Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1374775 Posts in 65015 Topics- by 57247 Members - Latest Member: Fedeykin

March 29, 2020, 09:42:08 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsSuper Rocket Ride - hardcore retro action
Pages: 1 [2]
Print
Author Topic: Super Rocket Ride - hardcore retro action  (Read 2817 times)
snugsound
Level 2
**



View Profile WWW
« Reply #20 on: December 21, 2019, 03:40:00 AM »

A couple shots from the latest build:





Plus some updates to the Itch page (including revamped logo) as I get ready to email my press list re: early access review keys:



I've also uploaded the revamped logo most everywhere else (Facebook, web, etc.), and I'm planning to post announcements to my Steam developer and game pages as I've not mentioned it there yet.

Oh yeah, it's currently 50% off for the holidays (along with everything else I have on Itch)--probably the cheapest it'll be for the foreseeable future Smiley
Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
snugsound
Level 2
**



View Profile WWW
« Reply #21 on: January 09, 2020, 02:34:09 PM »

I'll be streaming some dev in about 30 minutes if anyone's interested. Tonight I'll be looking at adding "death markers", a la Mario Maker, Super Meat Boy, etc. Evil

(If it goes well I'll share the clip here along with a summary as well.)
Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
snugsound
Level 2
**



View Profile WWW
« Reply #22 on: January 09, 2020, 04:25:36 PM »

As promised:



It actually came together surprisingly quickly. In a nutshell I:

  • Register any deaths with a global singleton
  • On scene load, spawn death marker prefabs
  • Clear the list when returning the level select screen

This will go out in the next early access build, perhaps over the weekend.
Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
snugsound
Level 2
**



View Profile WWW
« Reply #23 on: January 18, 2020, 05:47:10 AM »

Here are the results of a recent experiment: creating a procedural background with Shader Forge. Basically, multiple layers of panned clouds, blended, posterized and down-sampled.

It's the deepest I've gone with shader creation and node-based shader editors. I learned a lot, and I'm pretty happy with the initial results. It may also come in handy for some VFX for TOXICANT.





Time-permitting, I may do a rundown of this on today's stream.

In other news, the Steam store page is now live! This means we can finally move to Keymailer for review/streamer key requests. It also means it's time to start adding some achievements!

Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
snugsound
Level 2
**



View Profile WWW
« Reply #24 on: February 01, 2020, 05:05:10 AM »

A few more iterations on the procedural background, I think it's starting to take shape:



You can also see a new worm/snake-like enemy that I've been prototyping lately. I'll be doing a rundown of this on today's stream.
Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
snugsound
Level 2
**



View Profile WWW
« Reply #25 on: February 16, 2020, 03:45:02 PM »

I'm currently working on a basic waypoint system for the worms (instead of the random behaviour seen above). It's more predictable and should allow for more interesting level designs.



Felix and I also gave the spike ball enemies a bit of a makeover: new sprite, more animation, more detailed transitions, plus some long overdue SFX.



Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
snugsound
Level 2
**



View Profile WWW
« Reply #26 on: February 20, 2020, 10:58:54 AM »

Felix made a minor update to the hazard warning UI (the addition of a vignette), I think it really pulls the whole thing together and makes it feel much more... hazardous?

Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
snugsound
Level 2
**



View Profile WWW
« Reply #27 on: February 23, 2020, 05:30:37 AM »

Another pass over the worm enemy. To give it more of that classic platformer behaviour, I'm now storing a path history for the head, which each body part samples based on it's initial distance from the head. It still needs a bit of work (smoothing, initializing the path history), but it's getting there!

Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
snugsound
Level 2
**



View Profile WWW
« Reply #28 on: March 16, 2020, 01:30:49 PM »

So Felix and are in that proverbial "last 20%" home stretch... Cheesy We've been trying to nail down what we think is going to be considered "done" as it pertains to a launch version/MVP. Here's what we've come up with (relative to where we are today):

  • 32 levels (4 worlds x 8 levels each)--we're currently at around 30, though some need some rework
  • some kind of an intro story/cut scene, even if just images and text
  • an ending and/or credits
  • a boss/final challenge level
  • achievements

I did a super quick prototype of a basic cutscene system--basically just an array of scriptable objects, each compromised of an image and text, and some tweening:



For the boss/challenge, we were thinking of having a level with a few different paths, each of which leads to a switch. The goal would be to activate each switch and destroy the planet. (actual story TBD, heh). To that end, I've implemented basic pressure activated switches:



Last but not least, some long overdue updates to the starmap, namely, showing information about the levels (mostly importantly, coin count):



<shameless>And an obligatory reminder to wish list us on Steam and join the Discord if you'd like to check it out--we'll be running another closed alpha soon.</shameless>
Logged

Cosmocat on: Steam | Discord | Patreon | Twitch
walaber
Level 0
**



View Profile WWW
« Reply #29 on: March 20, 2020, 08:13:47 PM »

this is looking great!
Logged

Indie developer, especially interested in physics of the human body, currently working on untitled gymnastics/acrobatics game.
Pages: 1 [2]
Print
Jump to:  

Theme orange-lt created by panic