Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Games MAGA | Time Crisis Style [WIP]

Discussion in 'Works In Progress - Archive' started by outasync, Sep 16, 2017.

  1. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    Hi,

    MAGA is a work in progress,it is inspired by games like House of the Dead, Time Crisis and Virtua Cop.
    We currently have a kickstarter campaign to help fund the development.

    Please post your feedback and if you want to help the MAGA fund you can find the kickstarter here:
    https://www.kickstarter.com/projects/419186091/maga-android-ios-and-pc



    For mobile and tablet the targeting is automatic and targets are selected depending on the tilt of the device
    Reload your gun by swiping up

    For PC the controls are with the mouse
    Thanks for checking out MAGA

    Carl
     
    Gametyme likes this.
  2. andy_cpr

    andy_cpr

    Joined:
    Apr 15, 2017
    Posts:
    4
    The camera movement for the player needs to move a bit faster in some parts, including cut scene and gameplay.
    The player does not seem very distressed for the situation that is occurring.

    I know this is a mobile game but i can see you are trying to go for a bit of a realistic touch, to the best of your abilities for a mobile game.
    When creating animation, especially for the player, you want to try and capture the correct feel so the player has the best experience and this is just a little tip that i think would improve the quality of realism.
     
  3. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    I will make the changes you suggested, thanks for taking the time to leave feedback.
     
    andy_cpr likes this.
  4. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    Need your advice here people, should I continue maga or let it die, I can't afford another failed game.

    I posted it here as it is a WIP and I want peoples opinion
     
  5. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    Thanks for your feedback...nice to see such a welcoming community
     
  6. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
    28
    In my opinion its a great idea for mobile-platforms and i am sure it will have success if... :
    • the touchscreen-handling is minimized to a few touch-inputs but no tilt/shake/..
    • add more density to the visual atmosphere (fog, AOc, lighting)
    • players want short-time gameplay on mobiles, so put some save/check-points in it
    • you get enough people attracted (well we all need that ;) )
    if you want i can specify any points from the list

    ps: dont get too harsh with the community here coz i think were all in crunchtime at our projects ;)
    same goes for my own Thread where i asked for feedback but got only very few.
     
    andy_cpr likes this.
  7. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    Thanks turbomapper, I will definitely be adding atmosphere effects to the game...I have a lot of things planned but my highest priority is maintaining 60 fps on mobile which is surprisingly difficult.

    I'll take a look at your thread/game and post soon, I'm currently in Lanzarote and the Internet is down now for 3 days in many of the hotels :(

    Thanks for taking the time to reply
     
  8. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Try to smooth out the camera better. It suffers from the same jerky camera movement other on rails shooters do.

    I wish you luck. I would not bank my future development career on a on rails shooter. IMO that genre has only 1-2 hits per year regardless of the platform, but I wish you luck with it and hope you can find a way to continue developing games regardless of the success of your current game.
     
  9. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    Thanks for the advice, I'll smooth out the camera, should be simple enough as I'm using PathMagic from the asset store and it does have smoothing options.

    I've made a couple of mobile games over the past couple of years with no success, I honestly thought bringing a light gun style game to mobile would be good, should I go back to the drawing board?
     
    theANMATOR2b likes this.
  10. rrahim

    rrahim

    Joined:
    Nov 30, 2015
    Posts:
    206
    I'm impressed by what you've got so far. Keep up the work until you have a decent demo that people can play.
    Then you'll know if it's really worth pursuing or not.

    Mobile games need some sort of instant gratification and you've managed to get that with the quick kills and rapid succession of enemies, so continue to capitalize on that. What you may need however is some way to keep players playing after finishing a round or two. Some sort of leveling up, or progression that the player can feel like they're getting stronger.

    With regards to graphics, I know how hard it is to work on mobile. I've even shelved a recent project because of the performance issues. So I think you're doing well if you've already got this much that runs at 60fps.

    The game has an overall corny low budget style, which can actually be quite funny and entertaining if you do it right. Maybe you can capitalize on that.
     
    theANMATOR2b likes this.
  11. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    I've seen a couple well done rail shooters in the past 2 years on mobile but several other that were not good. Might be that there is a audience that enjoys these games, but I can honestly say I've not played even one. I'm not a big mobile gamer though so..

    The one thing that might be frustrating to some gamers is the auto aiming, which might cause some to shoot a good guy instead of a bad guy when it auto switches. I'd have to play to give better input on this, but should evaluate gamers reactions to that specific feature/mechanic.

    Other than that - rrahim provided sound advice IMO. ;)
     
  12. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    Low budget and corny was what I was aiming for ;)

    Getting it to run at a constant 60fps was very challenging as mobiles have major limitations on skinned models and poly count, but it works very well even on devices 4 years old.

    Much like original games like this it will be split into scenes with a boss at the end of each stage. I also have a corny story with a nice twist.

    I like the idea of progression,but I'm having a hard time thinking of a good way/rewards. One idea I had was cross hair upgrades but these are just a visual thing; if you have any ideas I could really do with them :)
     
    rrahim likes this.
  13. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    The auto aim came about because I wanted the player to have both hands on the device and not touch where to shoot as you block the screen and can miss enemies emerging from under your thumb/finger. Not to sound like I'm blowing my own trumpet but the auto aim works really well, it's all about timing, shoot too early and it's considered a missed shot, too late and the points are low, also if enemies cross paths and you hit 2,3 or even 4 with one shot then you are rewarded with mega points!

    There are subtle hints that the next target is a civilian, usually a audio cue plus the cross hair is a different color. I spent a fair amount of time of the targeting system because I wanted it to feel natural and although I'm very biased I think I achieved that, but of course when a demo is ready I want users opinions
     
    theANMATOR2b likes this.
  14. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Yes - I think it is a novel approach dealing with the fat fingers over the screen.
    Maybe some type of small, quick flashing arrow pointer within the bounds of the circular cross hair when the auto aim is getting ready to switch would provide the players with enough of a notice the auto aim is switching, in addition to the audio queues.
     
  15. rrahim

    rrahim

    Joined:
    Nov 30, 2015
    Posts:
    206
    You seem to have a good idea of what you're making and it sounds promising, so keep at it.

    With regards to progression, simple things like leaderboards and some form of competition among friends can go a long way. Something like an endless survival mode which shows how far (how many rooms cleared, how many enemies killed etc) a friend has gotten compared to the player.

    Other forms of progression might be perks / talent trees that the player can upgrade using experience from playing the game, so that some later/harder missions are still beatable by less skilled players who grind some rewarding perks.

    If I think of anything else, I'll let you know.
     
  16. outasync

    outasync

    Joined:
    Mar 1, 2014
    Posts:
    48
    Excellent ideas. Thanks!
     
  17. turbomapper

    turbomapper

    Joined:
    Oct 6, 2012
    Posts:
    28
    I also like the idea of the endless survival mode by rrahim.

    maybe combined with random generated levels/enemies but same as i have found on my own game
    you have to give mobile players the ability to play in short-time parts or at least to have savepoints or checkpoints where players can jump back into the game another time.

    about the autoaim-functionality i have to say i like it
    and also the point the player have to find the best timing but ..
    .. im not that sure if another system where players have to tap on the screen to shoot would be so bad.

    i think the fingertap on the screen fits to all games when it doesnt hide too much important content especially when its just a very short tap.
    just think of moorhuhn-android/ios ... they got some downloads as well ;)
     
  18. Infantry

    Infantry

    Joined:
    Nov 22, 2017
    Posts:
    7
    I would love to talk to you about making this game a product you can get paid for.

    Please contact me at:
    Service@Tacticalexperience.com

    Thanks,
    Brad Crawford
    CEO, The Tactical Experience LLC