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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Drillboid - 2.5D Platformer
Tis Blender good sir, I'm using the beta of Blender 2.5 to be precise. Using photoshop to create the textures.
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Sun Jan 23, 2011 4:20 pm |
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Dr. Evil
Joined: Mon Aug 17, 2009 3:00 am Posts: 242 Location: The Great White North
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Re: Drillboid - 2.5D Platformer
Blender? I guess I might as well ask: How did you learn? I've tried tutorials once or twice, but to no avail.
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Sun Jan 23, 2011 7:19 pm |
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Nachtauge
Joined: Sat Apr 17, 2010 6:43 am Posts: 95
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Re: Drillboid - 2.5D Platformer
Very interesting game. I drilled pretty far down, but then I kinda went on autopilot and drilled straight through the planet, I guess. Fell into the abyss. Still, it was pretty fun. I enjoy the lighting effects a whole lot. Makes everything feel a little more open, even when inside caves.
I'd recommend toning down the dust effects when drilling into the wall. It obscures the drilling animations of the robot itself and that kinda sucks, 'cause they look really cool. Another visual thing (and I'm sure you were going to do this anyways) is the ability to sort of "hold" one of those energy shots in your hand instead of just pointing the palm in a direction. I think it would show off the lighting even more and just be general eye candy.
I like the way it controls. You feel a little clunky but not like a lead weight, which is good. You also don't feel like a death machine. Just feel like a little digging robot.
I'll play it a few more times and offer some more opinions when I actually win. So far, nice job.
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Sun Jan 23, 2011 7:22 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Drillboid - 2.5D Platformer
Here's a concept I thought of for this game that maybe you guys are interested in. What if the level X-looped, and not only that, but using Unity as a wonderful tool, you made it appear as if the entire level were cylindrical in form? I appreciate it would make actor control and the like a nightmare, but I think it would add another dimension to the game.
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Sun Jan 23, 2011 8:24 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Drillboid - 2.5D Platformer
Fantastic job guys.
Couple of things: -Tone down the dust effect's lifetime. It's great as this big obscuring poof of dust, but then it just stays and blocks the robot's awesome animation from sight. Love how the drill spins if you hold down the button. -Muzzle flares, though I'm sure isn't the right term, would be great here. A little flash or something when you shot would be great, and it would add to the "I'm a little soulless digging robot with a gun" sorta thing. -I absolutely adore the effect the sphere has on the lighting. The sphere itself adds an ineresting mechanic. -Flares. Make them copies of the sphere, with red glow, and give you like five or somehting. I just like throwing the sphere around. -Timer's a bit to short. I made it mostly to the top, but with the clunky little fellow, it's hard to do the "Jetpack Straight up" sorta thing. -Surface needs more interesting thngs. Like foliage an stuff.
But really, that's the best unity game engine I've seen yet. I'll have to get started on it.
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Sun Jan 23, 2011 8:43 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Drillboid - 2.5D Platformer
Dr. Evil wrote: Blender? I guess I might as well ask: How did you learn? I've tried tutorials once or twice, but to no avail. Mostly from going through the documentation and using trial and error, once you get used to it's little quirks it's a really good program. The hard part is getting used to the way it does things, once you get that though it all kind of works how you expect. Roast Veg wrote: Here's a concept I thought of for this game that maybe you guys are interested in. What if the level X-looped, and not only that, but using Unity as a wonderful tool, you made it appear as if the entire level were cylindrical in form? I appreciate it would make actor control and the like a nightmare, but I think it would add another dimension to the game. Sounds like quite a cool idea but it's not really something I'd want to do in this game. I feel like a cylindrical level and any kind of looping would betray the sense of a reality that I'd like us to aim for in the atmosphere. alphagamer774 wrote: Couple of things: Are you reading my mind? Slow down or we won't have anything to announce later that you haven't already listed! The dust effect I've actually already tweaked and it'll be less obscuring in the next build. Muzzle flare is something we'll add later as well as being able to charge your shot by holding fire. Me and TLB have talked about putting flares in the game but I'd like to implement them in an interesting way. We'll tweak the timer once we have enemies etc. in the game. I'm planning to work on foliage and background elements etc. once all of the important art assets needed for gameplay are in the game. Thanks for the input!
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Sun Jan 23, 2011 10:46 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Drillboid - 2.5D Platformer
We've released a new build with our first enemy and a bunch of additions. Only two weeks till the contest deadline now so our main focus will be on content and you can expect frequent updates!
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Sun Jan 30, 2011 12:47 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Drillboid - 2.5D Platformer
Today, capnbubs added in the most absolutely satisfying jiggling and popping effects I have ever seen on a cave-dwelling jellyfish. Also, there's music and reverb in the caves, along with some other little additions. Give it a try!
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Tue Feb 01, 2011 4:03 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Drillboid - 2.5D Platformer
Enemies are fantastic. Combat is super stale and bland, because you haven't yet applied your beautiful lighting engine to it. Models are amazing again, and the glowy jellyfish are cute
Needs Moar Lighting Engine.
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Tue Feb 01, 2011 8:34 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Drillboid - 2.5D Platformer
Seems there was some kind of problem and the old version was still up, It's updated now so try it again and see what you think!
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Tue Feb 01, 2011 2:33 pm |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: Drillboid - 2.5D Platformer
Just loading it killed my computer. Tone it down a bit.
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Wed Feb 02, 2011 10:32 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Drillboid - 2.5D Platformer
Really? Well isn't that unusual, normally my computer can't handle Unity very well but this game runs like a dream.
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Wed Feb 02, 2011 11:07 pm |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: Drillboid - 2.5D Platformer
It's the complete inverse for me. I can run Unity, but this screws my CPU.
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Wed Feb 02, 2011 11:47 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Drillboid - 2.5D Platformer
The next version of the game distributes the load a little more, so it should be more tolerable. If not, there's unfortunately not much I can do - Unity takes its time with placing new objects, and I can't change the code any to compensate for it, outside of extending the loading time and placing them more slowly.
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Thu Feb 03, 2011 1:05 am |
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Warguy
Joined: Tue Apr 06, 2010 4:33 pm Posts: 276
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Re: Drillboid - 2.5D Platformer
90345/10
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Thu Feb 03, 2011 11:53 pm |
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