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Gun Frenzy - Windows Store Shooter

Discussion in 'Works In Progress - Archive' started by Rajmahal, Jun 16, 2014.

  1. Rajmahal

    Rajmahal

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    Hi guys,

    I thought I'd post some screenshots of my Windows Store game. I'm going through the submissions process today so hopefully it'll be in the store shortly.

    It's a fairly straight forward action shooter ... nice 3D graphics and built using Unity Pro so fairly well optimized. Runs well on fairly old laptops and such. The game features 28 levels that include 4 boss battles as well as 15 achievements and several upgrades will be in-app purchases. However, the game is definitely not a pay-to-win game as I just really dislike that style of game (profits be damned).

    Anyway, please let me know what you think:

    screenshot_06142014_204612 - Copy by raj_dhillon, on Flickr

    screenshot_06142014_204721 - Copy by raj_dhillon, on Flickr

    screenshot_06142014_204911 by raj_dhillon, on Flickr

    You can follow more progress / updates on the website, if you wish: www.wavelightgames.com
     
    3dFoin likes this.
  2. Fluzing

    Fluzing

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    If you want people to get interested, you should post video, instead of screenshots. I myself like to see gameplay.
     
  3. Rajmahal

    Rajmahal

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    Thanks for the tip ... working on a video trailer that'll show gameplay.
     
  4. Goregaming

    Goregaming

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    Nice! the windows app store is abit dead at the moment. It's nice to see people like you bringing it back to life again. Keep up the good work!
     
  5. Rajmahal

    Rajmahal

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    Thanks ... I like your username. Would make a great name for a game company if it isn't one already.
     
  6. Rajmahal

    Rajmahal

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    Quick update ... Gun Frenzy failed certification on its first attempt as the age rating was set too low. Upped the age rating to 16+ and added some rating certificates (ESRB, PEGI, etc.). Hopefully will get through on the second attempt. :)
     
  7. Goregaming

    Goregaming

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    It is the name for my game design company.

    www.goregaminguk.weebly.com
     
  8. Rajmahal

    Rajmahal

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  9. primus88

    primus88

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    1.8 Gigs? I think there must be an error, I don't see how the app can be this big.
    As for the rest, I think the game is really nice and solid. Too bad I have no windows device to try that out.
    Maybe you can also launch it on Android?
     
    Rajmahal likes this.
  10. Rajmahal

    Rajmahal

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    Thanks for the kind words. Yeah, it's a big game ... there are dozens of various enemies to fight, audio tracks and such. I only took screenshots of the first couple levels. I need to post up some more images of other levels to showcase the content a lot better. I'll try to do that as well as add a youtube video to show the game in motion.

    I would like to do a mobile-version but I'll need to essentially reskin the game so as to use much lower polygon models with much smaller texture sizes to bring the game size down. Because the models used are more of a realistic style, they don't look very good when reduced in polygon size / texture size so I think the best bet would be to release the core of the game in a different setting using more cartoony graphics that work better on a mobile front.
     
  11. Rajmahal

    Rajmahal

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    You made me think about the file size and so I went back and checked the Unity Manual. Turns out that the file size is way bigger than it should be. I didn't realize that Unity imports everything from the Resources folder into the final build. The resources folder was where I kept all assets ... including stuff I wasn't using. :oops:

    So I'm going to move those files out and put only the few items I instantiate during gameplay in that folder ... probably nothing more than a few particle effects, I think. Otherwise, I'll also do the other steps in the Unity manual and see where it gets me. Once done, I'll post an updated package to the store that should hopefully be an order of magnitude smaller.

    Thanks again for your help! :)
     
  12. primus88

    primus88

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    That is what I was thinking as well.
    My game has lots of props, particle effects and about 10 HQ models and I barely reach 800 Mb.
    Also, you should know that light mapping takes a whole lot of disk space, but from the screens I thought you didn't do LM.

    Let me know how it goes.
     
  13. Rajmahal

    Rajmahal

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    Thanks ... I did some optimization of both texture sizes and moving unnecessary stuff out of the Resources folder and it had a big impact. Brought the build size down to 600 Mb. I've submitted an update to the store that should be up there today or tomorrow.

    Regarding light mapping, I actually did do light mapping in the game. First time though so perhaps I didn't do it in the best possible way. I had settings of "Single Lightmaps" and Skylight intensity set to 0.5 and otherwise did whatever was on the light mapping page in the Unity manual. I'll experiment a bit and see if I can get better looking effects.

    Anyone have tips on what software to use for capturing gameplay footage on a PC? I tried Camstudio but the results weren't that great.
     
  14. primus88

    primus88

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    600 Mb is much better isn't it?
    Well, there is a lot of customization for light mapping, but with those setting you started well.
    I recommend having a small test scene and playing around with the tool. You will discover that you can get similar quality with less baking times and less used space. Sure it won't be very effective for the time frame of this project, but considering you will do this step for more games to come...

    Have fun
     
  15. Rajmahal

    Rajmahal

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    I actually tweaked it further and got it down to 150 MB for the phone version. I'll update the Windows Store version to be the same next week. Funny really ... I actually upgraded the graphics on the phone, added loads of new content and reduced the download size from 600MB to 150MB.

    Just rebaking the lights with lower resolution maps makes a huge difference and was totally worth the effort.