07/12/2023 – Everything Is Broken

Last week was bloody terrible for me, and the entire month has been a bit shit. But I’m here to give you an update… After nearly two months of silence.

Upgrading & Breaking My PC

The big thing that’s happened since the last blog post is that I finally upgraded my PC. My old system was running a Ryzen 7 2700 and a GTX 1070. They’ve served me well the past few years, but as I’ve gotten more into 3D production, I’ve needed a lot more horsepower. Plus, I’ve been struggling to run a lot of games lately. And very recently, that GPU started becoming the minimum spec for a lot of new games. Anyway, the new CPU is a Ryzen 7 5800X3D and the GPU is a RTX 3060.

I went with the 5800X3D as I’ve heard nothing but good things about it, and it’s likely the best chip for the AM4 board. It’s also the last chip for the AM4 board. So if I do need to upgrade again in the future, it’s gonna be a full upgrade. I’ve definitely seen a performance improvement with it, and OBS is throwing up less of a shitfit when I stream games now.

Getting the chip in was more of a headache than I thought. First of all, it didn’t come with a new heatsink, so I had to use my old one, meaning I had to clean up all the thermal paste and re-apply it, using some old paste my dad dug up that was almost finished up. And then I remounted the fan, but without removing the motherboard from the case. I ended up with a solution where I took a few bits of non-static packaging and a tissue packet and used them to keep the rear bracket from falling out. It worked out in the end, but it took more work than I was originally expecting.

As for the RTX 3060, well with this, I can now do raytracing to a reasonable level. This will make material creation in Blender MUCH FASTER. Working on materials previously was a massive pain in the arse. Plus, it’s nice to know that I should be able to throw any mainstream game at this thing without issues, at least for the next few years.

I played around a bit with the raytracing stuff, mostly just messing with Minecraft and Quake II RTX. I might give Portal RTX a go at some point.

Getting the GPU in literally took 5 minutes and was probably the least painful part of this experience.

But anyway, the performance boost is really nice, and better productivity is always a good thing… Or it would be if EVERYTHING DIDN’T BREAK.

Shortly after getting my rig up and running again, my 4TB media drive which contains a lot of my video footage just straight up fucking broke. Inaccessible. There was about 3TB worth of stuff on there. I’m going to try and get it sent off to a repair place, but it’s likely going to cost me a fucking lot of money.

In the process of replacing parts, my PC was moved around a bit, among other things. This was likely to be the root cause of the problem.

Following this however, I decided to take advantage of the Black Friday deals and get myself two new SATA SSDs. One to replace the media drive, and the other to clone my documents folder.

It took a few days, but when I got them, I started by putting in the new media drive. I left it in for a few days before doing anything with it, and then decided to download a whole bunch of shit. And then it eventually stopped accepting downloading, and some of the files it did download were corrupted. Following that, I couldn’t access the drive at all.

But when I booted the machine the morning after, I could access the drive again, and all the files that had been downloaded properly were fine. The corrupted ones were still busted, but I just deleted those and re-downloaded them. So I’ve decided to just take it slow when downloading stuff to that drive.

I also cloned my documents drive onto another SSD, which for some reason didn’t work when I first tried the process, but did work the second time around. I waited a few days as this was during the issues with the new media drive, but this morning (5th December when I write this) I finally swapped it over.

It didn’t replace my original drive immediately; I had to go into disk management and change the drive letter from Q to F. Once I did that, it worked, but then the SSD I have for games was no longer showing up, so I restarted again, and Windows gave me a blank screen. One more restart later, and everything finally booted up properly.

However, that isn’t the end of this story. I still have a 2TB NVME SSD to install, which I will probably do later this week.

But this whole endeavour has ended up costing me A LOT of money. I don’t like begging for cash, but if you’re reading this and appreciate the game dev work I do or generally enjoy my streams, and have a few bob to spare, consider donating to me on Ko-Fi.

CyberSurfer Progress

A lot has actually changed in the past couple of months in regards to the project. Last time, I mentioned all the rail grinding stuff. Well, that’s actually been changed significantly. Using the Spline Utility part of the spline package, I’ve rebuilt the whole system so that it can finally follow curved rails, or bezier curve rails. There’s a video tutorial a little later in this post, but the results are much improved over what I previously had.

But the big thing that happened was the first public demo of the prototype. Here’s a video of me talking about it, alongside some other things.

The demo didn’t go over all too well with players. Most of the complaints were about the speed. Players didn’t like having to slow down for obstacles; the placement of them seemed poor; collisions were a bit messy; and so on. I didn’t get too many complaints about the game feel. The only complaint I got about the grinding was about how jumping between the rails kills your momentum, which is something I thought I fixed, but in further testing later on, when I increased the speed of the grinding, it became clear that it wasn’t fixed.

The game as it is now is quite different compared to the original GGJ game. Especially the aspect where the player can move however they want, compared to the original, where they were limited to only left and right. But that change brings about a very different form of level design, which I did not account for. However, instead of adapting to that change, I’ve decided to go back to the original idea of pushing the player down the track like in the original game.

However, this time, I will not be spewing waypoint triggers along the track in order to rotate the player. This time I’m going to use splines to create the track and rotate the player’s aiming based on it, similar to how I handle rail grinding.

After a bit of work, I can finally generate tracks from splines. In addition to this, I can generate colliders on the sides to keep the player within bounds. So now I can have non-flat tracks with the correct colliders. I haven’t fully tested the track generation, but it should be fine for most scenarios.

Well, when I say it’s not flat, I mean the track as a whole. But I am thinking about having the actual surface be curved, especially around corners, and maybe even having half- or full-pipe sections. But that’s going to require even more complicated programming, and I barely understand what I’m doing as is.

Finally, the rail grinding tutorial.

Pretty basic stuff. The differences with my old code were mostly the spline utilities stuff. I am calculating the direction of the player slightly differently. Instead of using the dot product, I’m calculating the angle between the player’s forward and the spline tangent (Read as: Forward) of the point of the spline the player is in contact with. It seems like it works better. There’s a GitHub repo linked in the description of the video if you’re interested in seeing the code.

With the track generation stuff in a good place, the next thing I’m likely going to be focusing on is level design. And following that, a lot more animation work. I’m not sure when I’ll be working on an overhauled trick system, but that’ll definitely be part of the upgrade.

VR Development

In preparation for 7DFPS, I decided to learn how to develop VR-specific stuff in Unity. Following their starter tutorials, I built myself a room and placed a few objects in it. Including a mirror.

The tutorial covers things like locomotion, grabbing objects, objects having correct physics, and socketing. The last one is the act of placing objects in specific places, like putting a hat on a hook or on top of my head, like in that image there.

It’s given me a good jumping-off point for learning how all of this works, although I must admit, it is a little jank in places.

7DFPS

Following that jumping-off point, I decided to get started on building the 7DFPS game. To give a general overview of the game I’m going for. Imagine Pistol Whip but with your own music, and the gun handling of Half-Life: Alyx. I mentioned it in one of the videos I linked previously.

But for my idea, I’m setting up a spline, splitting it up into a random number of sections, and turning each section in one of three directions. I should also note that each section is the same length. That’s just to make my life a bit easier. After that, I have the player use spline animate using the song’s duration as the total time it takes to traverse the spline.

To top it off, I spawn a few cubes to act as buildings along the sides of the path. In theory, these were meant to act as cover points, but as I’ve been working on it I’ve gotten a bit lazy, and now they’re just decorative. The enemy generation is soon to follow, but I haven’t quite gotten it to work yet.

What I just recently started working on is putting the gun in the game. It’s actually been easier than I thought to get the model and animations set up. It’s not fully done yet, but it’s getting there. Following that will be enemy spawning, enemy AI, and then finally loading in user tracks.

There’s still a lot to do, and as of writing this, I’ve still got about a week left until the originally set deadline. But it’s my understanding that it will be extended out to the end of the month, like last year. Hopefully that gives me enough time to really make this something worth people’s time. And hopefully enough to give it a decent amount of paint so it doesn’t look like a mess of placeholders like it currently does.

Well, there’s your update. I’m working on the year-end GOTY list stuff like I usually do; hopefully it’ll be more on-time this year compared to last time. But I still have more than half of it left to write, and I’ve still got games to play. So maybe don’t expect it in as much of a timely fashion as I hoped.

Till next time.

-Adam

09/10/2023 – Cybersurfer Update

Happy 11th birthday to the blog. It’s not that important of a milestone compared to last year, but worth noting nonetheless.

But let’s get to the real news:

I did mention this partial rewrite in the last blog post as the last post took so long to write (I was busy with stuff, not that the post was long) that some of the work was done. But now I can get into more detail.

The hoverboard is now a model on top of a collider, an upright capsule collider to be exact. Propulsion works in more or less the same way, but is currently fully controlled by the player. Furthermore, in my last iteration of the hoverboard, when turning, I had a part of the script that would animate the board’s model to tilt it when moving, giving it a more believable look. I’m just adding a smooth damp value to the model’s rotation based on the input. Here’s a code snippet:

Vector3 newRot = hoverboardModel.transform.localRotation.eulerAngles;
if (grounded)
{
    newRot.z = Mathf.SmoothDampAngle(newRot.z, input.x * rollTurnRotAngle, ref rollRotVelocity, turnRotSeekSpeed);
    //newRot.x = Mathf.SmoothDampAngle(newRot.x, slopeAngle, ref pitchRotVelocity, 0.05f);
    newRot.y = Mathf.SmoothDampAngle(newRot.y, 180f + (input.x * yawTurnRotAngle), ref yawRotVelocity, turnRotSeekSpeed);

hoverboardModel.transform.SetLocalPositionAndRotation(hoverboardModel.transform.localPosition, Quaternion.Euler(Vector3.Lerp(hoverboardModel.transform.eulerAngles, newRot, playerTurnTorque * Time.deltaTime)));
}

(I’ve highlighted the code because it’s hard to see with the dark theme)
I’ve continued with that feature and made further additions to it, which gives it a lot more of a snowboard turning look. That said, I’m not finished with it.

I played more games for research during the process of rewriting the code, and one of the games I played was Extreme G Racing. An interesting thing to note about the behaviour of that game is that the player has a very large turning circle. So large in fact, that it is very difficult to get the player to face the wrong direction as you’re more likely to collide into the sides than get the vehicle to turn around on the track. I might change the behaviour to match that at some point.

In regards to the physics, I do mention this in the video at the top: the player’s gravity is relative to them and not the global value. This is set to the normal of the surface they’re on. In theory, it helps keep the player connected to the surface they’re on a lot better and gives me more flexibility in terms of track design. Previously, I couldn’t create loops as the physics driven system I had previously would break and push the player away from the ground. And now I can make corkscrew and loop sections of track without issue.

Loop section.
Corkscrew section.

I’m really looking forward to making some new tracks with these mechanics; it’s certainly more interesting to look at than a flat track.

The big new thing is rails, and I didn’t really cover this in detail in the video, so I’ll be going into more depth about building it now.

My first attempt at this new version of rails involved making rails in Blender and then importing them into Unity, including even more CSV files with vertex points, and lining them up. As you can imagine this got very tedious extremely quickly and I began looking for alternatives.

Nothing to do with the text, I just thought this bug was funny.

I then updated Unity and began using its built-in spline tools to create the rails. As I said in the video, this worked great. But then I tried to use it with spline animate to have the player move on the things, and that’s where it fell apart. The camera was a jittery mess and the whole thing wasn’t smooth at all. So I deliberately made the splines linear instead of curves, then made a script that got all the waypoints on the line and used Vector3.MoveTowards to get the player to move along the rail path.

And it worked… Until I tried getting back on the rail to go in the opposite direction. This is when the trouble began. I had to figure out what direction the player was coming in from and their position on the rail. Plus some edge cases on top of that. This led to a lot of if statements, which I am not too happy with.

But as you can see, it did work. What came next was figuring out loop-de-loop rail sections. Which required further code changes and even more pain.

As you can see, the biggest issue was keeping the player upright properly while going through the loop. Unfortunately, I don’t really have a good solution for that problem with the system I’ve built. Someone did suggest to me pointing them up towards a point in the centre of the loop, but considering I’m going to arbitrarily build and place these rails, it seems like a lot of work, plus even more additional work if I edit anything thereafter.

I’ve been looking at the way other people and other games have built their rail grinding stuff, and more recent things seem to be using something similar to the spline animate system that the spline tools have built-in. So I may need to give it another chance and perhaps that’ll solve the issue.

One thing I am mostly happy with is the rail switching mechanic.

This took a lot longer to figure out, but the solution is quite simple in theory. When I’m on the rail and lean left or right, I shoot out a sphere cast (Spherical raycast) within a certain range to the left or right of the player. If it hits a rail, I then draw an arc from the player’s position to the hit position (Note that I said hit position, not spline track position). If the player then presses the jump button, I do a slerp using a sin wave to give it a curved arc. Here’s the code for that slerp:

private IEnumerator MoveToNextRail(RailSplineScript nextRailScript, Vector3 hitPoint)
{
    float timer = 0;
    float step = jumpTime / linePoints; //Line points refers to the number of points on the arc being drawn. More points = smoother arc.
    int i = 0;
    float progress = 0;
    Vector3 startPos = transform.position;
    while (progress < 1) //Should be using time progress, not number increments
    {
         progress = timer / jumpTime;
         transform.position = Vector3.Slerp(startPos, hitPoint, progress) + (transform.up * (jumpHeight * Mathf.Sin(progress * Mathf.PI)));
         timer += Time.deltaTime;
         yield return null;
    }
    transform.position = hitPoint;
    currentRailScript = nextRailScript;
    CalculateAndSetRailPos(); //Sets up some stuff for the spline points system mentioned earlier
    onRail = true;
}

It works pretty well; it’s not the smoothest looking thing in the world, but it does work. Although I suspect some of the issues with the smoothness have to do with the camera, which I will probably fix soon anyway. Another issue is just the positioning of the player themselves when they switch rails. They’re off-centre. It is a problem that eventually corrects itself as they keep going on the thing, but it is annoying.

But yeah, that’s the new stuff out of the way. As for improvements and what’s next, well here’s a list:

  • Fix the camera on rails
  • Change the rail system again and see if I can get spline animate working
  • Create tracks using the spline tool, minimising Blender usage for level creation
  • Create some levels using all the existing tools and mechanics (Demo!)
  • New character animations
  • Better foot placement on the board
  • Overhaul the trick system

I’m probably giving myself a lot more work to do than I’d like, but hopefully it works out. I really want this idea to work out. I’ve put so much time into it, and it’s really fun to just move around.

What Else Is Going On?

Well I did the WWII COD Marathon and it went alright. I gained some new followers out of it and some of them have hopped back into chat and such since. Wasn’t a massive gain, but whatever. The COD games I’ve never played before will be mentioned in the year end “ADMAN’s Den” post along with my usual top 10s, but I will say that I enjoyed WWII more than I thought I would, but it’s definitely got some issues.

I do want to do a highlight video for it, but honestly, after looking through the highlights for the first COD game, it’s very difficult to find clips that are worth putting in a video. I could make a death counter video, but I don’t think it would be that entertaining. So maybe what I’ll do is grab clips from all the games and shove them into one video instead of doing a video per game. More time spent in prep, but less time editing.

As I mentioned in the video at the top, Unity did something stupid, and now I’m finally in a position where I’m thinking of changing engines. But I want to do a video about the experience of learning new tools. However, since making the video, I’ve come to realise just how busy I am with all the videos I need to make and all the work that Cybersurfer still requires, and I think I might need to delay the original timeframe I wanted to work on it.

On that note, Rotaction needs to be updated soon, or it’s going to be pulled from the Google Play Store. Or at the very least, unavailable to download on modern phones. It will continue to be available on Itch.io, so don’t worry there. The deadline is November 1st, so I need to deal with that soon.

Another thing is back-porting the new hoverboard code into SandSurfer, and changing it to be an actual sand surfing board without all the hoverboard stuff. It’ll take some work, but hopefully it’ll be better than it currently is. But I have no idea when I’ll get a chance to work on it.

But that’s your update. Sorry for the radio silence, but that’s just how it is sometimes. I’ll probably post again once the demo is available for Demo Day. If I can get it working by then. Till next time.

-Adam

01/08/2023 – Cybersurfer?

It’s very early, but I need the feedback. This is Cybersurfer, a follow-up to my GGJ game SICKHACKS.root.

I’m not gonna retread the same things that are in the video, you can watch it yourself, but I do want to talk about what I want the game to be going forward as well as some of the games I’m gonna be looking at or re-looking at.

But as I said, I’m not terribly happy with where the project is at the minute. It plays OK, but it definitely feels like it’s lacking something. Plus the physics driven hoverboard is now more of a hinderance as I look towards different level design aspects. Specifically verticality. The game Distance as well as Wipeout are my two points of reference in terms of what kind of level design I want.


And here’s where I have to admit that I took too long writing this blog post that everything in that video and previously written is now outdated.

Following the that video, I did another stream where I played a handful of games and made notes about various aspects of them, and how they handled the same problems I was having. It was a very informative stream and helped me realise that I was trying to over design everything.

And now, as I’m writing this, the whole physics driven hoverboard system has been scrapped. And the spline based system that I attempted to follow it with has also been scrapped.

The new system is fairly simple, a player model on top of a collider acting as a cushion of air. I’ve ditched the waypoint system, and instead I’m just letting the player control their forward speed and turning themselves, and it’s working out pretty well now. On top of that, I have a bit of rotation to the player model when they turn and a sine wave to make the model bob up and down like they’re on a hoverboard.

It’s a night and day difference and a definite improvement.

Next up is getting the player to stick to the track regardless of the verticality of said track. I’m using Distance’s magnetism as a reference here. My plan is just use a downward force while grounded, and magnetise the player to surface once they get close enough. I suspect it’s going to be more difficult than I’m envisioning though.

Learning To Rig

I recently had a Twitch stream where I taught myself how to rig a robotic arm model.

It’s a very basic model with some problems due to some of the ways I was trying to rig it, but once I figured out the issues it was too late to re-do the model. However, the animation side of things turned out alright.

The next stage of this is getting more familiar with IK stuff as well as other bone constraint systems.

YouTube Content & Future Plans?

Demo Day 51 happened, and although I did not submit a demo, I did stream other people’s demos and provided as much feedback as I could. Here’s the playlist. I do want to get more content on to my channel as it would likely help my Twitch performance, but it’s difficult to find the time to make stuff that would be palettable.

YouTube’s algorithms prefer shorter videos, so uploading whole VODs would probably be a bad idea, but I could cut down my playthroughs into highlights. But requires time I just don’t really have, either to watch 30 to 60+ hour playthroughs to find stuff worth putting it, or to find time to edit it down. But I think I’m gonna be forced into doing it because I am at the absolute mercy of the algorithm gods.

As for future plans, well it’s coming up to the 78th anniversary of the end of WWII, and I want to commemorate it by playing through all of the WWII Call Of Duty games. Those being COD 1-3, World At War, Finest Hour, Big Red One, and WWII. I’ll probably using that stream as the experiment for creating highlights for YouTube, alongside uploading the VODs of it, possibly. Either way, the playthroughs will be available in my Twitch collections page as per usual.

That’s it for the time being. There’s probably more I’m forgetting to mention, but I took so long in writing this blog post it’s better just to move on. I’ll see you next time.

-Adam

ADMAN’s Den: January – June 2023

It’s that time a again, a full dive into most of the things I’ve been playing and watching in the past six months. And as a reminder, I write this over a period of months (Although in this one’s case about a week or so) and as such the language may be a little disjointed in places.

Metal Gear Solid: Portable Ops

Portable Ops is one of the few Metal Gear games I’ve never played. It takes place post-MGS3 and has the player explore bases in South America.

Let’s get this out the way, I don’t like this game. The controls are terrible, and don’t hold up at all. CQC is broken at times and grabbing enemies just outright breaks at times. By default the game runs at 20FPS, but you can mod it to be 60FPS.

The stamina system really limits your ability to explore levels, and is only restored with rations. It’s designed this way because it wants you to switch characters and place them throughout the level, which you need to do to effectively recruit people. Unlike PeaceWalker and MGSV, if you want to recruit people you need to knock them out and then drag them to a truck near the start of the level. And if that sounds tedious, it is. But there is a way around it, place your teammates at various points on the map and then drag the enemies to them and then there’s a Codec number you can call that will auto-collect them. It still sucks though.

But the thing that really gets my goat, is how uninspired the boss fights are. They’re all bullet spongy shooting fests with no puzzle to it at all. And they’re ruthless at doing damage to you. To make matters worse, you get thrown into levels thinking they’re gonna be a sneaking mission, but then you get thrown into a boss fight completely unprepared and with the wrong equipment.

Story-wise, it’s semi-interesting, but it’s also lacking the depth that something like PeaceWalker would go on to improve on. The amount of voiced dialogue is fairly minimal, but that’s not surprising considering it’s a PSP game.

I’m still getting through it, more or less forcing myself through it, but I’ll and finish it soon. I’m also streaming it, so keep an eye on the my Twitch channel.

Like A Dragon: Ishin (Kiwami)

Ishin has finally released in English. People are finally going to understand why it’s so good. Or they would if it weren’t for the problems.

You play as Sakamoto Ryouma, who is a fairly famous historical figure in Japan who was assassinated. In real history, he helped end the Edo period and bring in the Meiji Restoration turning Japan into a modern empire. Well following the events in this game, after the events in the beginning, he assumes the identity of Saito Hajime (Who was a real Shinsengumi member) and joins the Shinsengumi in order to find the culprit to the murder of his mentor.

The new visuals are nice for the most part, generally sharper. A lot of the characters have been replaced with characters from Zero and 7, which actually ends up spoiling a lot of stuff in the long run, but fun to see them nonetheless.

Getting to do a lot of the side quests for the first time is great, there’s a lot of ones I missed my first time through because of the language barrier, plus a bunch of side activities like the second home things that I never touched in my original playthrough. Plus I get some additional context for the stuff I did previously see.

The card system from the underground dungeon segment from the original has been greatly expanded upon and is now available in all battles. Although I like the powers, the whole game has been rebalanced around them, and now battles feature significantly more powerful enemies and are tougher overall as a result. Combat in general is not as great as the original Ishin. It’s much slower and input lag is prevalent, the latter byproduct of using Unreal Engine no doubt.

Other things they’ve changed is how much money you get from various activities and the value of items that you pawn. They’ve definitely taken off a couple of digits from a lot of items, especially the platinum plates that you win from the gambling mini-games. It means there’s a lot more grinding for cash now. One exploit, which is now patched, was that chicken races could be started without actually spending your money. I used that to earn a considerable amount of cash, but a day or two later the patch came in. But I got the sword upgrades I needed, so no big deal I suppose. Leveling is also slower, but it’s not that big of a problem as you can get items to boost that.

One last point on the visuals, some cutscenes have changed due to a difference in particle effects. If I say “Bathhouse scene” you’ll know what I’m talking about, and that specific scene is drastically worse than the original.

As negative as I might seem, I still like this game. I’m glad it finally came out in English and I’m glad I got to see all the content I missed. But it is a lesser version than the original PS4 version, and if you speak Japanese I would recommend getting that version instead. You can watch my full playthrough here.

I Expect You To Die

Been a while since I had a VR game on one of these posts. “I Expect You To Die” is an Escape Room style game where you play as a spy trying to thwart an international conspiracy. It’s very slapstick though, which is appropriate for VR. The opening song is fantastic too.

The puzzles are very entertaining, with multiple ways of solving them, and even some different escape routes for some of them. A favourite level of mine was the one where you’re in an underwater escape pod as various things start to break and you have to react quickly to seal broken windows or stop fires. Plus there’s a draw filled with grenades.

The puzzles definitely get harder as the game goes on, although I would chalk up a lot of the difficulty to the hints being more subtle.

I had a great time with this, I might play the next two when I can afford them. Also, I did stream this and you can watch the playthrough here.

Valkyrie Drive -BHIKKHUNI-

I wouldn’t normally talk about games like this on the blog because I don’t want people to think I’m some kind of degenerate, but there’s also not that many games to talk about.

It’s about girls with a virus that causes them to turn into weapons, and the best way of suppressing it is for them to beat the shit out of each other. It’s from the same people as Senran Kagura.

PLOT and BACKSTORY are represented well, all the girls are well equipped in that regard. But the actual plot is boring, and that’s mostly due to the characters. They’re just boring. You’ve got two sisters who are closer than anyone should be comfortable with, a stupidly powerful girl that the game hypes up a lot, a moody girl that doesn’t like anyone, a tryhard, a rival to the powerful girl, and finally a girl who just eats a lot and is 6 feet tall.

There’s nothing really special about any of them and their personalities don’t really develop at all. I’m trying to follow the story, but I feel like skipping the cutscenes more often than not because they’re long and visually uninteresting.

Combat is decent, but I’d say about half of the characters are not fun to play. Rinka and Viola play fairly well, but Mana is fucking awful. She uses a bow and her melee attacks are pathetic, but her ranged attacks are slow and do little damage. She is dreadful to play and I loathe the levels that require her.

But the general combat revolves around air juggling for the most part. You charge your jump to dash forward and then use a launch move to get them in the air and then charge jump again to chase after them in a way that stuns them, or press launch again to close the gap with a different combo.

Customisation is a pretty big thing in these types of games of course, lots of outfits you can have the girls wear. But it seems fairly limited here, with a lot of items likely being behind bonus modes. And if you want to use a character’s outfit on someone else, you have to do a mini-game to boost your bond with them, and then you can use it. The process is a bit tedious.

I’m gonna try and finish it, but it’s something I play when I have free time in the morning.

Lost Planet

I’ve always had a weird interest in the original Lost Planet. There’s just something about fighting giant monsters to gather a key resource that you need to live is just kinda interesting to me. I don’t really care about the plot, it’s something about the main character wanting to kill the monsters because they killed his dad or something, plus a bunch of other colonisation/terraforming related shenanigans.

But who cares about that shit, shooting giant monsters with mechs is pretty fun. I like how the game just lets you jump in and out of them at will and you can swap out the weapons they’re using. The only downside is that they don’t really last all that long, and for a couple of boss fights they’re required, but it needs up being more difficult than other fights.

You get a grappling hook too, but it’s not like Just Cause. You can’t just grapple everything and go anywhere. The levels are quite linear, so the amount of places they’ll let you grapple to is pretty minimal, but you can use it on enemies and dropkick them on arrival. So that’s neat.

The biggest gripe with the game are the checkpoints, and no, the little stations you mash a button for are not checkpoints. Not always anyway. The actual checkpoints are fairly far apart from each other, often more than 5 minutes apart. It wouldn’t be so bad if it wasn’t for the game’s habit of randomly killing you.

But I’ll end on a nice note, the performance is fantastic. I hit the max FPS of 120 pretty much constantly. The benchmark mode with the unlocked FPS would hit near enough 300 FPS. Good stuff, but it’s also a game from 2006, so probably not unexpected.

Ghostwire: Tokyo

Well this was a disappointment. Well, it’s not completely terrible, but there’s a lot I don’t like. But let’s get the biggest complaint out the way; the game is boring. Just fucking dull. The majority of the game is so by-the-book Ubisoft open world design that it’s painful. The map is full of icons and there’s a crap load of pointless collectables. And none of that stuff is even remotely scary or unnerving.

The best way for me to describe the game is that it’s a lesser Far Cry 3 with Yokai and Ghosts. But the combat is worse, much worse, and very repetitive. The level of combat variety you can expect is 3 different elemental powers and a few different ways of shooting them out your hand. But all the enemies are damage sponges, so expect to be fighting them a Hell of a lot.

The boss fights are a joke, extremely easy fights that usually rely on the single mechanic to defeat them. While I was playing I had a “Is that it?” reaction to a couple of them.

As for the story, everyone but the player gets spirited away in some fog and the bad guy kidnaps the main character’s sister. And I kinda stopped caring beyond that. I’m not sure what about made me stop giving a shit, but I honestly couldn’t give less of a damn if I tried.

Last thing I’ll complain about, the performance isn’t great. My PC is getting on in years admittedly, but even on the lowest of settings with FSR enabled, keeping the game above 60FPS is near impossible. Indoor environments notwithstanding, being out the city leads to a lot stuttering in and out of combat and general playability is pretty bad. The FoV also requires a mod to be changed.

But let’s talk about some of the good stuff to end on. There are some interesting segments, but they are short and not super in-depth. Most of them take place inside building and such, with a lot of non-Euclidean geometry and creepy imagery oozing from the walls.

There’s a reoccurring environment of a labyrinth city, where streets and stuff go off in all directions and you have to navigate it using the limited and pretty poor platforming mechanics. But visually it’s quite interesting.

Photo mode can be fun at least.

The second memorable section, which if I remember correctly is completely optional, is a section inside of a high school. You’re basically helping out the ghosts of an occult club solve a mystery of why crazy things are happening around a school. The dark corridors, echoing sounds, and the lack of escape routes really makes the section way scarier than anything else in the game.

To top it off, there’s a anatomical model that follows you around during a part of the section and you have to keep looking at it to stop it from chasing you. Probably the most interesting mechanic the game offers.

The bad news is that the whole section lasts for about an hour and there’s nothing else like it for the rest of the game.

Overall, disappointing and under-delivers on the idea that it could have been. I kinda wish I had played it on Game Pass instead of buying it. You can watch my full playthrough here.

Hi-Fi Rush

From one Tango Gameworks game to another, except this one is actually good and not disappointing in the slightest.

It’s a rhythm-based action game where you fight robots and bosses in-time to the music. And the key thing here is, everything is synced up to the music. Attacks, jumps, everything. That sounds like a pain in the arse, but they’ve taken a different approach with it. Your attacks are timed with the music, regardless of whether you are. But you are graded on whether or not you can keep the timing yourself. The timing windows are pretty damn big however, and on top of that there are a bunch of accessibility options if you need them. Although I didn’t.

The combat works very well, there’s a good amount of combos plus you can call in a teammate for some additional attacks. Plus you get a grappling hook, which is always nice as it lets you close the distance. The battle rankings are bit off at times, if you don’t rely on teammates to help perform special attacks or get really good at parrying, your rank will never really get above a B. It’s not a big deal however.

The boss fights are definitely a highlight, barring the first and last fights, they all focus on different mechanics or present themselves in a non-standard way. For one fight, you’re combating a giant animal mech, and then after damaging it enough, the pilot gets out and you can damage them normally, plus some additional bits like some laser dodging. Then another boss is just the two of you walking in a circle talking and a beat memorisation sequence pops up and you have to beat that correctly to continue the conversation.

I understood this reference.

If I was going to complain about the combat, I might give grief about some of the enemies. Especially the samurai type of enemies. Their attacks are instant and it’s hard to pay attention to when they’re going to attack while you’re surrounded by other enemies. Plus, their Sequence Attack is longest and most difficult of any enemy type in the game. That said, the bird type enemy is also a pain the backside because it relies heavily on getting your parries right.

For my last few points, the visuals and music. They’re both fantastic. Unfortunately due to the fact I was streaming the game, I had to play with Streamer Mode on, which removed all the licensed music. A shame, but the non-licensed music is still really damn good. The visuals are pretty much on-point. The characters are very expressive, and the cartoon look really pops on the screen with text-effects and various other VFX that does a substantial job selling the style.

Easily one of my favourite games of the year. You can watch my full playthrough here.

Wo Long: Fallen Dynasty

Imagine Nioh but in China. That’s the basic premise behind Wo Long, albeit with some streamlining.

Team Ninja of course doing some great work when it comes to the combat here. It’s snappy and mostly responsive. They’ve doubled-down on parrying, goes for a Sekiro-style reflect system. More or less every attack can be reflected away, staggering the enemy and buffing you, and once it reaches a certain point you can stagger them and deliver a critical hit.

It’s a good system for the most part, but the reflection timing is a bit whack, I often getting mistimed or it doesn’t work at all. On top of all that, each weapon has martial arts assigned to it, which is a special attack. The spirit animal system returns, but works very differently now. Some provide attacks and others produce an area of effect healing pool. An interesting change. The archery and magic mechanics are also present and work very similarly to Nioh.

The photo mode seems neat.

The loot, leveling, and other systems are much more streamlined compared to Nioh. I don’t mind it so much because there was a lot of shit to do Nioh, so trimming it back a bit so I can focus on the gameplay more than the menus is preferable to me. On that note, you no longer go back to a hub menu between missions now and just start the next mission immediately, but you can travel to and from side missions from the “bonfire” equivalents and it will remember your progress on the main mission when you come back. It’s a nice improvement, but it also means I need to remember to occasionally check for side missions.

Whereas the enemies in Nioh were based on Japanese mythology, Wo Long is of course based on Chinese mythology. Unfortunately, I’m nowhere as familiar with the monster types, but some of them are really grotesque. Stuff like multiple headed birds, mutated tigers, and so on.

My last point is on the morale system. Defeating enemies, finding flag points, and even doing parries on bosses special attacks all raise a morale meter. This meter determines how easy or difficult an enemy will be. What this means in real terms is, the more exploring you do of a level, the more damage you’ll do to the boss at the end of it. This can be a bit of a double-edged sword though, as it can make some bosses an absolute joke. You also have AI NPCs you can recruit to help in the levels which also greatly lessen the difficulty. However, I don’t mind this so much. It helps the pacing a lot.

My character.

I’m still quite early with the game, I’m struggling to find the time to sit down and play it. But considering I’m playing it through Game Pass, I really should get my time with it before it gets rotated out.

Planet Of Lana

Bit of a tailend entry here, I literally played it the week of me trying to finish and publish this post. It’s puzzle platformer much in the style of LIMBO and Inside. The player character’s village gets abducted by what seems to be alien robots, and the player’s goal is to get his village back. Along the way you meet a four-legged black blob with weird powers.

I didn’t take too many screenshots, but I can assure you it’s a very pretty game. It’s a mix of drawn art and 3D models, blended together really well. A lot of colour too, with a good consideration towards of the colour pallette. The animations of the enemy robots are also very well done. The sound design is quite strong too, with some excellent atmospheric sounds.

It’s a fairly short game, so keep that in mind if you’re thinking of buying it. I got it off Game Pass alongside other stuff, so I’m less bothered. You can see my full playthrough here.

Other Stuff I Played:

Rollerdrome

Jet Set Radio with guns and also an arena shooter. The gameplay is pretty solid, pulling off tricks is fun and it flows well once you get the hang of it. But it might be a little fiddly at first. And the art style is great too.

GrimGrimoire: OnceMore

A remake of an early Vanillaware game. If you’re familiar with them, you should already know that you’re going to greeted by a very rich art style. That said, the gameplay was not what I was expecting. At its core, it’s a tower defence game with resource and unit management, but you play against AI that is also managing its own towers and resources. So it’s basically a MOBA without the hero characters. I’ll keep chipping at it, but I would have preferred this game on PC rather than PS4.

Henry Stickmin Collection

I saw gameplay of this game a while back when a bunch of VTubers were playing it and got curious. It harkens back to an era of Flash games that I haven’t thought about in years. It’s got some pretty good comedy, and a lot of memes from the 2000s up to more recent years. A lot of the fail states are hilarious, and some of the options that you think would be illogical end up being the right choice for the puzzle. It does have some severe technical problems though, it crashed an alarming amount of times for me, which is a shame. Otherwise, I really enjoyed it.

Midnight Fight Express

Moderately enjoyable brawler. Takes a lot from the Batman games in terms of combat, and a tiny bit of Yakuza. Lots of parrying, picking up and using weapons, etc. Standard stuff. I did change the control scheme because what it’s set to by default isn’t great. I did find the combat to be repetitive after a while. There’s a good amount of character customisation, but requires the player to complete challenges to get the best stuff, but you have to replay the levels to get information on what those challenges are.

The game generates .gifs for some of your more “Interesting moments” while playing, but it my experience, it mostly just records fuck ups or nothing particularly special.

Prodeus

I’m having a hard time calling this a “Boomer Shooter”. It doesn’t feel retro. Some weapons have Aim Down Sight mechanics, there’s mid-level checkpoints, plus a generally modern feel. It’s pixelated look is the only old looking thing about it. The gore is pretty good, you basically paint the walls red, which helps with navigation a lot. I say that because the levels are very similar looking and there’s a lack of colour contrast or even colour variation in general. My last point is on the weapons, they sound good, but I think their very plain. Not much creativity so far. You get a pistol, a couple of shotguns, a rocket launcher, and some kind of rail gun. They’re not bad, but it’s pretty standard. DOOM Eternal managed to provide some alternative versions of its arsenal, especially its Super-Shotgun having a grappling hook. There’s nothing like that here so far.

Slayers X: Terminal Aftermath: Vengeance of the Slayer

This is related to another game called Hypnospace Outlaw, which I haven’t played. This is another old-school styled shooter, similar to Duke3D. I’ll be honest, it’s trying to look like shit and it succeeds. But it is also just kind of shit. It’s a boring game. The weapons are creative at least. You get a shotgun that fires glass shards and a crossbow that throws cans of explosive sludge. I’m not gonna keep playing this.

Touhou Luna Nights

Another late entry on to this blog post. I should start by saying that I know nothing about the Touhou games and characters. My friend knows a bit about the series, so I generally chat to him about characters in this. Anyway, you play as a maid named Sakuya who has time stopping powers and it’s a Metroidvania type of game. The platforming isn’t easy, there’s a lot of stuff that can damage you and there are even flying enemies that refuse to die that can interfere with your platforming. Enemy variety is pretty good though. You don’t get any new main weapons, but you get a few abilities that use up MP. And finally the boss fights are very damn difficult, but my understanding is that’s pretty standard for a Touhou game.

Distance

I played this for research for one of my projects, but it has been on my backlog for quite a period of time. It’s similar to Trackmania where you’re a car on a track with checkpoints, but then it adds weird horror elements and a story into the mix. Well that, and a bunch of track hazards and a focus on doing acrobatics in a car. I had fun with it though, and got a good amount of ideas for the game I’m working on.

Anime Corner:

Tomo-chan wa Onnanoko!

Quite a while ago now, the manga for this was reasonably popular. Then several hiatuses and the ending happened, and everyone more or less forgot about it; barring a handful of nutters demanding an anime for it. Well someone must have listened to them, because here we are. And you know what? It’s actually a pretty good adaptation. The animation has some dodgy bits here and there, but the characters are still fun and the voice acting is well done. Rie Takahashi does a good job as Tomo.

This is also a rare adaptation where it tells the whole story, and even improves the ending. In the manga it’s a very sudden single page affair, but here it pads it out a bit and improves both the context and the timing. Honestly, if you never read the manga for it originally, give it a shot. Hell, watch it even if you did, it’s a pretty good time. Misuzu is still great.

NieR:Automata Ver1.1a

Now this is a weird one. Automata was already a strange game with odd side stories and anecdotes. The anime doubles-down on that and adds even more, including adapting the manga chapters that are a prequel for A2 and explain her backstory. 2B looks excellent in 2D and it’s telling the story in a very interesting way. Unfortunately, only 7 episodes have aired and is currently on hiatus.

Kaminaki Sekai no Kamisama Katsudou

I don’t like Isekai… But, this show, really fucking interesting. Main character is the son of a cult leader and is sacrificed to the cult’s god. While he’s in a process of drowning, he asks to be reincarnated into a world where gods don’t exist. And so he does. The show has an interesting world, and some of the worst 3DCGI I’ve seen. But you know what? I don’t care. The show is absolutely hilarious, and it seems like the animators know it. They’ve got no budget and they don’t care. They’ll tell entire scenes in pixel art and still frames and it’ll get the point across just fine. I’d recommend giving it a look if you’re a fan of “So bad, it’s good” anime.

Other Things?

Threads

Jesus Christ, this movie is unnerving. It’s an extremely pessimistic view on Britain’s precautions and reaction to nuclear war, and shows the consequences thereof. Even for a movie from the 80s, the practical effects hold up quite well. My understanding is that Sheffield council gave them free-range to go to town on a street they were looking to demolish anyway. And they did. There’s images of destroyed houses, the whole street on fire, and so on. The make-up for people suffering from burns and radiation is also very well made. And that’s just from the nuke going off.

The rest of the film covers having to live life in a country basically sent back to the Victorian times, with little to no electricity, limited food, no fuel for cars or other machines, etc. That aspect, watching the world go to pot, makes me really uncomfortable. I ended up looking up an episode of a show called QED called “A Guide To Armageddon”, which is predecessor to this film and goes over the government’s nuclear war strategy and describes in detail why it’s in adequate. And now I want to see an even older film called “The War Game”, which is very similar to Threads, but was never aired on television back when it was originally made.

I cannot stop thinking about the things I saw in this film. Very few films have ever unsettled me like this.

Right, that’s it from me until December/January. GOTY is gonna be interesting this year, that’s for sure. And normal blog posts will resume soon.

ADMAN

04/05/2023 – Demo Day 50

I haven’t made a post in a while, but I’m back, and with a new demo for Sand Surfer. There’s been a few changes to it, mostly focusing on the player character and smoothing out all of the movement and playability of it.

The bow now has proper animations, and a better aiming system. The movement feels a lot better. Jumping has been fixed. The player can now slide by crouching while running, and so on.

Considering that I don’t get anywhere near enough time I would like to actually work on this thing, I’d say the progress is somewhat decent. But now it’s going back on the back burner so I can work on “CyberSurfer”, a derivative of SICKHACKS.root, my game from Global Game Jam earlier this year.

CyberSurfer will be my next main game project, and I’m gonna try and really get this one out into the mainstream more. Not sure how, but I’ll probably have to start shilling much harder.

In other news, my shotgun asset pack was rejected from the Unity asset store and I’ve yet to receive any reply to my request for more information. However, I have decided to sell it anyway on other storefronts.

It’s on Itch.io (Link above) as well as my Ko-Fi Store. I will try to expand on the Unity asset when I can and re-submit it when I’ve done that, but there’s only so much I can do.

But while I’m here, I’ll explain why it was rejected; it was “Too Simple”. No elaboration on that point whatsoever. Didn’t tell me what I needed to add or what was unsatisfactory. Companies do this shit a lot these days and it’s been driving me mad. Vagueness. Deliberately refusing to provide detail or specifics and then using that as justification to reject, ban, or otherwise punish customers and developers.

I don’t like it, and you’re seeing it a lot. Throw in power-tripping jackasses without even a modicum of personal responsibility to not abuse it or use rational thought to understand what people are actually saying, and the whole thing gets worse. Ever had to deal with shitty forum moderators? While they got a significant promotion and are now ruining the Internet at large.

Anyway, my ranting aside, you can now use those shotguns in your game if you want to.

Next up, I put out a new Blender/Unity tutorial.

I’m cooking up another one on Skyboxes and after that, I’ll be making a tutorial on materials from Blender into Unity in both URP and HDRP.

Outside of game dev and other projects, I went to Belfast for the first time in 3 years. It’s changed a bit, a lot of the shops are different. I had Yakitori for the first time, there was Japanese fast food place that did it, although I’d struggle to call it fast food as it took quite a while to come out, I almost finished my meal by the time my friend got his. But if I went back, I’d probably get some of the larger items like the Katsu curry bowl.

While I was in Belfast, I had a list of things I wanted to get. The first item was a new backpack, my old one has had a hole in it for some time (Which I did patch up pretty well) but I decided that I should replace it. Got a nice one from a surplus store. Next on my list was a Swiss Army Knife. I was intending to get one when I turned 18, but I never got around to it, but I have one now. It’s quite stiff getting some of the tools out. The knife is sharp, very sharp, as the cuts on my hands currently might suggest.

The last thing on my list was straight razor, which I forgot about. So instead I went to CeX and got some more Xbox games for my collection. Dead Or Alive 3 and Call Of Duty: Finest Hour are the two big ones, plus the game for the 4th Harry Potter book. I’m trying to get a full collection of those games, but it’s gonna take a while, and likely get expensive. I also bought some anime, Haibane Renmei and 5cm Per Second.

And for the actual reason I went to Belfast: I saw the Mario film. It’s OK. It’s a kids movie and it’s fairly inoffensive. My only issue with it is Peach being overly “Kick-ass”, to the point where I wonder what her character arc is even supposed to be. Bowser’s maddening love of her gets a bit weird too, but that might just be Jack Black’s portrayal. Not that I have anything against the man.

That’s it for now. Reminder that I stream on Twitch most days of the week during daytime hours, so check that out. Till next time.

-Adam