Mega's Competition Dev Log #5

Posted by Astryl on April 20, 2014, 1:15 p.m.

Yesterday, I was looking at the other dev logs. Some really high quality work you're doing guys. Really high quality.

Made me feel a bit down, actually.

So I stopped giving a damn; I'm not aiming to place well, or finish a game. At this point, I'm just aiming to make something and have fun doing it; so I'm doing whatever I feel like. At this point, I feel like remaking something of mine into a high-speed 3D game.

At this rate I'll either have a small demo of my platformer, or a demo of this out by the end of the month, but it's fine by me; I don't have that much time on my hands anyway.

Anyway… Screenshots. Lots of them.

The game has the probably temporary name of "Project Phoenix", based on my old game Tunnel Space. In that game, the player controlled a ship that was moving along an endless stage with various obstacles moving down the top of the screen; you had to dodge these, and the game got progressively faster.

My original vision for it was that the game was about a 'space bridge', essentially a huge tower with magnetic rails that specially designed ships could use as a launch guide.

I'm having this take place on the ground at first. I want a huge tower to be looming in the distance, and once you reach it you'll ramp up onto its surface and progress to the next part of the game. Eventually, you reach space. From here, I have a plan for a boss battle.

On the way, enemies and obstacles will spawn, and you can dodge/shoot them.

I'm working in Unity, and so far the process has been easy. The modeling has, likewise, been easy; I've had enough practice with Blender that I can get around pretty quickly.

Made the ship model in about an hour, drew the texture in a couple of minutes, generated a normal map from that and used Projection Painting to map the texture to the geometry. All told, about 2 hours total work, perhaps, for what is basically the highest level model I need to create (Especially considering that you'll be staring at the back of the ship for some time).

Also, it just suddenly hit me how easy this all is. I already have a ship racing at breakneck speeds through a canyon.

Dark Souls stuff

This, basically. Was having a bit of trouble with Ornstein and Smough; reached them on my offline profile first, and had no humanity. So I couldn't summon Solaire. Nor could I defeat that prick Lautrec at first.

So I ran back to Firelink Shrine and started exploring areas I was having trouble with before.

In summary, I destroyed the Hydra, and then Havel. Likewise with the Dragon on the bridge in Undead Burg.

Went back to Anor Londo and basically ran up to Lautrec and introduced his back to a Crystal Halberd a couple of times.

Then, I summoned Solaire and fought Ornstein and Smough again. Solaire actually survived until about halfway through the second phase of the fight, which is a far cry from the battle with the Gaping Dragon (He lasted all of ten seconds there).

Took out Ornstein first, then danced with Smough for about ten minutes (I was being extra careful).

So yeah, I did it. That was the most satisfying victory I've had so far.

Comments

Castypher 10 years, 7 months ago

The Ornstein and Smough fight is right about where I stopped playing the game. My XBL subscription was nearly up (and I couldn't afford to renew it at the time), so I died to those two a few times, said "Fuck this" and never looked back since.

That model is looking pretty sweet and you, like aeron, seem to have picked up Unity pretty quickly. Good to see you're still in the game, otherwise I'd drop out due to not having a rival.

Astryl 10 years, 7 months ago

Well, I did it semi-solo, I guess. :P

I'm hoping that the multiplayer doesn't just disappear when GFWL shuts down; that'd be a shame. I'm enjoying playing on my other profile, what with the invasions, messages and summonings :P

Here, I made a video of the model in motion:

Acid 10 years, 7 months ago

You've officially started 3 good looking games. I may or may not go with some SLIGHTLY false advertising and use screens of them all in the collage…

"Oops"

Astryl 10 years, 7 months ago

I'm seriously considering roping somebody in to sit next to me and slap me every time I try to start a new game.

colseed 10 years, 7 months ago

*triple-slaps mega*

there, that should cover it for this compo

I like that idea with the space bridge. Though realistically speaking that thing would probably have to be impractically huge, heh.

Astryl 10 years, 7 months ago

Makes me glad I can make my game physics whatever I want them to be :P

Quote:
*triple-slaps mega*

there, that should cover it for this compo
You missed about two for the other concepts I started during the first week. :P

Astryl 10 years, 7 months ago

Well, step one is complete:

I have movement, and an infinitely looping level. The ship banks when you move left or right, and as you get faster the FOV widens a bit to make the motion 'feel' faster.

Next phase is going to be making some 'decorations'. Little things that will sit on the sides and bottom of the trench and act as obstacles in some cases, or as stuff to break for fun.

I still can't believe I did this.

Taizen Chisou 10 years, 7 months ago

That looks pretty sexy, Mega. Mega sexy. Ehehehe, yesss

Astryl 10 years, 7 months ago

death 10 years, 7 months ago

yeah you shoot that air, Mega. Let it know whose boss :3

lol not much "game" to it yet but it's looking nice at least.