I'm working in the game development business as a artist and have always found programing interesting, especially if I could combine my art skills with code and make a game of my own. So here goes, a artist learning to use Unity scripting to make my own game. I have built a simple prototype and will post development here as I go along. Everything so far I have scriptet myself.
Dead Awake - A top down arcade, permadeath shooter.The player wakes up in a cryo chamber 5 levels down in a secret research facility and finds the facility overrun by zombies. Survive, loot and don't get f**k'n bit. One bite and you will have to restart all over.Features completed:
Basic controls
Enemies with a simple avoidance AI, AI states, Line of Sight and attack
Randomized enemy spawns per room
Melee weapons with speed, durability, damage and range
Ranged weapons with durability, fire modes, clips, reload times, spread etc
Loot Pickup, Weapons, Ammo
Weapon Unequip/throw out
Interactable doors
Lootable containers and enemy loot drops
Intro Sequence
Elevator Sequence (level change)
Real Ingame UI
Weapon variations, Handguns, SMGs, Assault Rifles, Shotguns, Snipers
Procedural Layout of each floor
Upcoming features:
Enemy types
Animations for Player and Enemies
Outro/End Sequence
Sound and Music
Play Latest Version HereControl Scheme:
W,A,S,D = Move
Mouse 1 = Melee Attack
Mouse 2 = Aim Ranged Weapon
Mouse 2 + 1 = Fire Ranged Weapon
F = Interact with Doors
R = Reload Ranged Weapon
Q = Throw Melee Weapon
Q + Mouse 2 = Throw Ranged Weapon
TAB = Switch Ranged Weapon
Replies
I die at lvl 2 all the time though, have no time to react when you spawn
The idea is that each floor is ended with a elevator sequence to switch the floor etc.
Sorry I work QA, pretty cool so far.
Thanks for the feedback, hope you'll come back and play it more later on as well
I actually just added enemy loot drops as well as container loot. So now there is a chance for enemies and containers to drop new weapons.
Next I'll try to add some real art and more weapons, I'm getting tired of these grey walls.
The web player version has been update with the new art as well, but only for the first room as a test.
Do you like it or is it too much?
However, I found few bugs:
1. When I had my browser window on setting other than 100% my weapon was simply flying off little by little, during attacking only. One time it got to the point where it was actually of screen. However, dropping it dropped it right at my feet.
2. Bullets don't always add their value. I've been stuck few times on "1/15" no matter how many of them I picked up.
3. You might consider making at least some of the containers not randomly generated. I happened to be in a situation where I had no other weapon than bullets, with no gun.
Also, one thing bothered me a bit, there was no introduction or tutorial. I died few times before I got the hang of the game and if I wouldn't read your description, I would've totally missed out on the containers. Btw. was the reddish circle spreading after a hit or opening door a sound? I wasn't 100% sure if it's audibility or something totally different, at first I thought it might be the range of an attack, that was before I saw it on the door as well.
Keep up the good work!
Wrote the bugs up and will fix them later on A tutorial isn't added yet a really simple tutorial will be added later on. And yeah, the reddish circles created when fireing or opening doors are sounds. These are just for the AI so they won't probably be visible later on, only there for debug purposes right now.
I'm trying to set the art style right now. Troublesome as always to get something that looks cool but doesn't take ages to create
Crits are welcome
The latest playable version is as before available to play here
Still missing some tiles to build entire levels so I'll have to add a few more. Also add some variation tiles etc.
Playable version here as always, give it a go and say what you think
I will add a better start now as well, some simple intro sequence when the dude walks out of the cryo chamber.
As usual playable version directly in the browser HERE
After finishing floor one, I didn't meet a single enemy, was that intentional? I know it was only for a test build, so thats not much of an issue.
Great work, keep 'em updates coming!
I forgot to add spawn points for the other floors, stupid
The next will be to add a Ingame UI for weapons, interactions and inventory. Will try to keep it as minimalistic as possible.
Latest version playable with Unity Webplayer HERE
Still wondering if I should keep the text that says how many bullets are left in the mag or not... Since it's supposed to be hardcore I could do without it and just have a click sound when the mag is empty or something.
Hopefully the game is a lot more user friendly now
http://i.imgur.com/L0xkz6a.gif
Try it out with Unity Webplayer HERE
The image shows the knife and it has +2 better damage and +5 better durability. For ranged weapons is also shows the fire mode and ammo type above. Yeah, the shield is a bad icon for durability but I couldn't think of anything better. Any ideas?
Still haven't gotten awesome at this gif thingy but yeah, try the web build instead
Play latest version HERE
(I feel like a mad man talking to himself over here, nobody got anything to say? :poly142:)
Try it here
Try the latest version here
I still suck at making gif's, anyone got any good tutorial to get a smoother result. They either gets crazy fast or slow and choppy.
Web Demo
Anyone tried it? Anyone?
Mouseover UI is cool
Aesthetic is consistent
Reminiscent of Monaco or something, which I like.
Lighting is cool
I didn't like:
I missed the instructions after weapon pickup the first two or three times I played.
Died right away and didn't know what I was supposed to do.
No auto-reload was confusing.
Didn't understand when I was getting hurt.
Kept trying to switch active weapons or something.
Is this is a stealth game? If so, I found myself wishing for a 'walk' mode or something so I could be quieter. A stealth meter, etc. If not - then gimme more ammo and just let me run'n'gun and try to survive. Push it one way or the other?
Try this for making gifs: http://www.cockos.com/licecap/
Just make them smaller res and higher FPS
I will fix the instructions, will probably have a few rooms without enemies in the beginning where I can present the tips one at a time and for a little longer. I chose to not use auto-reload since I lower the speed of the player when aiming and reloading. But maybe it should be a lot more clear in the UI when you are out of ammo.
It is not thought as a stealth game more of a survival, and yeah. More loot is probably the way to go, will add more weapons and larger ammo loots.
Thanks for the gif tip, will try it instead cause my gifs suck
Will make the crates lootable as well, can't have crates without being able to smash them!
Anyone know of any good place to store images, photobucket started complaining I use to much traffic.
Play the alpha in browser here
Edit: Oops. seems I was on the wrong page, someone already suggested it. Well... Okay.
As for screenshots, I use Puush. It hosts the images/screencaps for as long as they get at least 1 view a month.
Also I'll switch all images over to imgur tomorrow since photobucket is over limit.
Stormfreek: Yeah, I know. The tutorial is shit, I will split it up and make it a lot more clear how the controls work. They are a little strange at first but when you get them I think they are awesome
Anyways, hold down mouse 2 to aim (ready the gun) and then press mouse 1 to fire. R is used to reload. Mouse 1 only to use the knife.
This caused some headaches with so many different perspectives. I changed it so the walls are always at an angle as well. The Vertical walls have both sides visible to make doors clearer.
I also added an SMG and you can pick it up in the last room (to throw the gun hold mouse 2 and press q)
New version here
Also added a SMG to the second room to use the new extra bullets
Play the alpha here
Also fixed the loot system since I needed a rarity drop chance, so now different sizes of loots are dropped, added to inventory and presented on the UI.
Also noticed that it was quite difficult to see what different weapons used etc. So I faded down ammo that weren't currently used by the equipped weapon and added a highlight to the correct ammo when moving mouse over loot in the world.
A playable version can be found here. It only has one floor so far but I'll add more later on.
I'm thinking of adding a secondary ranged slot so the player can switch between two ranged weapons. Noticed that it kinda sucks when you have to throw out a great weapon because you're out of ammo and have to switch weapon.
The idea is to have some rooms locked that contain awesome loot but require a keycode to open. The keycode is found on a random enemy on the same floor. So it will require some exploration and hunting to find the codes.
Now I only have to make lockable doors and bring up the UI when pressed and figure out a way to decide what enemy to drop the codes
Now to this evenings update
Security Codes for doors are integrated and working. The code gets generated each restart at random and the door unlocks when the player inputs the correct code.
Next is to put these codes on random enemies on the floor and have them drop it when they die.
The codes are stored and displayed in the security pad UI so it's simple to see what codes the player has found.
Have also fixed some other stuffs like lights that can be destroyed and such..
Try the latest version HERE
PS. Still only one floor so the elevator doesn't do anything...
It was the most challenging feature yet and I'm real proud that I even got it half-working
Thanks for all your hard work. This is awesome!
Cheers~
Javibcln: Thanks man
If you want I could try to write a little bashout on how I did the floor generation. It surely isn't optimal but works for what I want it to do
Got the first playable version with procedural floor layouts working! Still some kinks but should be solveable.
Heres three different layouts that got generated. It only builds to the right since I haven't finised all room types and I have no rooms with exits to the left yet Will fix some more rooms tomorrow and see how it turns out.
Generation takes about 1-2 seconds right now and runs on the fly. It laggs a bit when activating all the rooms but that can probably be optimized later.
Play the version with procedural floor layouts HERE