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June 25, 2019, 03:08:25 PM

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TIGSource ForumsCommunityDevLogsThis is the End (steampunk squad-based strategy, xcom-like, with rats!)
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Superb Joe
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« Reply #120 on: June 07, 2019, 04:01:05 AM »

Hmmmmmm, I'd recommend a more affordable solution if there's one available.


i cannot legally condone the more affordable solution, but its use is widespread
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bryku
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« Reply #121 on: June 08, 2019, 08:26:14 AM »

hello, here is my advice for doing any audio work: uninstall audacity and invest in adobe audition
Can you write more in detail? What kind of useful features are there in Adobe's solution?
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Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "This is the End".

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« Reply #122 on: June 14, 2019, 03:23:39 AM »

Well, it turned out that making sure I am not involved in a single type of activity (e.g. audio stuff) was a good idea. I spent a little time on tweaking some of the sounds, but most of my time I was reiterating on making sure that the combat part is fun.

I already made sure that the map has a horizontal layout, now it was the time to tweak the way in which enemies are encountered. I changed the danger levels mechanism (which I've described in one of my previous posts) to spawn the enemies more often.

On the other hand, the initial number of enemy pods present on a map is not that big - two, maybe three. And the player does not meet them instantly. But after they do (or if they use grenades) there will be more and more enemies appearing.

Of course I don't want the player to be flooded with a very large number of enemy characters as moving all of them would take too much time (remember that this is a turn-based game). Now, XCOM 2 did manage to work around the issue in its War of The Chosen expansion: they introduced these zombie-like creatures there (the Lost) which spawn in massive numbers. However, all of the zombies were being moved simultaneously.

I am not sure I want to follow the same route (especially because my game code is not prepared to handle such stuff as of now), so instead of spawning more and more enemies, their tier increases.

So initially the player can encounter melee rats and the ones with machine guns. Later on a heavy, armored version of the rats start appearing. I still need to add their sprites into the game, but here's a preview (created, as usual, by Kurt Prieto):



Anyways, I could go on writing about a new approach to death animations (I've reduced their number from 3 to 2, which allows to save time and money and is not really making that big of a difference for the gameplay...) but I have some other cool stuff to show to you.
I was playing around with lighting in Unity, and only now realized that I can actually rotate a point light so that it actually looks good on a 2D plane. I know, that's very dumb of me that I ddin't think about it previously... but now that I did figure it out, I spent some time adding new light types into the game.
Here are some nice gifs:











What's next?

Well, I am still fleshing out the demo. I will surely focus on incorporating all animations of the heavy rat into the game, and creating sounds for it.
I would also like to experiment with handling diagonal movement/shooting/death animations to make the graphics feel correct in all situations.

Thanks for reading!


As usual, if you'd like to receive more frequent updates about the development and a heads-up about release of the demo, follow me on Twitter at @bryquTheDev.
Also, do help me out reaching a bigger audience by telling about "This is The End" anyone who you think could be interested in this.

Take care!
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Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "This is the End".

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« Reply #123 on: June 20, 2019, 03:27:12 AM »

Before I present some new gifs, a note to all Unity developers: for the sake of performance, you must avoid creating GameObjects every frame - otherwise it will kill your framerate.

I know that I already met this issue when working on other performance tweaks but it turned out there were even more places in the code where I was not paying attention. Basically in every place where I was fading out objects (or manipulating their colors, or in general interpolating some values) I was creating a new instance of interpolation behaviour object. This included fading out parts of fog of war, character messages and so on.

The key was to make sure that no new GameObjects were created - a single one, created at the start of a scene is enough. And it does not tank the framerate.

The important part is that it is the garbage collection code that was causing the most pain. Creating lots of short-lived Game Object instances frequently simply is an anti-pattern I guess.

Anyways, let's focus on gifs. Kurt, as usual, did an amazing job with creating visuals for another enemy type - the heavy rat.



This fella spawns on the higher danger levels and is not easy to take down, due to larger number of hit points, and to some armor.

He is wielding a cannot that is basically shooting scrap parts, doing a significant amount of damage. To balance things out, it is a little bit slower than the other enemies.





Bear in mind that the combat (well, at least the demo mission I am working on) is not about killing all enemies, but rather gathering as much stuff as possible and getting out. Therefore the player is not obliged to handle the big rats - they can be outrun.




Obviously, large rats can also be killed. This one dies from a grenade explosion.

Also, I've added sound effect for this big guy, so my work on the heavy rat is complete.

What's next?

Now that the heavy rat is done I will experiment more with animations for diagonal movement. Parts of the code need to be rewritten to handle it.

Also, Kurt has started working on another - and last - character class: the soldier. This will be a player-controlled character. It is already in the game but is using the same assets as the rogue - I've just simply colored it black for now to distinguish it from the others:


Thanks for reading!

As usual, if you'd like to receive more frequent updates about the development and a heads-up about release of the demo, follow me on Twitter at @bryquTheDev.

Also, do help me out reaching a bigger audience! Share information about "This is The End" with anyone who you think could be interested in this.

Take care!
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Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "This is the End".

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Loungers
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« Reply #124 on: June 20, 2019, 01:29:04 PM »

Hey! I absolutely love your art style and I looooooove x-com style games. I actually wish there was a more high fantasy setting x-com like game. Closest I got was D:OS2 lol. But yea your art style reminds me of like Risk of Rain/Deadbolt.

Anyway's, I'm a musician/sound designer, and have been kinda itching to get into the game OST field for a long time. If you ever want a musician or some sound design help I am here.

my stuff:
https://soundcloud.com/theloungersz

other contact info is in my soundcloud description. I have a lot of unfinished demos stored away I can give you through email as well.

best of luck! looking forward to it.
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