Robot 505 [DEVLOG] - WIP

Show us your works in progress and request feedback

Post » Wed May 20, 2015 3:04 pm

Have you thought about making the bullet shells bounce off the ground before they fade out?

I know it's a minor cosmetic thing but i think it would be kind of cool, i remember it was a simple trick done a lot during my multimedia fusion days.
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Post » Wed May 20, 2015 3:46 pm

Ethan wrote:Have you thought about making the bullet shells bounce off the ground before they fade out?

I know it's a minor cosmetic thing but i think it would be kind of cool, i remember it was a simple trick done a lot during my multimedia fusion days.



Actually, I have. My only concern is performance.. :/ The shells currently use physics (not the best method, I know), so creating and destroying them is a tad taxing - especially as the weapons progress and shoot faster. I assume that a bounce off the ground would only add to a drawback in performance. That said, any insight on how to handle this more efficiently would be great ;)
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Post » Thu May 21, 2015 3:58 pm

@facecjf here you go.

Demo, click mouse- https://dl.dropboxusercontent.com/u/159885981/bounce/index.html.
capx.- https://dl.dropboxusercontent.com/u/159885981/bounce/bounce.capx

I'm sure some smart person on the forum could come up with a much simpler way, probably involving a maths formula, but it works ok, play with the values, and you'd have to check performance though.
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Post » Fri May 22, 2015 1:09 am

Wow. Thanks @Ethan Clever work! Works really well - You may have just solved a major optimization challenge for me :D and added a great effect to boot!

I'll test it out in the game and let you know how it handles.
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Post » Fri May 22, 2015 7:39 am

Cool project, glad it might help.

It just occurred to me you need to alter the destroy code, i was playing around with something else when i did this so i don't think they're being destroyed unless they get stuck in a wall. Oh and it's not set up for delta time. They should both be minor adjustments though.
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Post » Tue May 26, 2015 7:29 pm

REALLY nice! I gotta step up my Platformers then... Btw who did the music, and in what program?
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Post » Tue May 26, 2015 11:17 pm

Thanks @HerrVonClaussen The music is an asset pack by Ricky Vuckovic / Play - SID Chip Music : https://www.assetstore.unity3d.com/en/#!/content/14450

I'm not sure what program he used.
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Post » Wed May 27, 2015 1:13 am

Wow, please let me know when it's ready! Truly awesome work!
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Post » Wed May 27, 2015 1:54 pm

Thank you @Iolva Will do! :)

Quick Update

A quick animated shot of a Quantum CPU / Mini Boss I am working on...

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And a shot with it's protective shields off, revealing the heat sinks :)

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Post » Sun Jun 07, 2015 2:43 pm

Devlog Update 6/7/15

It’s been about 2 weeks since my last Robot 505 update. Rest assured there is a reason for the brief hiatus. I’ve been plugging away on refining, fixing, & polishing the current game build. Along with that, I have been getting a constant stream of feedback, and ideas. Things to fix, things to rethink, and thinks to maybe add. Which is great cause it’s slowed me down a bit to focus on player experience vs just building to build. I’m loving the develop / demo as you go approach. The feedback seems more potent and genuine. It’s kinda like working with a team – more heads and ideas – the merrier.

I mentioned in my last update a few things to expect in the next demo… One of which was a 2nd level. Well this still holds true… There will ALSO be a 3rd level too! I wanted to have a more complete version of a demo for people to play. This will allow for difficulty progression.. Easy to harder. As it stands right now.. It’s just hard. Which is okay, but I would like to lessen the frustration right out of the gate for new players. I have to remind myself that – I’m not the only player!

Fall death still seems to be an issue. It’s an issue I am okay with. I’m finding it’s really a matter of player preference. With that said it’s spawned some great ideas on how to handle it. One of which is not an entirely new idea but one that’s brought up a lot when discussing this issue. A Jet-pack Perk that would give you momentary hovering ability. I haven’t fully implemented this, but the idea is that it would be an earned perk, and could be used to save yourself from fall height deaths, along with the un-intended ability to hover and attack, which would lessen some of the jumping and jump pads.

What to expect in next DEMO update:

  • Fixed the crushers. They finally work as intended :D
    Also added the ability to the crushers to just miss the player – based on player positioning. If you are moving along and the crusher just nicks you, you get injured a tad and do not die. Like a close call.
  • Level 2
  • Level 3
  • Added a mini boss - “The Quantum CPU”
  • Jet-Pack Perk
  • Shape shifting crates – maybe an enemy – maybe a perk.
  • Less frequency of elevator music
  • Duration of stun lessened – from flying patrolers.

Quick shot of the mock-up of Level 3:

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I’m shooting for an update to the demo by Friday (hopefully) If everything goes smooth and I don’t run into any major issues. I’m likely going to make sure that at the very least that All three levels, and major fixes will be available by Friday. Implementation shape shifting crates and jet-pack perk will depend on how smooth the development of them goes, and maybe reserved for another future update.

To all those playing, sending feedback, and uplifting comments, Thank you!

Cheers!
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