Ah ok, I'll have another look through it. I've used the basic NavAgent to get a basic enemy to follow, but I suppose that using a system where a random point around the player is picked and then the enemy follow that so they do not always end up right on top of him will work?
@JasonLavoie: Thanks! Everything has gone surprisingly smoothly for being the most technical challenge I have ever done
@Anthricus: Advance wars artstyle is freaking beast. Just looking at the battlesprites makes me want to play!
@Cnc96: I am not exactly sure what you are asking, but in NavAgent you have options do make the object slowdown when he is approaching the player(called: stopping distance). I've also made some AI that they just travel randomly around the map but shoot at the player whenever they see him. It works very well if it fits the characters behavior.
@lotet: Most bullet projectiles is a just loads of particles(billboards) with short lifetime with a additive shader while dust, flames, smoke etc is just sprite material with a white texture circle which also behaves like billboards
@Cnc96: I am not exactly sure what you are asking, but in NavAgent you have options do make the object slowdown when he is approaching the player(called: stopping distance). I've also made some AI that they just travel randomly around the map but shoot at the player whenever they see him. It works very well if it fits the characters behavior.
To be honest it was just me jabbering so it never makes any sense :L I'll play around with the various 'wander' and 'seek' behaviours to try to get some good AI behaviours :P
Not really liking the first one, way to messy and hard to see whats going on. the second one though is awesome! you should make a wallpaper version of that one
other way around here like the first and think the composition could pushed a bit further
only the robot (grey one) is looking in a bit awkward position but if the greygreen robot gets more contrast to its surrounding and bigger, so more focus for the eye it would make a great action shot!
How did you manage to get the tanks to turn like you have in your game (when they stop and rotate if a turn angle is too large)? I've tried various methods of stopping an object, and then calling a method with rotates it towards the next position it needs to travel to, but none of them have worked
Thanks for your feedback lotet and skodone! I've taken your feedback into consideration and made two new renders, they will be uploaded ..soon
Cnc96: I have all only used the NavAgent for whole movement for the enemies. Here is a copy of the tanks which has most acceleration-turning beahvior NavAgent setup
hope it helps!
My coding has been improved so much during this project. Making features like enemytracker was just a wishing feature for a couple of months ago. Now its implemented after just a few lines of code and will aid the player if he/she gets lonely :poly142:
I think the enemy tracking is a cool idea, but I first though it was some sort of weird particle effect or auto shooting thing. I don't think it looks enough like a GUI element.
@Christian Nordgren: Thank, that did help a lot! I guess I was just over complicating things again (like always haha). Never thought it would be that simple, now just to play around with the values
And I also noticed what @lolet said, the grey cubes which spawn at the start of the gif and fall to the ground seem a bit off.
MattW@ The main character is heavily based on Adam Baines scoutbot character.
I have been trying to contact him regarding about the character, but after a few weeks and not getting repsonse I've decided to make some minor changes on the character which I was gonna reveal later. :poly122:
I assumed that you wanted me to comment about the design of the character-:poly136:
It looks amazing, and I can't wait for the release! =D Also thanks for the reply before, nice info regarding starting scripting in unity. regarding your tracking thing, why not have an arrow that grows the closer to the enemy you get? Because as stated earlier, your blob things look like particles, which seems rather confusing.
This looks like a really fun game to play and i've enjoyed following the progress made in this thread. Very inspiring as well, at some point I would love to attempt to make a game myself like you have.
Thanks everyone! :poly121: It has been surprisingly smooth so far! A few bumps but overall good experience!
I am currently mostly playtesting and adding small tweaks like mute buttons and stuff like that!
@Nuclear angel: About the "tracking blobs". I think they fit the style and I like how the shape up a little passage and are not 100% clear what it actually does but gives direct suggestions to follow the line :poly009:
@Cnc96: Thats really cool! looking forward see what you made! :poly124:
This game looks awesome, a few additional environment assets and tweaks and it's all good, but so far it's great! reminds me of the vehicles in advance wars.
SanderDL:
I am using Unity's new UI system but there are still UI that are way to small in larger resolutions :O I have learned the system on the go while making the game so it can be a little half-assed x)
@Mirhale: Yeah, it would be nice with more props as always I have been thinking making some sort of RTS game with same props, maybe :poly142:
Edrice@ I have just implemented arrow keys for players using different keyboards. They are listed as alternative controls in the description! Hope this helps!
I don't really like the upgrades though, it's kinda lame to upgrade weapons you don't have half the time. I would much rather it to be shmup style where grabbing multiple of the same weapon levels it up and makes it insane.
also! Please please please do more character anims, and make the run match the run speed!
@Muzz It has been noted!:) Would be cool to make a sequel or at least use same artstyle to another game! But I need to take a step back for sometime I think :O
- the weapon system is not as obvious. I can upgrade things but have no idea when i get what, plus you sometimes are forced to use something, the whole upgrading things feels unfitting regarding the short length of the game. Also having icons of the weapon types in the shop would make it a lot clearer
- I did not realize i could switch weapons until i saw it in a video, the icons look like a strange logo or something if you dont pay as much attention
the play again button was blurry : P
some of the ui is a bit messy but i guess nobody cares
aside that cool game
the feedback and style is very nice
you could also make randomly some enemies elite by coloring them and making them a bit bigger
Thanks for the feedback Shrike! I agree that the UI is the weaker element of the game. I have taken notes of your comments! I am itching to make a sequel but I still have some things to think through
The idea was to only put the game on kongregate, but I just uploaded in newgrounds because: why-the-hell-not. Sadly the game never made it through the 3.8 barrier which is very much needed to succeed at kongregate. :poly122:
While at newgrounds the game has done very well with 7500+views and still growing and is currently at the frontpage. To bad there is no highscore or achievements that can be implemented in the future because the newgrounds API does not support Unity games :shifty:
Either way, I am happy that the game has not have any major game break reports for the release So I have been able to play Witcher 3 ... a lot.:poly142:
This is a post mortem of Last Invader, just a few last words before ending this portfolio piece so I can start on some other things!
First of all: I am very delighted how the game managed for being only a tech test. The original idea was to make it even more simpler, but from seeing a lot of people like the game I decided to push the game even more!
Last Invader was primarily released at kongregate.com and later on to newgrounds.com and gamejolt.com because I understood quite early that webbrowser games works better if they are widespread. There is possibly more sites that I am unaware that host unity3d games, comment if you know more of them.
Crazygames.com contacted me and offered me a sponsorship in exchange for banners for their website, which I was very happy to include, giving me a somewhat profit from Last Invader! The game was also taken by many web gameportals and put into their gamesite without permission, I would not say I am mad about it, I was honestly more surprised that it happen. But for future references I would advise trying to seal a sponsorship before releasing the game.
The game has not generated a lot of profit, mostly because it requires a very high user rate to become remotely profitable. Below I posted how much users approx I got from each site:
Kongregate, 8k plays = 7.66$ (API included) (no frontpage, unless games breaks to 3.6 and 3.8, currently at 3.5)
Newgrounds, 23k plays = 21.79$ (Got to frontpage)
Gamejolt, 3.2k plays(8k views?) = 4.73$ (Got to frontpage)
Then again, this project was never really about the profit, still good information to spread!
Lets play
A lot of lets players have taken their sparetime and made lets play videos which has been pretty cool!
Gameplaywise:
I dont think a lot of people appreciated the forced weapon. I think that feature could have been done a lot better or maybe excluded from the game.
Replayability or making more levels is something that would be necessary and with a nicer difficulty curve.
And of course multiplayer, which would be awesome [the end].
Productionwise:
Judging from what I knew before about coding I think I have made some pretty huge leaps. But 70% of the time has been coding and just trying to put everything together. I think there is definitely improvements to be made on the other disciplines.
I think its safe to say that the game has had it prime time over now. It's been super interesting seeing to see people play and I have some really solid ideas & improvements I would want to do if I ever get a chance to make a sequel. Currently I will spend most of my time Serious Sams Bogus Detour, which I have high hopes for!
I hope someone has learned something from this devlog and I want to thank you guys the compliments but mostly for the critique, feedback, consulting and idea throwing by the members from polycount!
PixelBaka: The explosions are just made with unitys particle system. Nothing fancy at all, I could give you the prefab if you want to look at? But I am not currently willing to share the whole project. Most code I have been using can be found at this tutorial: http://unity3d.com/learn/tutorials/projects/survival-shooter-project
Hope this helps
Skodone: Thanks man! No I am not responsible for the devlog on SSBD. It will only be found at seriouszone.com and forums.tigsource.com But I will probably do a artdump someday
I assume you won't need that prefab:
Its just a sphere with some low opacity on the top that expands and then fades away in the particle system inspector.
Replies
Ah ok, I'll have another look through it. I've used the basic NavAgent to get a basic enemy to follow, but I suppose that using a system where a random point around the player is picked and then the enemy follow that so they do not always end up right on top of him will work?
Keep it up !
would love to see a breakdown
keep it up!
He posted a link to the projectiles in a reply to myself at the bottom of page 1. They're particle systems with an additive shader
@Anthricus: Advance wars artstyle is freaking beast. Just looking at the battlesprites makes me want to play!
@Cnc96: I am not exactly sure what you are asking, but in NavAgent you have options do make the object slowdown when he is approaching the player(called: stopping distance). I've also made some AI that they just travel randomly around the map but shoot at the player whenever they see him. It works very well if it fits the characters behavior.
@lotet: Most bullet projectiles is a just loads of particles(billboards) with short lifetime with a additive shader while dust, flames, smoke etc is just sprite material with a white texture circle which also behaves like billboards
---
Currently making posters! Will deliver wips soon!
To be honest it was just me jabbering so it never makes any sense :L I'll play around with the various 'wander' and 'seek' behaviours to try to get some good AI behaviours :P
I kind of wanna make more of these but I also wanna finish start finishing everything :poly122:
only the robot (grey one) is looking in a bit awkward position but if the greygreen robot gets more contrast to its surrounding and bigger, so more focus for the eye it would make a great action shot!
Cnc96: I have all only used the NavAgent for whole movement for the enemies. Here is a copy of the tanks which has most acceleration-turning beahvior NavAgent setup
hope it helps!
My coding has been improved so much during this project. Making features like enemytracker was just a wishing feature for a couple of months ago. Now its implemented after just a few lines of code and will aid the player if he/she gets lonely :poly142:
And I also noticed what @lolet said, the grey cubes which spawn at the start of the gif and fall to the ground seem a bit off.
@Cnc96: Good to hear! ::\ The greyboxes are something ...unrelated:poly108:
http://www.opusartz.com/genre/industrial-design/scout-mech/
I have been trying to contact him regarding about the character, but after a few weeks and not getting repsonse I've decided to make some minor changes on the character which I was gonna reveal later. :poly122:
I assumed that you wanted me to comment about the design of the character-:poly136:
Just a little updated gif of all the enemies in the game
Congrats!
I am currently mostly playtesting and adding small tweaks like mute buttons and stuff like that!
@Nuclear angel: About the "tracking blobs". I think they fit the style and I like how the shape up a little passage and are not 100% clear what it actually does but gives direct suggestions to follow the line :poly009:
@Cnc96: Thats really cool! looking forward see what you made! :poly124:
@Sugus: You should!! Really good stuff :poly142:
What are you guys waiting for?!
PLAY THE GAME
(you can't use google chrome and possible have to download some javascript and then go ahead and refresh!)
Here is a video and gifs and shits :poly142:
[ame]https://www.youtube.com/watch?v=6v_LbWv5GHc[/ame]
Have fun!
You can't use google chrome. Most others webbrowsers should work fine. I know for sure that mozilla works at least
Sorry I can't make a downloadable version, UI isn't compatible with different resolutions atm
I am using Unity's new UI system but there are still UI that are way to small in larger resolutions :O I have learned the system on the go while making the game so it can be a little half-assed x)
@Mirhale: Yeah, it would be nice with more props as always I have been thinking making some sort of RTS game with same props, maybe :poly142:
Edrice@ I have just implemented arrow keys for players using different keyboards. They are listed as alternative controls in the description! Hope this helps!
I don't really like the upgrades though, it's kinda lame to upgrade weapons you don't have half the time. I would much rather it to be shmup style where grabbing multiple of the same weapon levels it up and makes it insane.
also! Please please please do more character anims, and make the run match the run speed!
@Bruno Afonseca Thanks! :poly142:
@skoedone: It seems opera web player on mac don't work but on windows :S That unity is a bit tricky! https://unity3d.com/webplayer
Here is a nurb-controller-tanglement
- the weapon system is not as obvious. I can upgrade things but have no idea when i get what, plus you sometimes are forced to use something, the whole upgrading things feels unfitting regarding the short length of the game. Also having icons of the weapon types in the shop would make it a lot clearer
- I did not realize i could switch weapons until i saw it in a video, the icons look like a strange logo or something if you dont pay as much attention
the play again button was blurry : P
some of the ui is a bit messy but i guess nobody cares
aside that cool game
the feedback and style is very nice
you could also make randomly some enemies elite by coloring them and making them a bit bigger
The idea was to only put the game on kongregate, but I just uploaded in newgrounds because: why-the-hell-not. Sadly the game never made it through the 3.8 barrier which is very much needed to succeed at kongregate. :poly122:
While at newgrounds the game has done very well with 7500+views and still growing and is currently at the frontpage. To bad there is no highscore or achievements that can be implemented in the future because the newgrounds API does not support Unity games :shifty:
And there are also "illegal(?)" versions roaming the internet now, which is ..fascinating to see
examples:
http://www.superhry.cz/hra/8873-last-invader
https://www.hackedarcadegames.com/game/20764/Last-Invader.html
Either way, I am happy that the game has not have any major game break reports for the release So I have been able to play Witcher 3 ... a lot.:poly142:
How did you make the explosion?
Would it be possible to get the source code for learning purposes?
This is a post mortem of Last Invader, just a few last words before ending this portfolio piece so I can start on some other things!
First of all: I am very delighted how the game managed for being only a tech test. The original idea was to make it even more simpler, but from seeing a lot of people like the game I decided to push the game even more!
Last Invader was primarily released at kongregate.com and later on to newgrounds.com and gamejolt.com because I understood quite early that webbrowser games works better if they are widespread. There is possibly more sites that I am unaware that host unity3d games, comment if you know more of them.
Crazygames.com contacted me and offered me a sponsorship in exchange for banners for their website, which I was very happy to include, giving me a somewhat profit from Last Invader! The game was also taken by many web gameportals and put into their gamesite without permission, I would not say I am mad about it, I was honestly more surprised that it happen. But for future references I would advise trying to seal a sponsorship before releasing the game.
The game has not generated a lot of profit, mostly because it requires a very high user rate to become remotely profitable. Below I posted how much users approx I got from each site:
Kongregate, 8k plays = 7.66$ (API included) (no frontpage, unless games breaks to 3.6 and 3.8, currently at 3.5)
Newgrounds, 23k plays = 21.79$ (Got to frontpage)
Gamejolt, 3.2k plays(8k views?) = 4.73$ (Got to frontpage)
Then again, this project was never really about the profit, still good information to spread!
Lets play
A lot of lets players have taken their sparetime and made lets play videos which has been pretty cool!
Some highlighted exampels::
[ame]https://www.youtube.com/watch?v=p08sQRVdFR0[/ame]
[ame]https://www.youtube.com/watch?v=H8kBWH8xEmc[/ame]
The biggest flaws about Last Invader I would say:
Gameplaywise:
I dont think a lot of people appreciated the forced weapon. I think that feature could have been done a lot better or maybe excluded from the game.
Replayability or making more levels is something that would be necessary and with a nicer difficulty curve.
And of course multiplayer, which would be awesome [the end].
Productionwise:
Judging from what I knew before about coding I think I have made some pretty huge leaps. But 70% of the time has been coding and just trying to put everything together. I think there is definitely improvements to be made on the other disciplines.
I think its safe to say that the game has had it prime time over now. It's been super interesting seeing to see people play and I have some really solid ideas & improvements I would want to do if I ever get a chance to make a sequel. Currently I will spend most of my time Serious Sams Bogus Detour, which I have high hopes for!
I hope someone has learned something from this devlog and I want to thank you guys the compliments but mostly for the critique, feedback, consulting and idea throwing by the members from polycount!
- Chris
as a fan of the good old ss stuff ill definitely give it a hype too!
enjoyed the game! keep it all uP!
oh... will you make some devlog or updates on the ss game here too?
good luck with Serious Sam!
Hope this helps
Skodone: Thanks man! No I am not responsible for the devlog on SSBD. It will only be found at seriouszone.com and forums.tigsource.com But I will probably do a artdump someday
Holi: Thanks mate!
It would be very great to see it
thanks :thumbup:
LastInvader_Explosion
Yes the circle is one particle expanding fast
It helps me alot.
I mean this sphere from the rocket explosion, that interacts with the world.
I assume you won't need that prefab:
Its just a sphere with some low opacity on the top that expands and then fades away in the particle system inspector.