Jump to content
  • Advertisement

Unity Weekly Updates #33 - The Forbidden Fruit

jb-dev

752 views

Well hello there! 

Welcome to this week's Weekly Update!

First, let's get something out of the way right now... I've talked about some kind of demo by the end of February, and unfortunately, it won't be possible. There's still a bunch of critical optimizations to be done before a demo can be made. I know there might be some of you that really wanted to try this game at once, but I guess my estimations weren't as exact as I thought... However, I really want this demo to be launched as soon as possible. Right now I'm aiming by probable end of March if not later, but I'll probably am going to keep you updated on that.

But anyway, let's get right to the updates! Aside from many optimizations and refactoring, there are two new features: one is a bit more aesthetic and the other is more gameplay-specific.

VFX

First, let's talk about visual effects. Beforehand, there weren't any VFX at all (some actions did, however, induce effects like blinking, but those doesn't really count).

Visual effects have a great role in UX in general. People usually like it when a lot of feedback is given when taking an action. This way it encourages the player to interact with the game, making the latter more immersive as a result.

In particular, hitting, parrying and guarding didn't really shown any type of feedback what-so-ever, giving the impression that those actions didn't really exist in the first place.

So to fix this I've decided to add some fancy particle systems that create nice visual effects for each of these specific actions.

Let's take a look, shall we?

(Keep in mind that these effects are subject to change)

Hit VFX

hit.gif.a0df43dba47169cae376dc437a57d425.gif

This is a quite simple effect that is being played when an attack successfully lands on an enemy. Right now it's a simple burst effect with circle particles.

Their red-ish tint is also reminiscent of blood, strength and courage which are all feelings related to attacks in general.

Its size depends on the amount of damage given.

Guard VFX

defend.gif.dd7ca1f46f7c9f65f7b154e2d1f438cb.gif

This one is quite fancy.

It's supposed to mimic an impact flair. Its blue tint is also to represent metals hitting each other, as well as reinforcing the guarding by invoking ideas of trust and efficiency.

(these circle particles are placeholders as of right now)

Parry VFX

parry.gif.54afaecee55d56465db345a3270646b6.gif

This one is one of my favourites.

It's supposed to represent some kind of burst, like if two opposing forces collided and released a bunch of energy altogether.

The spiral movement is also supposed to invoke a sense of choreography, reinforcing the idea that the move was calculated and planned from the beginning.

Its yellow colour also indicates a sense of pride and joy, but in another way, it also can induce anxiety and/or depression on the receiving end.

That's about it for VFX. I'm also constantly working on these to get them just right.

But let's take a look at these in action:

Fruit Trees

Finally, I've also added Fruit trees.

These special props act as a food source. They could be found in any room and can sometimes bare some fruits.

The player can easily eat some of these fruits for a temporary stat boost.

Each tree can have many fruits spawner. After a fruit was eaten, another one grows back onto the tree after a while. 

That is if those fruits spawners didn't reach their regrowth limit, though. This means that players have to be wise about their fruit play.

Here's a list of all fruit trees currently implemented in the game

Banana plant

image.thumb.png.9438e29b0a2e087ebf1bdc1250e396c3.png

This is a standard banana plant.  It usually spawns in tropical/rainforest levels and whatnot.

As the name suggests it can have bananas on it.

Lime Tree

image.thumb.png.e99c8e7bfa88a82c68af701ea89a3b8f.png

A more standard tree, this one is all about that lime stuff.

It is slightly smaller than banana plants, and although it's supposed to be a tree some concession had to be made in order for the fruits to be reachable.

That's it for plants for now...

If you're interested in fruits and how they work I suggest you take a look at my previous blog entry.

Minor Updates

  • We're still doing those refactorings, optimizations and whatnot. I would say that this was by far the things that took most of the development time.
    • Cut a lot of duplicated shader code into their own .cginc files.
      • This means cleaner code and smaller shaders overall.
    • Refactored the code to remove a lot of duplicated code
  • Added hit positions to damage events.
    • Really useful to place those new visual effects
  • Fixed bugs with sounds and food items
  • Changed how diners menu works.
    • Now they also use food spawner
  • Fixed grass strain particles so that they also have a velvet finish to them

Next week

While the demo isn't going to launch this month, I'm still trying to get things done for an eventual demo.

It's a lot of work to look at all those bits of code and think of other more optimized ways to achieve the same goals. It takes time and sometimes doesn't yield anything at all...

So this means more tinkering, balancing, adjustments, optimizations and refactors...

Aside from that, it's the usual suspects.




0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By ItsQuesoTime
      Hello - 
      I recently started designing a tile-based game, but I'm not exactly sure what would be the best method for storing my tiles in the map that will be displayed. I understand that most maps are a simple 2D array with each dimension representing the different axes (x, y), but my game has massive quantities of tiles that need to be displayed at once (I don't have an exact number, but I know it will be over 60x30, which is 1800 at once). I'm fairly certain that the aforementioned construct will be too simple and costly for my needs. I'm also looking to delve into simple procedural generation in the future, meaning I want my method of storage to be able to be easily modified/populated. The best analogy of a game I could give for reference is Terraria, since it has both procedural generations and a bunch of tiles.
       
      To simplify, my question is basically:
      What would be an efficient way to store a map with large amounts of tiles (in the thousands), while still allowing the construct to be populated relatively easily?
       
      Thanks for any input/help.
    • By de123
      Hi everyone, I'm trying to implement the displacement mapping technique by William Donnelly from GPU Gems 2: Chapter 8 for a project. I'm working in XNA/MonoGame and using HLSL for my shaders. The problem I'm having is how to create the distance map and I'm not really understanding how I would go in creating it. I know that Nvidia has released the code for that chapter but the files are in c++ and I'm not familiar with c++ so its been throwing me off on how to recreate it in c#. Any explanation on how I should go about in creating the distance map would be extremely helpful. Thanks for any help or suggestions.
    • By Kripto289
      Hello all.
      I'm newbie on this forum and my english not very good. Sorry ><
      I created a volumetric lighting with a shadow for my water. Right now I need to compute a max height relative to the water (like a volume water depth).
      So, I have only screen space uv and 4 clip space vertexes (graphics.blit of unity3d).
      How I can reproduce the water vertex world space position? My water always is horizontal. Like in this screen.

      I have one bad idea, but I don't like it. I can render the water depth to texture and use this depth for reconstruct world space position in the lighting post effect.
      Also, I can reuse this water depth for manual writing to unity depth buffer (for correct depth of field posteffect). Also, it's only way to write to depth texture with transparent geometry.
      I tried work with a matrix transformations of space (posteffect quad -> world space quad -> transform this quad using TRS (model) matrix of water -> view -> projectrive -> clip), but it does not work for me.
      Any idea?
       
    • By AtomicBrain
      Hi all. This is a small little arcade game that I have been working on for the past 6 months.
      Move the ball behind your finger and avoid obstacles.
      The speed of obstacles gradually increases, slowdown them with simple movements of a finger.
      Collect coins and discover new ball styles. More coins - more styles!
      Compete with friends: check whose finger is faster!
      Link: https://play.google.com/store/apps/details?id=com.Brain.JustMove
      Gameplay video: YouTube






    • By horror_man
      Hello, I'm currently searching for additional talented and passionate members for our team that's creating a small horror game.
       
      About the game: The game would be a small sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer.
       
      Engine that'd be used to create the game: Unity
       
      About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing. Also I'm currently learning how to use Unity and learning how to program.
       
      Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 4 3D Modelers, 2 Game Programmers, 1 Sound Effect Designer, 1 Concept Artist, 1 3D Animator and 1 Community Manager.
       
      Who am I looking for: We are looking for a talented and passionate programmer that's experienced with Unity and C#.
      Right now the game is in mid-early development and you can see more information about it and follow our progress in our game jolt page here: https://gamejolt.com/games/devilspunishment/391190 . We expect to finish some sort of prototype in 3 months from now.
       
      This is a contract rev-share position
       
      If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!