* Rethinking how I handle colors so that enemies are more legible
* Watched a lot of longplays of various railshooters for inspiration
#shaders #creativeCode #gamedev
* Rethinking how I handle colors so that enemies are more legible
* Watched a lot of longplays of various railshooters for inspiration
#shaders #creativeCode #gamedev
Fixing up some bugs in the "dent" system and making it's colors effect more intense - it used to not even show up on brighter/whiter wireframes
#shaders #unity #screenshotsaturday
Fixing up some bugs in the "dent" system and making it's colors effect more intense - it used to not even show up on brighter/whiter wireframes
#shaders #unity #screenshotsaturday
Toying with ways to make enemies more legible from the background.
Toying with ways to make enemies more legible from the background.
Working on making it performant, but it's starting to come together
Working on making it performant, but it's starting to come together
Only had about 30 minutes to do some enemy detail/optimization tweaks, so here's various screenshots.
Only had about 30 minutes to do some enemy detail/optimization tweaks, so here's various screenshots.
Testing a triangle shield in the wild. The previous version had the positioning system all messed up once the tunnel moved, so had to tidy that up. Popped it on the snake to make sure it's working.
Testing a triangle shield in the wild. The previous version had the positioning system all messed up once the tunnel moved, so had to tidy that up. Popped it on the snake to make sure it's working.
Starting to get the world to transition between background presets
Starting to get the world to transition between background presets
After adjusting several visual themes for a couple hours I took that learning back to my default theme and started to get some more variety out of it and some glowing light looks
After adjusting several visual themes for a couple hours I took that learning back to my default theme and started to get some more variety out of it and some glowing light looks
Theme mixing and randomization tools. Setting up to get more variety.
Theme mixing and randomization tools. Setting up to get more variety.
* Advanced enemy destruction debris effects
* Heavy work on enemy spawning and movement
* Advanced enemy destruction debris effects
* Heavy work on enemy spawning and movement
Prototyping a new shield enemy that's meant to protect other enemies. It has a weak point on the front that you can access if you take down the regenerating shield. Or you can shoot it in the butt while it's resting, you monster.
Prototyping a new shield enemy that's meant to protect other enemies. It has a weak point on the front that you can access if you take down the regenerating shield. Or you can shoot it in the butt while it's resting, you monster.
Tues: 10.5 hours in Unity, but not on my own project
Weds: 10 hours in Unity, but not on my own project
Today:
* Updated production plan priorities for the current goal: Get content to make a trailer to make a Steam page
* Set up some "good enough" visuals for the shield lock targets
Tues: 10.5 hours in Unity, but not on my own project
Weds: 10 hours in Unity, but not on my own project
Today:
* Updated production plan priorities for the current goal: Get content to make a trailer to make a Steam page
* Set up some "good enough" visuals for the shield lock targets
Shield enemy shield has locks on it that when you break them they automatically destroy the shield. Or you can just shoot down the shield.
Shield enemy shield has locks on it that when you break them they automatically destroy the shield. Or you can just shoot down the shield.
Performance seems passable. About ready to get back to figuring out enemy visuals. Then it's graphic design/UI time.
I've got until the end of the month to experiment with art.
When that's figured out, I can sync it up with the previous game-mechanics prototype.
Performance seems passable. About ready to get back to figuring out enemy visuals. Then it's graphic design/UI time.
I've got until the end of the month to experiment with art.
When that's figured out, I can sync it up with the previous game-mechanics prototype.
* Awkwardly putting my new Blender learnings to use
* Some depth of field tweaks to work better with the rail system
* Awkwardly putting my new Blender learnings to use
* Some depth of field tweaks to work better with the rail system
[Original post on aus.social]
[Original post on aus.social]
Theme randomizer tools!
Theme randomizer tools!
Transitioning from experimentation mode to production mode. Setting up, fixing, and improving the tools to create new visual themes.
Transitioning from experimentation mode to production mode. Setting up, fixing, and improving the tools to create new visual themes.
Improved enemy behavior with a sort of "arrives/leaves" through a portal effect so they don't just pop into existence
Improved enemy behavior with a sort of "arrives/leaves" through a portal effect so they don't just pop into existence
Working towards getting enemy behaviors working right with the new tunnel system. A lot of pulling back from pure visual neatness to allow for more gameplay neatness.
Working towards getting enemy behaviors working right with the new tunnel system. A lot of pulling back from pure visual neatness to allow for more gameplay neatness.
My new sealed laptop cooler arrived! It fixed my heat problem and then immediately started making the laptop shutdown. So I spent 5 hours learning about how Alienware laptops handle heat vs CPU voltage spiking. After some CPU throttling, I think it's fine now.
My new sealed laptop cooler arrived! It fixed my heat problem and then immediately started making the laptop shutdown. So I spent 5 hours learning about how Alienware laptops handle heat vs CPU voltage spiking. After some CPU throttling, I think it's fine now.