25/04/2022 – Rotation & Action

Happy St. George’s Day.

I’ve been working on another new game, although for justifiable reasons this this. Having made a bunch of game templates within Unity, I decided I should maybe try and make something with it. I had a small idea while ago while replaying one of my favourite games, Everyday Shooter, and thought about making a top-down shooter. But I also wanted to put it on my phone so I figured I should keep the controls simple. Around the same time, I was working on Global Game Jam and wanted to make an Ikaruga style game with colour switching, but as you now know, never happened. But I kept the idea.

And now I present, the new game.

It’s a rotating action game with colour switching as its core mechanic. Additionally, it has arcade style scoring. I’m quite pleased with how it’s coming along. There’s still work to be done, but getting it up to this point was surprisingly fast.

I do have a demo in the works (There’s a HTML version on the currently private Itch.io page), but I’m having difficulty getting the game on the intended platform I wanted it on, phones. Specifically, I can’t get Unity to build to an APK so I can test the game. Just to add insult to injury, the errors I get mostly amount to “Gradle Failed: 4 Errors” and then doesn’t elaborate. It’s infuriating.

I’m looking into solutions, but I’m getting rather pissed off at it. But I’ll keep working on it regardless.

On the plus side, I’ve learnt a lot about exporting and importing packages into Unity, and figuring out what dependencies I need for what game type. So when I eventually release the templates onto the world, it should be a smoother experience.

But just to cover some pros and cons: The templates can be somewhat rigid to work with and depending on what you’re doing may require a lot of additional work and changes. With this game, there’s a lot of stuff I needed to change in regards to what happens with collisions and I’m probably going to need to make adjustments to the spawning code as well. But on the positive side, I have saved days in figuring out various systems for things like aiming and spawning. Overall, I am fairly OK with the practical implementation, but at the same time, I’m curious as to how someone who has no knowledge with the codebase would use these templates.

Now, you maybe wondering what happened to making something with Stride. Unfortunately, I just could not get the engine to play nice. I tried my hardest to load the demo projects as well as empty projects, and it error out each time. And that’s a shame because I was really looking forward to using something other than Unity for once and getting stuck into a new IDE, and finally freeing myself of the chains of proprietary software. Alas it was not meant to be. So I’ll either wait or look into other engines. Not Godot though, that’s just awful to use.

That’s pretty much it from me. As always, you can find me streaming on Twitch. Lately I’ve been using my VRoid model in place of a webcam to see if it interests more viewers and change things up a bit. That model still needs more work though, it’s really ugly in places and desperately needs better textures.

See you next time.