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TIGSource ForumsCommunityDevLogsB-12 [3D Procedural Action Platformer inspired by Mega Man X] - Public Alpha!
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Author Topic: B-12 [3D Procedural Action Platformer inspired by Mega Man X] - Public Alpha!  (Read 8881 times)
phillipfoshee
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« Reply #20 on: January 04, 2014, 10:42:15 PM »

Sneak peak of a new environment for the upcoming demo. Peep the new anti-HUD!;D   Scrapped the third-person camera option for now. Game just feels better in first-person. Very close to something releasable and fun. First release will be Oculus-only with a version for normal screens shortly to follow.

http://i.imgur.com/UXIXE5m.png  ...Removed bbs tags for this shot because it's not a good representation of the game anymore
« Last Edit: October 13, 2015, 08:40:08 AM by phillipfoshee » Logged

B-12 (Brantisky Mk. 12) - https://brantisky.itch.io/b-12 - Free alpha download
Hoverbike Joust - http://www.indiedb.com/games/hoverbike-joust - Free alpha download
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« Reply #21 on: January 05, 2014, 02:55:42 AM »

Oh my god, I need an Oculus....now! :O
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« Reply #22 on: January 05, 2014, 04:00:26 AM »

Interested to see how this plays with the Oculus. Have had mine for awhile now and don't feel like I've taken much advantage of playing with it so far.

How has it been developing with the intention of playing with the Oculus? Have you had any big issues?
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« Reply #23 on: January 30, 2014, 09:34:10 AM »

Looks very nice and clean. I haven't gotten to try the Oculus, but I read some great things about their improvements shown at CES.
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phillipfoshee
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« Reply #24 on: February 11, 2014, 03:36:38 PM »

Hey thanks for the replies, everyone! I had not seen these. =]

There has been a lot of progress recently! Here are some new shots. Mostly they're just to show you the level that will be in the demo. Continue reading below the screenshots for a more detailed update. (tldr: The alpha demo is almost ready!)

***NOTE: These shots are not representative of the game, as changed my mind (again) and removed the first-person view







The first alpha demo is getting closer and closer to completion. Making a game like this by yourself takes FOREVEERRRRRrr, but hey, it's my first game and already the most personally rewarding project I've ever undertaken. The only video online is super outdated now and the game looks MUCH better and is way more fun to play. Tons of changes have been made. I will make some new videos very soon, including one with some footage viewable with Oculus Rift.

Some changes since the old preview video:

- Third-person view is gone for now. I'm focusing on first-person only since the gameplay is just more fun and looks better. Plus it makes it easier to keep my main focus on VR support.

- New texture atlas with more variety, other new textures and assets, although pretty much everything is still subject to change in the final game. For now, I like the way things are looking. Not the most original art-style ever, but I'm pretty pleased for it being my first game.

- New main hub that leads you to the four major zones/levels of the game. The whole arrangement/flow of the game is still subject to change, but what I've landed on for now is a main hub with teleporters leading to four large open-ended levels to be completed however you like. Each zone will involve finding your way to 3 main switches that need to be activated to access the boss room and complete the level. There will be lots of other switches and puzzles inolved in reaching the 3 main switches. Each area will also have 3 hidden areas with large monoliths/sculptures to discover and admire. Each area will also have several weapon/ability upgrades to find. As I said, this is subject to change, but I think it's a good starting point for game progression.

- I've gotten much much better at lightmapping with Unity/Beast

- Various important performance optimizations that have made a big difference for a good VR experience

- Level geometry is now 20% smaller which also REALLY helped with VR. I don't know why it never struck me until now that everything was just a bit too large.

- Improved my home-baked AI, although it still needs some more work. AI is super fun and challenging, especially when you decide to ignore everything you've read about nav-mesh/way-point pathfinding and come up with something that uses less code and requires no setup.

- Better feedback for knowing when switches/doors/etc are activated or not activated. (I'd prefer for the final game to have as little text as possible, so conveying mechanics without a tutorial is very important to me.)

- Got rid of all on-screen HUD elements and moved them to B-12's plasma launcher

- New pause menu designed for VR, but this still needs a little work

- Got rid of one-ups/lives and decided to go with infinite respawns. B-12 will always respawn at the last teleporter that was used. There will be a score penalty for every death, most-likely. Including a bonus for completing an area/level without dying.  I would like to also add a permadeath option for those looking for the greatest challenge.

- Alt-Fires/Abilities: I got rid of the Mario-style temporary powerups and opted to add the secondary ability instead. This is the violet/purple meter on the plasma launcher. Right now the only two options are a shield bubble and the 'gravity anchor' for moving around and throwing crates, objects and even some enemies. The final game will have a good variety of these upgrade abilites to find throughought the world. Some offensive, some defensive, some related to movement, etc.

- +Lots more stuff I can't really think of right now..

As a side note I still have no idea whether or not to add any kind of story/narrative to this game. My inclination is to make it a game for the sake of fun and challenge, as in Chess or Tetris. I am very open to feedback on this! Hell, I'm not even 100% on the name sometimes.. Do you like/love/hate it?

Anyway, the first alpha demo release will include the hub area and v1 of the first level/zone.  Release time is closer and closer! Just gotta finish up a few areas of the level and work on some more sounds and music. I'm pretty anxious to release it because it is hard as hell to stay motivated when the only player feedback I'm getting is from close friends and relatives. I need YOU to play B-12 and tell me what sucks about it!
« Last Edit: October 13, 2015, 08:41:38 AM by phillipfoshee » Logged

B-12 (Brantisky Mk. 12) - https://brantisky.itch.io/b-12 - Free alpha download
Hoverbike Joust - http://www.indiedb.com/games/hoverbike-joust - Free alpha download
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« Reply #25 on: February 11, 2014, 05:45:32 PM »

First Person Megemen ??!>?!#??  Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked
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phillipfoshee
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« Reply #26 on: February 12, 2014, 09:59:27 PM »

 Grin Here are a few shots I forgot to post last time. The last one shows an example of the switches & conduits that the puzzle system will involve.



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B-12 (Brantisky Mk. 12) - https://brantisky.itch.io/b-12 - Free alpha download
Hoverbike Joust - http://www.indiedb.com/games/hoverbike-joust - Free alpha download
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« Reply #27 on: February 20, 2014, 11:35:40 AM »

I'm finally working on the new alpha preview video today. Decided to finally try out Gifcam. Definitely will be making more of these.

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B-12 (Brantisky Mk. 12) - https://brantisky.itch.io/b-12 - Free alpha download
Hoverbike Joust - http://www.indiedb.com/games/hoverbike-joust - Free alpha download
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« Reply #28 on: February 22, 2014, 04:54:56 AM »

Looks really cool!

Will there be wallrunning?
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« Reply #29 on: May 17, 2014, 04:42:26 PM »

Looking pretty stylish. I'm sure the alpha has been haunting you, but the moment it's out I'd be happy to spread the word to the Oculus Rift community to get you a ton of feedback.
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phillipfoshee
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« Reply #30 on: May 29, 2014, 03:19:50 PM »

This took way longer than it should have, but here is a new trailer showing the current state of the alpha! As always, feedback and/or questions are very welcome. If you feel inclined to share the vid with anyone else, please do!

-VIDEO-VIDEO-VIDEOOOOO-----
IndieDB: http://www.indiedb.com/games/b-12/videos/b-12-alpha-preview-no-2
Youtube:



Looks really cool!

Will there be wallrunning?

Thank you! =]  There is no plan to add wallrunning, as it would make certain types of challenges in the game far easier.

Looking pretty stylish. I'm sure the alpha has been haunting you, but the moment it's out I'd be happy to spread the word to the Oculus Rift community to get you a ton of feedback.

Thank you, I will definitely post here and on the OVR forums as things progress, and obviously the more help with promotion the better! It will be appreciated. =]
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B-12 (Brantisky Mk. 12) - https://brantisky.itch.io/b-12 - Free alpha download
Hoverbike Joust - http://www.indiedb.com/games/hoverbike-joust - Free alpha download
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« Reply #31 on: September 21, 2015, 07:15:39 AM »

HEYYy, it has been a while! I took a LONG break and worked on another game for a while, but B-12 is still alive and kicking. Progressing rapidly, actually. Ignore most of the stuff from before in this thread. I've gone back to my original, on-paper (November 16, 2012 to be exact) vision of this being a minimal-ish third-person action-platformer made for screens, not VR. I was trying to include first-person and third-person and support VR etc etc... It just wasn't working, and my attempts to 'force it' burned me out rapidly. But after a long break, I have been working furiously, with a seemingly bottomless supply of motivation to finish this game. The gameplay and controls are distilled to their essence. The levels are now procedural/randomized, and I coded a much better, unified AI system that will make finishing all the enemy robots a much more rapid process. I should be able to have this game finished before the end of the year.


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B-12 (Brantisky Mk. 12) - https://brantisky.itch.io/b-12 - Free alpha download
Hoverbike Joust - http://www.indiedb.com/games/hoverbike-joust - Free alpha download
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« Reply #32 on: March 22, 2016, 10:56:52 AM »

Hi everyone! I must admit that the low frequency of my posts here is due to feeling that maybe this game is a bit out-of-place on TIGS. (Is that the 'impostor syndrome' thing?) I hope I'm wrong and maybe someone will be interested in checking out the free alpha and giving some feedback. I would be very thankful! The current version (0.0.2) includes the first three levels and represents nearly every feature of the complete game. There's a lot more info in the readme, of course. This game is developed with Unity, but I do want to say that I pride myself on the fact that I use no third-party assets, code, plugins etc. This is all my own art, design, sounds and code. Everything aside from the music and the engine is my own work.

You can download the alpha on Itch or IndieDB.

As for what I've been working on lately, its been finally adding a new enemy robot.




This is technically the first new enemy I've made in well over a year, but part of that was caused by having to rebuild my AI script/systems. Keep in mind, this is still technically my very first game. Originally I was writing separate AI scripts for each enemy. After I had four enemies I realized how terrible this idea was and that I needed a unified AI system in order to finish this game. Programming my own AI from scratch has been the most rewarding part of this process by far, and unifying my system and building it so that I would be able to produce new enemies quickly was a huge challenge. In the end it payed off, and I was able to create and implement B-6, the bug-bot, over the span of a weekend.  They'll be found hiding in crates and rocks and stuff, and well.. basically they're this game's version of head-crabs. Here's a quick gif of them in action.



Next I'll start working on the modules that will be used to generate levels 2-1, 2-2, and 2-3, as well as the boss robot for 2-3.
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B-12 (Brantisky Mk. 12) - https://brantisky.itch.io/b-12 - Free alpha download
Hoverbike Joust - http://www.indiedb.com/games/hoverbike-joust - Free alpha download
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