles, including charge and ejection sounds
     
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  33. QFSW

    QFSW

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    Thanks to some help from @_M_S_D_, I've got some sweet dynamic lighting and I'm pretty happy with how it's coming out! What do all of you think?
     
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  34. QFSW

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    And the detonate's implosion is done!

    Now both the now finished detonate implosion and the bullets have fancy dynamic lighting, I'm loving this! More will be sure to come :)
     
  35. QFSW

    QFSW

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    It was brought to my attention that the triple shot icon seemed a bit placeholder, so here's the improved version :)
    TripleShot.png TripleShot.png
    I think the one on the right looks a lot nicer than the old one :) (left)
     
  36. Instability

    Instability

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    I just played it! I think the level of graphical polish is great, sounds are very crunchy, game over soft music is cheesy but great!

    I don't have many gripes with this game. One thing is, I think it would be great if you showed the controls briefly at the beginning. The controls are intuitive enough (WASD / Space), but still, would be nice to see them just to know I'm not missing anything.
     
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  37. QFSW

    QFSW

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    Hey @Instability, glad that you liked it!

    Ah, no worries! A full controls explanation will be added to the datalog, and brief button prompts will be displayed the first time you play, unlock a new ability etc. So it's coming, soon :p
     
  38. QFSW

    QFSW

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    Progress has been strong and steady!
    First of all, the dynamic lighting is looking really good. I've currently added the power up gain effects as light sources, so there's still a lot left to do but it's fleshing it out nicely
    upload_2017-7-3_19-49-50.png
    As you can see, the asteroids respond to the light now :)

    Additionally, missiles now has its own set of achievements :) Welcome Exterminator
    ExterminatorI.png ExterminatorII.png ExterminatorIII.png ExterminatorX.png
    And in bigger news, thanks to some awesome help from @_M_S_D_ we're giving Void's Gaze a complete overhaul and it's looking slick! Keep an eye out for a preview soon :)
     
  39. QFSW

    QFSW

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    Think you can destroy 50 opponents with one missile salvo? Welcome, pentecontakill
    Pentecontakill.png
     
  40. QFSW

    QFSW

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    And 4 more achievements have arrived! Welcome dispersed :)

    DispersedI.png DispersedII.png DispersedIII.png DispersedX.png

    Work on dynamic lighting should hopefully resume soon if thats what gets you buzzed
     
  41. QFSW

    QFSW

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    No new achievements, but the paralysis effects have been spiced up, with new lighting and sounds!
     
  42. QFSW

    QFSW

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    Sorry for the silence everybody! It's been a long time but I assure you a lot of work has been going on behind the scenes!
    Where do I begin?

    Dynamic lighting is coming along well. Currently implemented are
    -Bullets
    -Missiles
    -Power Ups
    -Shield
    -Paralysis
    -Implosion

    And left to do are:
    -Thrust
    -Detonate
    -Boost
    -Explosions
    -Electric Asteroids
    -Fire Asteroids

    So a lot done, but also a lot left to go

    upload_2017-7-26_12-20-35.png

    Next up in terms of my big endeavours, Audio Manager Pro! I mentioned a while back how I was working on an audio manager, which will soon be an asset (thread coming soon). What this means for you though is that Cosmos' audio game is going to a new level ;) AMP integration is already currently underway and various sound effects have been given dynamic pitch and volume randomisations, AMP itself is also nearing completion.

    Continuing from audio, Void's Gaze 2.0 is also complete! You can check that out here: https://soundcloud.com/user-220326505/voids-gaze
    Credit to @_M_S_D_ for helping me transform it :)

    Back to the visual side of things, the backgrounds are getting a complete and utter overhaul :O whilst the code side of the underlying systems is starting to mature, the art side is not :p So this sneak preview will be using purely test textures I had lying around, so bear that in mind :) I already think its looking far better already having said that, so hear are some teasers ;)
    upload_2017-7-26_12-26-15.png




    The next thing that will be added to the background system is the ability for the backgrounds to alter the directional light colour which should hopefully improve cohesion

    On the underlying code system, I've also created a new SaveManager system! This uses reflection and custom serialisation which means that I can change the class definition and keep old saves compatible. Although this system is pretty much done, it wont be switched to for a while since it will cause old Cosmos saves to become incompatible unfortunately :(

    So lots coming in the future, so stay tuned! V0.6.2 has been ready for a while, but a unity 2017.1 bug has prevented me from being able to release it :(
     
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  43. QFSW

    QFSW

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  44. QFSW

    QFSW

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    It's been decided, new name will be Subsideria. Thanks all for the help, expect 0.7.0 to be the first release under this name
     
  45. CrayderStudios

    CrayderStudios

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    Liking the new background and the new name for the game! Really excited to see your dynamic lighting. Keep it up!
     
  46. QFSW

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    Thanks! Glad to hear you are liking it :)
     
  47. QFSW

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    Integration of AMP is done! All of the sound effects now have volume and pitch randomisation
    Dynamic lighting has also been added to the missile explosions, small change but it looks great!

    Since then, development has shifted focus to more under the hood changes. Unfortunately this means there will be less fancy stuff to show off for a while, but the new save system (which is monumentally better and faster) has almost had its integration finished. Currently working on rewriting the boss code/systems from scratch, with some new interfaces like IDamagable and IDamager. It means not real change from the user side (except less buggy and faster in some places) however its making development far easier, so should make adding new bosses, abilities, power ups etc quite a bit easier :)
     
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  48. QFSW

    QFSW

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    And with a new name, comes new images!
    BannerNew.png
    Splash4kImproved.png
     
  49. QFSW

    QFSW

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    Full logo is here! Very happy with how its coming out
    LogoFull4k.jpg
     
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  50. _M_S_D_

    _M_S_D_

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    Looking good :D
     
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