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TIGSource ForumsCommunityDevLogsDARKSHIT 2040
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Brian Amadori
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Exactly.


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« Reply #20 on: September 25, 2015, 05:46:56 AM »

Well here it is... sorry to dissapoint you but i just made a sprite animation.
I realized even baked the glow with photoshop... maybe that was a bad idea considering i'm also using bloom.

All (or the most i can) of the effects are going to be animated like this.



Cheers  Toast Left
(almost wrote cherry for some reason  Cheesy)
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Liza
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« Reply #21 on: September 25, 2015, 05:52:38 AM »

When I glanced at the thread name I laughed at myself: "Haha, I misread the title of this game as 'Darkshit', guys"

Then I double checked Shocked
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Brian Amadori
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Exactly.


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« Reply #22 on: September 25, 2015, 11:51:19 AM »

When I glanced at the thread name I laughed at myself: "Haha, I misread the title of this game as 'Darkshit', guys"

Then I double checked Shocked

I chose that name because of the sinister+goofy theme i'm aiming to. This means i nailed it marketing wise? Cheesy
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Brian Amadori
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Exactly.


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« Reply #23 on: September 28, 2015, 11:09:30 AM »



The game flow is like this:

- You enter a level
- When you lose, you can restart instantly or come back to the map
- Upon coming back, if its the first time you played the level, you see this:

(Click the images for a lightweight video version)



Now, let's say you go into the second level, score 4... then come back, do dome other stuff... then
try again the second level and score 9... this is what you'll see:



What do you make of this? Is this clear enough, or i need more feedback?
Seriously i feel this scoring mechanic is very hard to explain...
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Brian Amadori
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Exactly.


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« Reply #24 on: October 05, 2015, 06:34:21 AM »



HEALTH BAR

I added this health bar. It depletes with time and you charge it eating the sandwiches.



This is supposed to give urgency to the game, so you don’t just stall avoiding stuff but are also desperate trying to not die of hunger.

FETUS ATTACHED TO SINGLE PLAYER



Now, in SOLO mode, you have a fetus attached to you.

I made this change because i thought the solo mode was not being faithful to the “being strapped to another thing” theme of the game. And also it helps to adding back the inner conflict i found to be lacking in this mode.


YOU HAVE TO OPEN MOUTH TO EAT

All the game sprites are placeholder, so i added a ugly text feedback to show it.

You have to open it and then close it when over the sandwich.



I had a problem with CO-OP mode. It was too easy for me to control both characters myself. The game has to have enough complexity to make this too difficult to be fun, so… I added this.

Also, if you close your mouth and go to a direction, you will dash too, so opening mouth and then closing + dashing to eat is a viable technique. (more inner conflict)



Well, that’s is for now. I’m going to post the wormhole transition stuff later so this update doesn’t get too big. Hope you enjoyed reading it.

for the record, remember i opened a twitter handle @darkshit2040, if the project is interesting to you follow it for announcements, etc!.

Cheers!  Beer!
« Last Edit: October 05, 2015, 06:47:09 AM by Brian Amadori » Logged

Brian Amadori
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Exactly.


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« Reply #25 on: October 16, 2015, 08:59:10 AM »



TRANSITION WORMHOLE
TRANSITION WORMHOLE
TRANSITION WORMHOLE



I never learn that effects like this are the ones that are made very late in development... But WHATEVER, couldn’t help myself.

How i made it:

  • The wormhole is rendered to a RenderTarget.

  • I’m using 3 cameras. One renders the wormhole to a RenderTarget, the second one is pointing to a quad that shows the RenderTarget over the scene with a depth of 1 to be over everything. The third one is a dummy that renders nothing, and has all the postprocessing effects attached.

  • There are animated material changes and stuff like activating the particle systems, etc. That are controlled via an animator.

  • Made a custom shader with a transparent masking texture, that renders in polar coordinates UVs. Then used it to mask the quad containing the RenderTarget over the current scene. Polar coordinates are the ones that use angle, distance instead x, y. This is awesome for circle related effects!

  • The particles are... duh... particles. But i use like three different particle systems, one for the burst at the start and two more for 2 speed sets of velocity with different radius.

  • I load the new scene asynchronously only when you are inside the wormhole, and apply a small glitch effect to deal with loading stutter if there’s any, so the game appears to be glitched when loading.  (I’m using one from Colorful shaders pack i bought from the asset store, but maybe I’ll make my own later)

  • I don’t use additive scene loading, i just apply DontDestroyOnLoad() to the transition prefab. The transition is encapsulated in that prefab, so i can use it between any scenes.

  • I want to improve the colors, and add more details like nebulae/stars/planets going fast.


Well that’s all for now...! I’m going to add more gameplay stuff and play with some HDR effects later on. (yep, I never learn).

Cheers!  Beer!
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and
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« Reply #26 on: October 16, 2015, 09:13:01 AM »

Not that the effects aren't all awesome, but that warp effect is particularly cool.

Nice work!
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Brian Amadori
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Exactly.


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« Reply #27 on: October 22, 2015, 10:13:41 AM »

Not that the effects aren't all awesome, but that warp effect is particularly cool.

Nice work!
Hey! Thanks!  Coffee

I'm starting to think about adding gameplay modifying power-ups that don't necessarily have to be nice. And are often "imbued" into the sandwiches, to add a super crate box-y smash bros-y feel.

Some ideas:

- Some rounds of shitting ammo, you shit when you dash in opposite direction. Each shit can bump into the beams, and/or kill something.
- If that last mechanic works well... Fire shit ammo, can destroy hazards.
- Farts... ripple effect when dashing, the rippling can displace the neighboring lasers and make your life difficult.
- Invert controls.
- Tight and fast movement for a while, like with caffeine overdose.
- Time slow.
- distracting/psychodelic screen filter.
- "Rocky" body. Your body weights more and can destroy beam shooters or send them far away.

Thoughts?
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