11/9/2019 – Art Influencing Gameplay

Before anyone lynches me for the somewhat pretentious and “My game is clearly important to society as a whole” title decision, allow me to just say that I wasn’t quite sure how to explain my thought process in regards to what’s happening here.

So I mentioned in my last couple of posts that I started a new project (Which I have been streaming on Twitch) and I seem to be spending more time making art assets than programming gameplay. That’s the stark opposite of what was happening when I was working on Bullet Hell Lane Shooter.

I’m making sprites for stuff, figure out how I want it to animate or move, and then just making the game based around that. It’s an interesting approach, because of which BHLS, I used generic shapes and then built the gameplay before doing anything art related. I’m not sure if the reasoning for this is due to the switch from 3D to 2D, or maybe my disdain for how shit BHLS looked. Everytime I showed off the game in Demo Days, it looked like programmer art; and the lack of artistic cohesiveness mixed with a low effort presentation just made it look like crap. Even though the gameplay was decent enough, the absence of “juice” just made everything feel unresponsive or uninteresting.

In this new game, because I’m done some of the art before hand, I can feel a closer attachment to the playable ship. It feels reactive, more natural, grounded even. It’s hard to describe.

But getting back to the title. When I started this project, I had the idea of a “Kart Racer in Space”. Therefore I went about making a basic ship sprite and had it move around Unity a bit. Then I made the ship rotate. After that I made it shoot stuff. Following that I decided to animate some exhausts for the ship to have it feel right, because otherwise the player ship just felt floaty and loose. At that point, I realised that trying to make a tightly controlled and responsive kart racer in space using the controls and movement that I had made; was a terrible idea.

Once I realised that, I decided to start goofing around and ended up deciding that having an open area was the best strategy going forward.

Subsequently, I’m still in a brainstorming phase where I’m trying to figure out if I want to make a top-down/side-on shooter similar to stuff like Galaga or Thunder Force, or make a Space Trucking Sim sticking to the over world entirely. To be frank, I’m leaning towards to latter as it might require less art.

So that’s where I’m at. Guess we’ll see where I end up. Stay tuned to my Twitch channel for now I guess.

-Adam

P.S. I will publish an Itch.io page for this game with a demo once I’ve added a few more things. The page is there, but there’s nothing on it right now and isn’t accessible publicly.

P.P.S. Should I get a Twitter account?

05/08/2019 – I Had An Eye Test Today

Nothing particularly interesting happened, but my prescription is gonna get a tiny bit stronger. Hopefully that means I’ll be able to read stuff a bit easier.

Also, another update on the new project.

I added some sprite animation for the thrusters. It looks better than I thought it would, although the ship still doesn’t look great. I also got it to shoot, with some help from someone in my Twitch chat.

Unfortunately, I have no idea what to do next because I don’t have a plan for the thing. So I’ll probably start brainstorming some ideas soon.

-Adam

P.S. WordPress’ new block system for making posts is both interesting and annoying, but it does let me do dumb shit like that, which looks cool.

P.P.S. I also watched Spaced. It’s alright, a bit dated in parts though.

30/07/2019 – New Project And Rebuilt Streaming Setup

I have begun a new project!

But this time I’ve decided to stream every time I work on it to help motivate me to finish it, as well as get immediate feedback.

So as you may know by the widget on the side of every page, I have a Twitch Channel. I haven’t streamed on it for a number of years, but now I’m back and streaming as often as I can. Most of the time it’s going to be games, but several times a week it will be this new project or something game dev related. Either way, you should follow me and maybe spread the link out so that more people can watch it, meaning I get more feedback.

I would appreciate it.

Watch Making A Space Game I Think, Kinda Just Goofing Around In Unity & Aseprite. from SGTADMAN on www.twitch.tv Watch Making A Space Game I Think, Kinda Just Goofing Around In Unity & Aseprite. from SGTADMAN on www.twitch.tv

Additionally, I haven’t made an itch.io page for this project yet, but I will update the blog when I do.

I will have a new Den post at some point in the future as well. Later.

-Adam

08/04/2019 – Bullet Hell Lane Shooter Has Been Shelved

You’ll find more information on this post.

So after the last post I made; I decided to rebuild most of my PC, do a fresh install of Windows, and reinstall a bunch of stuff. I’m now generally back up and running again and haven’t had too many issues with the upgrade (Except for Metro Exodus, which I’ll get to later).

But looking at BHLS, I decided that it would need to be rebuilt. And then I lost all motivation to rebuild it because frankly, Unity is a pain to deal with.

So today I’ve decided to completely wipe my whiteboard clean and start something new… Or get back to finishing my “Gaming Backlog Sorter” that I was working on at one point. Either way, Visual Studio is gonna get reinstalled. And maybe I’ll fiddle around with Godot. Maybe.

Getting back to Metro Exodus; it runs like shit. Even though I’m getting above 60FPS most of the time, the stuttering is insufferable. It makes playing the game really difficult. I managed to help it by moving the game to my SSD, but the issue still persists. The only real solution is to set the graphics settings on low. So I’m thinking it’s a texture streaming issue or something. Either way, it’s very annoying.

It also doesn’t help that the game really isn’t grabbing me at all. The stealth is awful, the AI is awful, the enemies are irritating to fight most of the time because the visual feedback and bullet sponginess is terrible, and the gunplay is crap. It’s desperately trying to be STALKER-like, but ends up eating it’s own identity to do so. Throw that in with the performance problems and the game just ends up being a real pain.

At least the gun customisation is neat. Pulling up to a encounter, pulling out the backpack, and then switching out parts to take advantage of the situation is one of the few parts I like.

And to end on a happy note: Resident Evil 2 and Devil May Cry 5 are really good games. Thank you Capcom for finally digging yourself out of that hole and making games people actually want.

That’s it for now. Don’t know when the next post will be, but I’m sure it’ll be a happier one.
I hope.

-Adam