NOTE: For those wondering where version 0.9.5-0.9.6 of Miraien Tournament (my recent update) has gone, it actually hasn't come through yet, due to an issue with the Windows Store servers not updating fast enough. Microsoft are currently working to resolve this, and as soon as they do, expect an app update to roll in. (A note as well to windows 8.1 users; an update that removed support temporarily, also didn't make it thorugh, so if you have your copy of the game suddenly revoked, it should be re-instated pretty soon after that) This issue was resolved, enjoy windows 8.1 users, and thank you Microsoft for your swift action to get it working! Hello people! This here is my first ever released game, Miraien Tournament! https://www.microsoft.com/store/apps/9nblggh5pdx2 2017 EDIT: Due to a change in Australian GST laws, I had to take this down while I sort out getting an ABN to bring this back up. I also have been working on a full rebuild for a long time, and will be posting an update on it soon For those who have been following me the last couple of years, you probably didn't expect this to show up... I'll tell the whole story of how this game came to be. In short, last year in the middle of November, I'd just graduated school, and there was at least three months of holidays before me. I wasn't sure what to do then, I was thinking maybe I could finish Jet Rat Speedway, or start work again on something else I had put down so I could finish school. Then on the Unity forums, I came across this in the top bar: http://forum.unity3d.com/threads/unity-game-developer-contest-2016.370883/ That there alone gave me a good idea of how to spend most of my holidays; Why not make a game for a contest? Of course, I could have worked on one of my put down projects, but for some reason, I felt that it be a bit half-cooked if I did so. Plus, at the time, I was studying how some of the older games took off, and was originally going to make this game a Mode7-style racer. (That functionality, due to some weird technical limits, was removed later in development in favour of more vibrant 3D graphics...) Nonetheless, after a bit of writing of a few concepts, and experimenting with the racing mechanics, I came up with my concept. (Put in spoiler, as it's a bit... tl;dr ) Spoiler PROJECT MODE7 Overview: For those reading this, I welcome you to project Mode 7, a concept that aims to combine several racers into one, and manage this using pseudo-3D (or pseudo-3d-like) techniques. This concept will hopefully blossom into a full game that will be submitted to the Unity Developer Contest 2016. The setting is this: It is the year 2042. In this time, war has finally ended on Planet Earth. With world peace a thing now, the world superpowers could finally put their money towards much better things for the human race. One of these is... entertainment. Even with TVs, video game consoles and smartphones, people still like heading outside every now and then. And one proposal to get everyone excited every year for something was put forward by an engineer going by the name of Jan-Ryukku. This man had built a prototype vehicle he dubs the Miraien, an electromagnetic vehicle capable of hovering above the ground and reaching astonishing speeds. he puts the vehicle and a set of race rules forward when the world superpowers send out a call to those willing to invent a new form of entertainment. The government decided to take the chance and test this idea out on a new track being built in Amsterdam. The first race held using these machines was a success, and the government approved the idea, resulting in the birth of the organization dubbed "type-m racing" Since then, the roller-derby style races became very popular, and contact with alien species established a trade for parts that powered these vehicles, with certain intergalactic nations willing to host races on their home planets. Soon, a well-defined grand-prix across the milky way galaxy formed, with each race packed to the brim with spectators. On the 26/10/2042, a massive tournament is going to commence, and such tournamnet is to last for a week. This tournamnet is the biggest in type-m history, and has one of the biggest cash-prizes ever seen in a type-m race. If you, the game player, decide to enter this intergalactic grand prix, you are up against both the veterans of type-m racing, and the filth who only aim to ruin the race for everyone else. Each race is a very tense and fast effort to not only come in first, but come in first with no scratch on your machine. Plus, you must have the reflexes to handle 768kph max speed at all times. Are you prepared entrant? This game will feature several types of vehicles, the ability to customize them a little, and very fast paced gameplay. Mechanics: - The game is a roller-derby style racer where you race the vehicles of the future through various courses throughout the milky way galaxy. - The in-race situation is that to win, you do what you do in basically every racer; be in the top four or something by the end of the race when you cross the line. - The in-race goal comes with a challenge; if pushed too far, the machines can overheat, and the condition of your vehicle affects how fast you go. Additionally, it is possible to attack (and be attacked by) other racers pushing for first place. - The vehicle can boost on command, of which can be used as an attack. However, the boost speed and duration are affected by the condition of your vehicle (aka. a heavily damaged engine will make a boost next-to-useless) - every lap, if you satisfy certain conditions, you may get a special attack. You can hold up to two at a time. - The end-of-race condition of your vehicle improves your overall pilot ranking, and winning a race (or coming in the top four) with a properly maintained vehicle in-race earns you bonuses for the next race. Additionally, the vehicles, no matter how damaged they are, will be repaired fully before next race begins. I will admit that not everything in there's been implemented yet into the game, (special attacks, we're looking at you. ) due to the contest deadline... Anyway, so I got to work on my concept, and for those interested, here's an early screenshot. The idea was to pre-render everything, including the flat mode7 maps in Blender to give it a semi-realistic look: A note as well is that I decided that, rather than cheat mode7 with a textured plane, I would go and render it in a shader using a full-screen quad, that way, it stayed natural to the original effect... however, later on in development, I started to run into issues trying to re-scale a couple of the maps to the world scale, due to technical limits with the algorithm causing the tracks to look 'floaty' when driving over them. On top of that, it was very diffuclt getting the sprites to line up properly with the virtual road. I would have just put up with this, but after looking through some old files after christmas, I was kind of disappointed that one of my mobile shader frameworks was left sitting around on it unused... So a week before submission, I made a decision; I would go 3D instead, using my shader framework, and drop mode7. It was definitely easier to go down that route anyway, and it would mean that races and tracks could be longer than they were. I may as well give a screenshot of the current version of the track shown above: This is using a current version of the mentioned framework, as during development, I upgraded parts of it substantially to suit the game. (I also coded in a workaround to waiting hours for lightmaps to compute...) Anyway, so since that, I worked hard getting two cups and six tracks into the current version for a small release. I've had some hard times making this the way it is, and there was a couple of times where I nearly quit: - The first showstopper was a Unity 5.2.2 bug, of which was fixed by upgrading... - Then later on into development, I ran into performance/unstable build issues that were so bad I was almost going to bite the bullet and see if 5.3 would help. (It actually did end up using 5.3.2 in the end) Well... I then discovered the simple solution of completely emptying the temp and prefetch folders of my hard drive, of which magically gave VS the ability to make stable builds again. (Thank you Google!) But after those issues were out of the road, lo and behold, my first attempted submission to the Windows Store was a success. (I managed to pass certs on the first try!) I then had to quickly update the game with a bugfix, and when that was done (My certs for my update passed in UNDER AN HOUR, BTW! ) I finally had my submission for the Unity dev contest! Now, not only have I entered my first game dev contest, but I have also accomplished the first goal of any game developer; I have finally published my first game. So I present... Miraien Tournament! For those who didn't read the spoiler... Essentially, this game is a test of speed and endurance; keep your vehicle in tip-top shape during the race, or have it perish. On top of this, you are facing off against 15 other racers, of which not all are friendly or willing to let you have first position. Are you prepared? In this game, you have a condition meter, and a temperature meter. Have the condition lower to 0, and you perish and have to start over... Have the temperature get too high, and you run the risk of an engine fire knocking you out of the race. Your speed is also affected by your condition, and when it gets very low, faint smoke will rise out of your vehicle engines... The following will cause the condition to lower: Colliding with an opponent. Additionally, if you get hit by an opponent boosting, you suffer more damage from it. Hitting an opponent while boosting does nothing to you however, so this can be used as an effective attack method to knock out other opponents! Hitting designated obstacles and barriers. The amount of damage you take depends on the speed you hit it at. Note that scraping against a marked obstacle won't damage you. An engine fire. The following will affect the engine temps: Boosting will make the temperature rise. Note that this doesn't happen if you ran over a plasma panel to get said boost; Use this to your advantage, as your top speed affects the cooling system's ability to cool down the engines! Hitting a wreck (these appear where an opponent perishes from not being careful...) will cause an instant engine fire, so be careful! the cooling rate is affected by the speed your travelling; Generally, faster vehicles cool down a bit quicker than slower ones. Additionally, using plasma panels to boost rather than forcing one with the space bar/RT trigger helps the cooling rate. Currently, the only goal is to win. In future content updates, I'll be adding more objectives to the game, such as bonuses obtained from keeping your car in good condition, among others. Controls: Up arrow/W key/Xbox 360 A button: Accelerate (for Xbox controller: select menu item) Down arrow/S Key/Xbox 360 B button: Brake Space Bar/Right Trigger: Boost Mouse/Xbox Dpad: menu navigation And that is it. And all this for only ONE DOLLAR. For those who decide to buy, as always, feel free to give feedback. I will also post a playthrough soon, so stay tuned for more. I also plan to add local and online multiplayer, hence why there's a placeholder button in the main menu. UPDATE: I've redone my platform list: Windows Store UWP. I now have a laptop with Windows 10 I can use to make Windows Store builds, so UWP is staying! Normal Windows. (Win32/64) OS X. Linux. Android. Wii U & Original 3DS/New 3DS: The only barriers for these two is my financial situation, (and for Original 3DS, possible processing limits) I'm otherwise a registered Nintendo developer and can publish games there now. Wii U isn't produced anymore, and after some graphics changes, 3DS may no longer be possible. For those with iDevices, I apologize, but I won't be supporting this platform until I have a Mac to build with + iDevices to test with. Xbox One/PS4 are not likely either, mostly because I'm not interested, but it's also due to me not owning those platforms.