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1374899 Posts in 65037 Topics- by 57292 Members - Latest Member: JMAAGames

April 01, 2020, 12:15:04 PM

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TIGSource ForumsCommunityDevLogsRocket Shipment: A space crate delivery game
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Author Topic: Rocket Shipment: A space crate delivery game  (Read 7467 times)
TheCams
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« Reply #60 on: January 23, 2020, 08:53:57 AM »

This is nice! The new tiles really help with readability yes!
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Chocolate Pinecone
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« Reply #61 on: January 23, 2020, 08:55:55 AM »

This is nice! The new tiles really help with readability yes!

Thanks!
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Chocolate Pinecone
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« Reply #62 on: February 06, 2020, 12:38:33 AM »


Before starting my rant, the game has a Steam page now! Go, go, check it out! Smiley


While lots of games go into early access, they do not always make it easy for players to report bugs or give feedback. However, if you realize how important player feedback actually is, you should streamline this process as much as possible.
Keeping this in mind, I've added a feedback button to enable players to give feedback with only 1 click away.
Though opening a browser from the game code is not so hard, making it work cross-platform is.
My long term plan was to release the demo only on windows first, and then figure out how to port to linux and mac. However, with this necessary feedback button in mind I wanted to explore multi-platform setups a bit sooner.
One thing led to another and now I've rebuilt my programming setup to support all main platforms, and implementing the feedback button in the process.

This means a lot of preparing work has already been done to enable releases on Mac and Linux and the demo will be released on all 3 operating systems! Yay!

While you process this awesome news, here's graphical progress I've made.
I've added an outline to the level preview window and made it possible to edit custom levels by adding a "Design" and a "New" button as you can see here:




This also means I removed the level designer button on the main menu, and replaced it with the feedback button:



I also added a success screen when completing a level! I still want to add some animation to it, but here's how it looks now:



« Last Edit: February 06, 2020, 01:15:29 AM by Chocolate Pinecone » Logged
Chocolate Pinecone
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« Reply #63 on: February 18, 2020, 02:57:21 AM »

The last couple of weeks I've been polishing little stuff and perfecting features mostly. There's 1 big feature I still needed to implement, which was Player death and respawn.

I started with death of course. I got the general idea working pretty fast, though I didn't know what "powering down" sound fitted the best:





A few polls later the votes clearly favoured the 1st sound.

Next up was respawning.
I didn't really know how exactly I wanted to implement this, but two ideas kept coming up in my head: Respawning on start, or respawning nearby the place of death.
My idea was to perhaps use the bodies of previous lives as clutter that could make things a bit more difficult for the player. But in the worse case scenario it could make a tight cavern impossible to traverse. I also thought about the possibility to be able to grapple "dead bodies" and move them around.
But how do I determine a possible place to respawn? Respawning on start position might be impossible if it's blocked by a crate or something, so then I should build an algorithm to find a closest available spot, or somehow protect the start position to never be cluttered.
All this was a pretty difficult challenge, until a Twitter user provided me with an alternative death/respawn idea. What if the player powers down and loses a life, floats for a couple of seconds and then powers up again. This solves the problem of finding an available spot, because the player doesn't need to respawn in a different spot. It also serves the idea of powering down that I had already in place for the "death" animation.

So I decided to go with this last idea. For now it seems to do the trick pretty well, and be more forgiving because the player does not need to backtrack.
Here's how it looks and sounds:





I implemented another nice little feature as well. You might remember the new success screen from the last devlog where the recorded level time is displayed.
Timing the player on level completion and then not giving them a time indication during play is just plain evil.

I don't want my game to be focussed on getting the quickest times, at least not at first. But if players really want to improve their time scores, I'd like to accomodate that.
This is why I decided to add an in-game timer option that is disabled by default.
You can see a small video of me setting it and then doing some sick crate tricks here:

https://youtu.be/m0hde2bB-is

After shooting this video I made the timer a bit more convienient by only starting when the player takes off instead of directly after the level loads.

That's it for now! I hope to be able to show something to you again soon!

Rocket Shipment is wishlistable on Steam: https://store.steampowered.com/app/1237310/Rocket_Shipment/
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Chocolate Pinecone
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« Reply #64 on: February 28, 2020, 01:44:20 AM »

After adding player death, player lives were next on the list.
The player automatically starts each level with 5 lives currently. When running out of lives, the game shows a failure screen as you can see here:





Next up was a fuel system. You'll start with a full tank of course, but throughout the level you'll need to refill or suffer the consequences.
An empty tank means no thrust, which means falling, which probably results in losing a life.
Refilling can be done through the use of fuel barrels. Grapple them like you would do with crates and refuelling automatically starts.
The fuel barrels weight and collision sound pitch change according to the fuel left in it.
Here's how this all looks:





I also made a small debug improvement for myself. Physics are hard to debug, so I thought it would be nice to be able to move objects around when debugging.
This is why I built this little functionality:



That's it for now.
I really need to update my trailer again, but I think I'll do some polishing first in some places.

See ya!
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Chocolate Pinecone
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« Reply #65 on: March 10, 2020, 02:26:33 AM »

I don't have much to show this time. I've been really busy with behind the scenes stuff like setting up a linux build and fixing bugs.
I decided to build on linux early to avoid big surprises just before the demo release.

I'm currently very well on track for the demo release. I set a deadline of Q2 2020 for myself, and because my office day-job hasn't found a new project for me I've been able to cross huge points off the to-do list.
The demo will still be pretty rough/unpolished though. I want to get the basics and some level components in there asap and let the discord community enjoy it sooner. They've been supportively waiting for so long that I want to do a closed release to them first.

Some other minor changes I've done in the past 2 weeks besides bug fixes:
- Let the player lose a life when out of fuel and landed - This way you don't get stuck with no fuel and no way to continue except to restart the whole level
- Adjusted initial cable length to only the needed length instead of the maximum allowed length - Improves overall smoothness when grappling during flight
- Added a scoring system - Score is determined based on lives left, fuel left and time taken to complete the level

The latter can be seen in action:





As for the next period I'll be focussing on some new features such as:
- Wall blasters
- Big ass doors
- Damagable crates

We'll see how far I'll get.
See ya!
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Chocolate Pinecone
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« Reply #66 on: March 25, 2020, 11:45:57 PM »

This took way longer than anticipated. I'm not finished yet, but the wall blasters are well underway.
Wall blasters will periodically shoot a bullet in the direction they're facing. That's about it.
It sounds simple, but shooting a bullet, bullet impact and integrating wall blasters in the editor really took a lot of time.
The wall blaster paved the way for a lot of future stuff in different ways. For example, I didn't have any code that restricts placement in the editor. Wall blasters need to be mounted on a tile, which means they can't be placed in mid air.
I now built a generic way of checking if a spot adheres to specific rules.

Checking if a collision happened with a specific type of object (a bullet for example) was also not possible, so I also built a generic solution for that as well.

I can't even remember all the other needed stuff, this all took too long.

Here's how it looks now! Don't pay attention to the ugly bullet:





See ya!
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JobLeonard
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« Reply #67 on: March 26, 2020, 01:13:12 AM »

Oooh, this looks like a cute take on the old Lunar Lander genre! Subbed Smiley
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Chocolate Pinecone
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« Reply #68 on: March 26, 2020, 01:28:02 AM »

Oooh, this looks like a cute take on the old Lunar Lander genre! Subbed Smiley

Haha, that's a nice take on my game! Thanks!
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OctoMini
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« Reply #69 on: March 26, 2020, 03:32:47 AM »

This is interesting! I have a soft spot for Lander games. In the 90s I played Lander:




And Auts:




And my first real published game was Lander Hero:
https://www.youtube.com/watch?v=p2xntTk6ThY

There can never be too many lander games. Will follow for sure;) Would love to try the demo!
« Last Edit: March 26, 2020, 06:19:37 AM by OctoMini » Logged

Chocolate Pinecone
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« Reply #70 on: March 26, 2020, 05:15:21 AM »

This is interesting! I have a soft spot for Lander games. In the 90s I played at school, and my first real published game was Lander Hero. There can never be too many lander games. Will follow for sure;) Would love to try the demo!

Very cool! I'm hoping to scratch that lander itch.
The demo will be released Q2 for the Discord community first. After a while it will then be released to the public as well.
If you have Discord, you're more than welcome on the server!
« Last Edit: March 26, 2020, 06:04:24 AM by Chocolate Pinecone » Logged
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