matpow2
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« on: December 11, 2013, 03:52:23 PM » |
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Tim is on his last journey to the cosmos. His spaceship gets invaded by alien robots, and he has to fix the machinery that they break in their way.Tim Cosmonaut is a voxel puzzle shooter (with a lot of platforming as well) Been working on it for some time now. It's basically a mix of a Voxatron-like aesthetic and an isometric platformer. Still a lot of polish and rooms left to do. Trailer
ScreenshotsLinksSite: http://mp2.dk/tcTwitter: @matpow2
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« Last Edit: July 07, 2014, 11:14:19 AM by matpow2 »
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SolarLune
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« Reply #1 on: December 11, 2013, 06:50:25 PM » |
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This art style's really unique... Really nice work!
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William Chyr
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« Reply #2 on: December 11, 2013, 08:16:38 PM » |
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Hey, I just gave the demo a try.
Here's some feedback:
1) The art and music are great. Nice work.
2) It took a really long time for the game to load ( ~ 5 minutes). This could just be me, but even in my experience, most Unity web games I've played have loaded much faster than this. Maybe some optimization?
3) I used a controller to play, and found it really really hard to aim and shoot. I think the left joystick is a little too sensitive. Perhaps you could dial it down a bit, or maybe restrict the degrees of rotation? I think the isometric view may also be what's throwing me off. Anyway, I'd recommend either playing with the controls a bit, or slowing the enemies down. I can take care of the single enemy in the third room, but I haven't been able to make it past when the group of enemies show up.
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ANtY
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« Reply #3 on: December 11, 2013, 08:18:10 PM » |
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awesome art style, tho the character could be a little less static in his pose
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matpow2
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« Reply #4 on: December 12, 2013, 04:08:04 AM » |
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Thanks for the feedback! Hey, I just gave the demo a try.
Here's some feedback:
1) The art and music are great. Nice work.
2) It took a really long time for the game to load ( ~ 5 minutes). This could just be me, but even in my experience, most Unity web games I've played have loaded much faster than this. Maybe some optimization?
3) I used a controller to play, and found it really really hard to aim and shoot. I think the left joystick is a little too sensitive. Perhaps you could dial it down a bit, or maybe restrict the degrees of rotation? I think the isometric view may also be what's throwing me off. Anyway, I'd recommend either playing with the controls a bit, or slowing the enemies down. I can take care of the single enemy in the third room, but I haven't been able to make it past when the group of enemies show up.
2) Are you from the US? My web server is in NL, so that could be the issue (it takes me 10~20 seconds to load) 3) Controls are definitely not finished. I've been doing strafing controls mostly to make it work for keyboard, but I'll be adding dualstick aim for controllers (and maybe mouse aim for keyboard + mouse combo). By the way, did you run using X? awesome art style, tho the character could be a little less static in his pose
Yep, character animation needs a little work (but probably won't change radically).
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« Last Edit: December 12, 2013, 05:09:19 AM by matpow2 »
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migrafael
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« Reply #5 on: December 12, 2013, 08:27:35 AM » |
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This looks super cute. I would love to see it in motion before installing. You know, a quick video I'm being picky I know but a video really helps
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On STEAM »
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matpow2
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« Reply #6 on: December 12, 2013, 06:54:15 PM » |
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I'll probably make a trailer once I'm sort of satisfied everything. Also, been working on some more intense music: http://mp2.dk/music/Boss.oggAfter I'm done with controls/some polish, I will probably do a boss in 08
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« Last Edit: December 12, 2013, 06:59:57 PM by matpow2 »
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matpow2
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« Reply #7 on: December 13, 2013, 07:45:57 PM » |
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Updated Windows and Web demos with new mouse aim and dualstick controls. I'm quite happy with the new hybrid control scheme, where the mouse direction is only used while shooting. This still allows for the cable to be picked up easily, which was my main concern.
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matpow2
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« Reply #8 on: December 19, 2013, 12:06:11 PM » |
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Added a new room with movable blocks/cable boxes: Also added a new flyer enemy (which may be a bit too hard to kill at the moment, may have to balance it): I generally spent some time just polishing stuff up. Respawning does a nice little heal sound, cursor size depends on shoot time, camera zooms when picking up items, and added an occlusion shader so you can see Tim while he's behind stuff. I finally figured out how to make batch builds with Unity as well, so now I can do immediate builds for all platforms every time I do an update! Woo
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matpow2
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« Reply #9 on: December 19, 2013, 11:14:55 PM » |
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Been working on a dialog system, which at the moment is used for a new intro: I also changed the name from The Cosmonaut to Tim Cosmonaut. "The Cosmonaut" would be pretty hard to find on Google, and I think Tim Cosmonaut sounds slightly better.
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« Last Edit: December 19, 2013, 11:25:28 PM by matpow2 »
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oleomingus
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« Reply #10 on: December 21, 2013, 03:47:04 AM » |
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The minimal cubist art for this game looks wonderful ! The shooting is fun and cubical exploding death of my character is so great that I do not mind repeatedly dying in the game, just to watch my character explode into cubelets ! awesome work.
also, maybe it's just me but the web build seems to take very long to load.
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matpow2
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« Reply #11 on: December 23, 2013, 01:23:07 AM » |
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The minimal cubist art for this game looks wonderful ! The shooting is fun and cubical exploding death of my character is so great that I do not mind repeatedly dying in the game, just to watch my character explode into cubelets ! awesome work.
also, maybe it's just me but the web build seems to take very long to load.
Thanks! My web server has some load spikes once in a while, that may be the reason. I'll probably move to a better host if it continues, but it'll work for now. Working on a boss for room 10 now: Based on comments from Feedback Friday, I've been redesigning some of the rooms to be a lot more intuitive in the isometric perspective. It's not in the current build, but it'll be in the next. Also looking at Unity license fees at the moment. Trying to figure out if I should go for the subscription or buy a full license... Choices
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matpow2
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« Reply #12 on: December 25, 2013, 12:51:59 PM » |
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Been going over various ways for the baglady monster transformation to appear. I came up with this: Still have to actually animate her monster character though.
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SolarLune
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« Reply #13 on: December 27, 2013, 04:33:44 PM » |
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^ Sheesh, you shoot her outright? The transformation animation's awesome, though! :O
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oleomingus
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« Reply #14 on: December 28, 2013, 02:36:45 AM » |
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WOW ! Been going over various ways for the baglady monster transformation to appear. I came up with this: Still have to actually animate her monster character though.
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matpow2
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« Reply #15 on: December 29, 2013, 06:50:21 AM » |
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^ Sheesh, you shoot her outright? It's meant as a joke, but it is a little brutal! I've uploaded a new build now, by the way! Lots of things changed: - Autosaving works! Stop and resume whenever. - Polished animations for the generator and spaceship in the menu - Room 09 and 10 have been added - Baglady boss finished! - New weapon: the rocket launcher! Baglady will only take damage from this weapon. - Changed some of the troublesome rooms to be easier and more visually indicative - New website design (what even is webdev???) -> http://mp2.dk/tcLet me know what you think!
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matpow2
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« Reply #16 on: January 02, 2014, 01:36:14 PM » |
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Happy New Year! Also, new builds up. Changes include
- Room 03 redesigned - Improved controls/movement (jumping was very unforgiving before, this is totally fixed now) - Cable toggle instead of hold - Logo screen! - Animation polish - Camera height lerp
I will probably be in 'polish mode' for a while so I can finish a demo at some point.
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« Last Edit: January 02, 2014, 02:17:41 PM by matpow2 »
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matpow2
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« Reply #17 on: January 04, 2014, 11:37:02 AM » |
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Finally got around to animating that laser enemy I also started getting cramps in my left little finger because I had to press Shift so much... so now you run per default, and walk with Shift. Had the same problem with Super Mario 3D Land, not sure why I didn't do this initially. I've also gone over rooms where depth perception might be a problem, and added ground "stripes" to make that more perceptible:
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Slader16
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« Reply #18 on: January 04, 2014, 03:27:42 PM » |
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I love the art style, following!
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matpow2
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« Reply #19 on: January 04, 2014, 06:22:33 PM » |
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Decided to do some character polish. First of all, character jumps has some squishyness now (may be hard to tell with the low framerate): Also, I've been working on giving Tim some personality (so he's no longer this very static character): I've hated Tim's right ear for ages, so I put down more of his hat and added some ear tech: Very productive day! Oh yeah, I also removed the prototype link. I'm going to do private testing from now on, so if you want to be a tester, send me a PM!
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