Search Unity

  1. New Unity Live Help updates. Check them out here!

    Dismiss Notice

Games [ DevLog ] Sushi Slammers

Discussion in 'Works In Progress' started by PlayDevelop, Mar 11, 2020.

  1. PlayDevelop

    PlayDevelop

    Joined:
    Sep 22, 2019
    Posts:
    15
    Unity | DevLog 01 | Sushi Slammers

    Sushi Slammers! What's old is new again! Introducing my latest project, which was one of my first projects, going to update to the latest version of Unity and release on Steam for Mac and Windows Desktops. Sushi Slammers was originally created so I could learn C# in Unity and produce an full game from start to completion. Gameplay is very simple and easy to pick up and play. Using a 'flick' or 'drag and release' mechanic, you fire your character off into other octopodes who are invading your pool, and you must clear your arena before time runs out. Only colliding octopodes of the same colour can be removed.



    SYNOPSIS

    SUSHI SLAMMERS

    You play a red Octopus, enjoying life in your very own inflatable pool. Unfortunately for you, Octopus invaders have infiltrated your peaceful serenity. To remove them, you can slam into the offending rascals, simply hold down the mouse on your player, aim and drag to build up power, then release the mouse to 'slam' ! Only Octopodes of the same colour will disappear when they collide. The aim of the game is to reclaim your territory, clear all the enemies from your arena before the time runs out. Obstacles and environments change as you progress through the levels, watch out for scatter bombs and teleports, sometimes they can help, other times they can be hindrance. The game is a mouse controlled single player arcade experience, vibrant and easy to pick up and play, harder to master, flicking fun for all the family !
     
    Last edited: Mar 18, 2020
  2. PlayDevelop

    PlayDevelop

    Joined:
    Sep 22, 2019
    Posts:
    15
    Unity | DevLog 02 | Sushi Slammers

    Sushi Slammers is currently being upgraded to the latest version of Unity, at the time of writing, that is Unity 2019.3.5. I have started from a clean project, allowing me to implement the game from scratch using the previous assets and codebase, and upgrade as I develop and implement. Typical upgrade paths include lighting, scene management, audio, artwork, ui placement and optimisations, consolidation and upgrading of script work done previously. In this video, I also talk about some of the art upgrades being made, the texture work within Illustrator, and some of the techniques that I have utilised whilst developing this game. The main title screen has been fully implemented, shaders have been updated, and scripts have been worked upon and optimised since their original creation, beyond that, the level selection system / scene layout has also been upgraded, and as I go forward, I will begin the implementation of the beach levels and main game play elements.

     
  3. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    1,034
    Very cute! Looks fun
     
    PlayDevelop likes this.
  4. PlayDevelop

    PlayDevelop

    Joined:
    Sep 22, 2019
    Posts:
    15
    Thanks, @alexanderameye

    Strange that I should get a reply from you, I was just looking into your Stylized Water solution for a future project ! :p

    Regards
     
    alexanderameye likes this.
  5. PlayDevelop

    PlayDevelop

    Joined:
    Sep 22, 2019
    Posts:
    15
    Unity | DevLog 03 | Sushi Slammers

    Sushi Slammers has just been upgraded again to the latest version of Unity, at the time of writing, that is Unity 2019.3.6. And with that, it has broken a few features, as I also decided to upgrade the project rendering pipeline to the Universal Rendering Pipeline, or URP. The unity update broke my dynamic water and my dynamic bone system, and the URP upgrade basically broke 'all' my previous custom shaders. Over the last week, I have been learning the fulls intricacies of the shader graph and how all the nodes work, so that I can upgrade all my previous shaders, and so far, I have fixed the dynamic bone problem, but, I have not yet been able to fix the dynamic water problem, although I have been looking at alternative solutions. The flow from Title Screen, into the Level Select screen, and then into Level 1 of the game is full working and implemented and a lot of the gameplay logic has been updated and added to the main game. The drag and release script has been updated for the main character, and a line renderer is now being used for the 'force' visual feedback. I will carry on working on the shaders and game logic implementation so that I can finish the base level gameplay logic and make sure everything is working 100 % before creating new levels and the further environments.

     
  6. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    1,034
    At around 34:55 you are moving the scene view camera to 'update' the shader view but I just wanted to mention you can also turn on 'animated' materials so it 'updates' always in scene view. Maybe a bit easier than always entering play mode. You can toggle this on the scene view toolbar, the button with an icon of 2 layers on top of each other and a little star.

    Nice that you did the upgrade to 2019.3, hope it's worth it in the end!
     
    PlayDevelop likes this.
  7. PlayDevelop

    PlayDevelop

    Joined:
    Sep 22, 2019
    Posts:
    15
    @alexanderameye

    Ah, wow, thanks for that tip, that's super useful !

    I hope so too ! It needed to be done, it was just a shame it broke some things along the way, but onwards and upwards as they say. :p
     
  8. PlayDevelop

    PlayDevelop

    Joined:
    Sep 22, 2019
    Posts:
    15
    Unity | DevLog 04 | Sushi Slammers

    Sheesh, I really, really tried to make a shorter video ...
    Anyhow, the progress on the water shaders is primarily discussed here, hopefully informative to those interested in developing their own, as I try to go into detail and showcase as much information as I can about the water shader development. I'm hoping to finish up the water shaders for both the pool and the beach water very soon ( at least to a level that will fit into the game world nicely ), and then I can get back on with the actual game integration, scripting and logic and whatever else needs upgrading / updating.

     
  9. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    1,034
    Lots of testing I see! Made great progress.
     
    PlayDevelop likes this.
  10. PlayDevelop

    PlayDevelop

    Joined:
    Sep 22, 2019
    Posts:
    15
    Thanks @alexanderameye

    Your tutorial was super helpful and instrumental in the development ! ;)
     
  11. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    1,034
    Ah nice, the 'stylized water shader' tutorial? Glad it helped
     
  12. PlayDevelop

    PlayDevelop

    Joined:
    Sep 22, 2019
    Posts:
    15
    Yes, that's the one, it helped me with the understanding of the depth and refraction setup.
     
    alexanderameye likes this.
unityunity