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[STEAM RELEASE] Final Directive: Amiable Automatons, Seductive Spiders, and a Big Door

Discussion in 'Made With Unity' started by LazyMondayGames, Feb 3, 2018.

  1. LazyMondayGames

    LazyMondayGames

    Joined:
    Dec 27, 2017
    Posts:
    2


    We released our game, Final Directive two days ago.



    Unity made development a breeze and helped us create the snappy, fast paced gameplay we wanted to achieve. Particularly offering cross-platform support was painless, and adding an array of image effects and particles to juice the gameplay was simple and fun.



    We live-swapped the camera from perspective to orthographic to create a 3-D effect for our elevator transition sequence.


    It's hard to compete with a lot of what is being released on Steam these days, but we're happy with the reviews we have recieved so far!

    I'd like to offer some steam keys to interested developers, particularly if they are developing similar titles or have feedback to offer, but will withhold until I am sure this isn't violating forum rules.
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Nice work guys. I saw this come through the other day and wondered why I hadn't seen any news on it before now. Must Market it! :D
    Genuine interest: The gun it seems is not attached to the character. It changes direction while (from the video) it doesn't look like the character sprite/rig changes much when the guns are at different angles other than left right.
    Have you received any feedback on this design choice yet?
    It looks good - but that gun stood out to me in the video. Was this a design decision to not over complicate the character controller while incorporating full 360 shooting range? Why did you choose that setup over a more visually correct setup?

    Great job guys - I hope you get more promotional material out there, maybe some reviews and some letsplays to get additional attention for the game.
     
  3. LazyMondayGames

    LazyMondayGames

    Joined:
    Dec 27, 2017
    Posts:
    2
    Yep, we learned a huge lesson about the importance of marketing. Part of it was not leaving ourselves enough time, part of it was laziness!

    We experimented with a couple different approaches to the gun's movement, but found that due to the low pixel count of the models completely disconnecting it from the character controller just felt best. So yeah, essentially we wanted to reduce the complication of the design, given our skill level and time available. You're the first person to have mentioned it though - perhaps you're especially discerning? ;)

    Thanks so much for your kind words - we're doing our best to get keys out where we can and hoping it will slowly pick up in popularity. If not the project was still a hugely valuable learning experience so no great loss!
     
    theANMATOR2b likes this.
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    :) As an animator - I just see things - sometimes it's unfortunate:(. But it's good for critique and reviewing.
    I think you made a good call on the gun - with respect to skill/time available. Game looks good!
     
  5. Fortitude3D

    Fortitude3D

    Joined:
    Sep 7, 2017
    Posts:
    155
    Caught me with seductive spiders ;)