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Fast Movers, Sci Fi Flying Game

Discussion in 'Works In Progress - Archive' started by roger0, Nov 21, 2016.

  1. roger0

    roger0

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    A am developing a Sci Fi flight combat game and have been able to get a preview demo up. I would like to start getting some feedback on the game.



    Build (481mb)
    https://www.dropbox.com/s/cy9yytn5l72hvxw/Fast_Movers.zip?dl=0




    Keyboard Controls

    W : Speed up
    S: Speed down
    A and D : Roll Left/Right

    LMB: Fire
    RMB: Zoom in/out
    E: Flares

    1 : Switch to minigun
    2: Switch to AA Missiles
    3. Switch to ground missiles

    Gameplay advice and what you should know.

    The AA missiles have to be guided towards the target after firing. The missiles will explode once they start going passed the target and does splash damage.

    When a missile is coming towards you, a screen will pop up at the top right corner showing the incoming missile, giving you a change to evade.

    Flares will make the incoming missile loose its target for 0.2 seconds. So you have to time things right. Using it to soon and the missile will reacquire you, to late and the missile will hit you. Its best to maneuver while using flares at the same time. Flares take 11 seconds to recharge.

    Thanks
     
    Last edited: Jun 23, 2017
  2. ToshoDaimos

    ToshoDaimos

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    I would try it from a zip/rar. I'm not going to install some kind of Steam-style client just to check it out.
     
  3. roger0

    roger0

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    I didn't know you had to install a client to get it to work. I provided a dropbox link with just the PC build.
     
  4. roger0

    roger0

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    Still looking for feedback. Thanks.
     
  5. ToshoDaimos

    ToshoDaimos

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    I played it on Windows 8.1 Runs smoothly. I couldn't hit anything and got shot down several times. Escape should exit program. Those big ships look nice.
     
    Last edited: Nov 22, 2016
  6. roger0

    roger0

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    Thanks for playing. We are looking for some in depth feedback on the demo. This is the very first time we've provided a preview so I'm expecting to do some big changes once it gets enough.
     
  7. roger0

    roger0

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    Still looking for some feedback.
     
  8. roger0

    roger0

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    I will test anyone elses game in exchange for feedback on our demo.
     
  9. CmdrSisko

    CmdrSisko

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    Ships look nice.

    Again like Quingu I couldn't shoot anything down. I don't often play games like this so my opinion may differ from what I am to expect from this type of game, but it seemed very difficult not to get shot down. Every few seconds I was getting locked onto by missiles.

    The game looks nice, but maybe make it a little easier to fly. But like I said I haven't played many of these style games so my opinion may be wrong. Anyhow nice job and keep up the good work.

    Also we just posted an alpha of our game on the feedback friday page here if you want to check it out and maybe give us some feedback. That would be awesome.

    https://forum.unity3d.com/threads/feedback-friday-49-december-22-2016.447571/#post-2896442
     
  10. roger0

    roger0

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    Thanks. I left some feedback for your game here
    https://forum.unity3d.com/threads/feedback-friday-49-december-22-2016.447571/#post-2896442
     
  11. Billy4184

    Billy4184

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    First, I recommend making a WebGL build, it's a bit of bother to download and extract the game. For what I saw, there shouldn't be more than 50mb or so of assets so I'm not sure why the download was so big - might be worth refining things a bit there.

    I like the setting and it feels quite nice to be in the game world, so not a bad start there. There's a great feeling of altitude and I like the idea of a scifi combat game played within the atmosphere.

    The first issue, as mentioned above in the comments, is that every few seconds I'd keep getting hit by missiles. In terms of gameplay design, generally it's a bad idea to do something bad to the player without a clear indication of what it was and what to do about it, it's annoying and makes it easy to quit. It prevented me from exploring any of the controls as well.

    The controls need some work - the stuff I mentioned in response to your post in my wip thread should help you here - you definitely don't want to have the controls in such a way that you 'wind it up' and then you have to keep sliding the mouse over and over again to 'unwind' it - I think it's far better to simply use the mouse position relative to the center of the screen to determing the amount of turning in any given direction.

    The control directions were opposite from what I expected (for pitch I think) so not sure if you're planning to make it configurable.

    The UI needs a lot of work yet (the head-up-display) - in these types of games UI accounts for a lot of the information that the player uses especially since the targets are very small and moving fast. The UI could easily have been used to warn me about missiles as well as show me where my targets were - giving me a sense of what was happening around me. At the moment I just feel a bit lost flying around and getting hit.

    So to sum up I think you have a good game in the making, but you need to a) Improve the controls b) Add/improve the HUD to give the player a clear idea of where the targets are, who is firing at them, whether there is a missile coming etc. and just give the player a sense of what is going on around them.

    Looking forward to seeing your progress!
     
  12. roger0

    roger0

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    Hello Bill, thanks alot for the feedback.

    I am wondering if your rotation script will work with the mouse cursor locked. The code you gave does not seem to be complete and I had some trouble getting it to work.

    Right now in my game I sort of achieved the same controls by checking axis input values and toggling booleans once they go over a certain limit, but i'm not able to get in between values like yours.
     
  13. Billy4184

    Billy4184

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    Is there a reason you need the cursor locked? You can simply hide it and put a UI image in the center for the cross-hairs, and then unhide it when the menu pops up.

    If you still have problems, PM me with a detailed description and I'll try to help :)
     
  14. salex100m

    salex100m

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    Nice game, one critique is that a fighter simulation really needs to be heavy on the controls (hence the simulation bit). I had some trouble controlling the fighter with the mouse, although not sure if the PC is your intended medium.

    Also I had another question, I'm also building a space based game (although an RTS). I'm curious how you implemented the fighter AI. It seemed plausible.
     
  15. roger0

    roger0

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    Hello. Theres alo't of code that went into the AI. I started with the Airstrike starter kit in the asset store and kept adding to it.

    There is alot of different states that it has. It needs to know the the type of target its shooting at, what weapons it can use, and how to use them. Its good to have a script that has all of the information about the target for the AI to discern what to do.
     
    juris3d_unity likes this.
  16. Multidevan13

    Multidevan13

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    I played your game and there are couple things I would like to say, First of all, I think everyone here is focusing the issue on controls, I would agree with them. I found it pretty hard to navigate around in the environment. I went to the controls option to see what settings are available for the most part the player can customize their controls, however the buttons were not responding and I am assuming that is still in development.

    Secondly, I also agree shadow-5555 in regards to the missiles being targeted to the player way to often and too soon aswell. I would give the player some breathing room before going ham on them again. If the player has just started the game, let the player roam around and let them get familiar with the controls first before attacking.

    Other than that I actually liked the game, I think it has quite some potential. The models were well done. Good job on that.

    I am also currently working on a project and would like a feedback. Please share your opinions with me. I would really appreciate that.

    Here is the link the game.

    https://play.google.com/store/apps/details?id=com.DefaultCompany.TheRightColor

    Thanks.

    -Vay Studios
     
  17. roger0

    roger0

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    Hello, thanks for the feedback. Unfortunatly I dont really use a smartphone so I cant test out your game, sorry about that.

    You should be able to click on the buttons in the options menu. Were all of the buttons not responding? How did you exit out of the options?
     
  18. roger0

    roger0

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    I've posted an updated version of the demo. Please give feedback on the changes.

    https://www.dropbox.com/s/u9loj5wzj3s3vy9/Alps.zip?dl=0

    Controls

    W : Speed up
    S: Speed down
    A and D : Roll Left/Right

    LMB: Fire
    RMB: Zoom in/out
    E: Flares

    1 : Switch to minigun
    2: Switch to AA Missiles
    3. Switch to ground missiles

    Gameplay advice and what you should know.

    The AA missiles have to be guided towards the target after firing. The missiles will explode once they start going passed the target and does splash damage.

    When a missile is coming towards you, a screen will pop up at the top right corner showing the incoming missile, giving you a change to evade.

    Flares will make the incoming missile loose its target for 0.2 seconds. So you have to time things right. Using it to soon and the missile will reacquire you, to late and the missile will hit you. Its best to maneuver while using flares at the same time. Flares take 11 seconds to recharge.

    Thanks
     
  19. roger0

    roger0

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    I made a short progress video of the game.

     
    Timeless102 likes this.
  20. roger0

    roger0

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  21. roger0

    roger0

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    We have another update video up showing the progress that's been made in the past several months.

     
  22. roger0

    roger0

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    After a long time I made another update video.



    Its surprising how long a game project can last. Coming up on 2 1/2 years and there's still alot to be done. Life gets in the way easily.
     
  23. juris3d_unity

    juris3d_unity

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    As long as you have fun doing it - it is all for good! :)
    EDIT: i never tried that early demo (kinda missed it somehow), is there a newer one maybe? Thank You.
     
    Last edited: May 7, 2019
  24. roger0

    roger0

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    i
    I don't have any new demos setup yet. I will make a new post once I do!
     
  25. roger0

    roger0

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    Slow but steady progress..

    I haven't had anything fancy to show for awhile. But lots of things have been worked on and improved.

    Some things I might show in the next update video.

    New Units types
    Gunships (orbits around targets)
    Heavy Attack Fighter
    Cloaked Fighters
    Naval ships
    Submarines
    Naval Dropships

    New Weapons
    Depth Charges
    Beam Lasers
    Torpedo's
    AA missiles (Underwater)
    Wall Shields (hard to explain)

    A lot of other nuances have been added and improved that's too much to list here.

    I've been working on a complicated level that starts off with protecting dropships that make their way from high altitude to the ocean and drop naval ships onto the water. The ships then make their way to the coast while battling other enemy navies and submarines, it ends with an amphibious assault. A little over the top but I think its necessary to make the game go from average to slightly above average. You got put in the effort to stick out from the crowd, especially nowadays.
     
    Last edited: Dec 13, 2020
    juris3d_unity likes this.
  26. juris3d_unity

    juris3d_unity

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    Nice to hear some news! :)
     
  27. StarvingIndieDeveloper

    StarvingIndieDeveloper

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    Yes. I've had to learn to scale down project ideas to a bare minimum, otherwise it isn't worth the effort given the small chance of making any money off of a game.
     
  28. Billy4184

    Billy4184

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    That's probably the same conclusion that all the developers struggling on Steam arrived at.