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Games Subsideria [RELEASED] - A Modern Reincarnation of the Arcade Classic

Discussion in 'Works In Progress - Archive' started by QFSW, May 29, 2015.

  1. QFSW

    QFSW

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    Dynamic lighting is making more progress! The player explosions now have glowing dynamic fragments, and Oculus Impetus is now normal mapped and responding to all the lights!
     
  2. QFSW

    QFSW

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    V0.6.2 is here!

    Graphics:
    New dynamic lighting engine
    Improved paralysis effects on Oculus Impetus
    Improved paralysis effects
    Various glow effects improved
    Mystic asteroid continues to cause explosions even if no asteroids remain
    Firefly effects added to shield

    Music:
    New Void's Gaze orchestration, intro and seamless looping

    Bosses:
    Improved spawn animation

    Power Ups:
    New Triple Shot icon

    Abilities:
    New implosion mechanic added to the detonate
    Detonate against OI has been buffed

    Audio:
    New paralysis sound
    New Mystic asteroid flash sound
    New Mystic asteroid explosion sound
    Thrust Sound added
    Player explosion sound is now quieter
    Improved explosion sound during mystic explosion
    Volume and pitch randomisations added

    Achievements:
    Dispersed I II III and X

    UI:
    Critical life status added to HUD
    Pause button has been removed
    Options gear has been made monochrome for improved coherency
    HP display for bosses has been improved

    Bug Fixes:
    Fixed electric asteroids EMP attack
    Performance improvements
    Shield death sound no longer occurs when returning to the home screen whilst using a shield
    Boss HUD no longer appears on game over screen in rare circumstances
    Optimised detonate, shield burst and mystic asteroid explosion
    Fixed rare bug where asteroid particle trails disappeared early
    Fixed bug where mystic asteroids animation would not work
    Asteroids are no longer invincible during boss spawn
    Boss HUD no longer incorrectly displays 1 HP
    Optimisations
     
  3. QFSW

    QFSW

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    A new secret achievement has arrived! Think you can dodge Death?
    DodgingDeath.png
     
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  4. QFSW

    QFSW

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    Progress is slow lately due to my lack of internet, but it's still being made!
    Some new effects :)


    Additionally, I've renamed the Boost ability and started designing the next power up :D
    Untitled.png
     
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  5. QFSW

    QFSW

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    Done some more work on the mystic asteroid! This time I've finally gotten round to improve the particles a bit:
    Untitled1.png Untitled2.png
    What next? Dynamic lights for the mystic?
     
  6. QFSW

    QFSW

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  7. QFSW

    QFSW

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    New mystic asteroids are finally done! I think they should speak a bit more danger now :)
     
  8. QFSW

    QFSW

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    Good news! Internet is back!

    This means more development and more dev-logging :)
     
  9. QFSW

    QFSW

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    With this addition to the shield (unless anyone has any improvements or criticisms ;) ) I think this power up is finally completely done!

     
    GarBenjamin likes this.
  10. QFSW

    QFSW

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    Just realised that when rewriting the asteroid code, I may or may not have swapped around two fields in the inspector. It means in V0.6.2 you need to get to about 10 billion points for fire asteroids to spawn, no biggy! :p
     
    GarBenjamin likes this.
  11. QFSW

    QFSW

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    I've got good news and bad news
    Good news: I've rewritten the asteroid spawning code, it's now finally framerate independent! I also fixed some bugs
    Bad news: those bug fixes completely threw the spawn curve out of whack, so it's gonna take a while to get completely right again. If anybody would be willing to help test it, let me know and I'll send you a build
     
  12. QFSW

    QFSW

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    Subsideria is finally getting its own public discord server!
    If anyone would like to join in the community or be more up to date with development, here's the place!
    Hope to see you all there :)
    https://discord.gg/UQwdrQt
     
  13. QFSW

    QFSW

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    The icon for the next ability to be added in Subsideria is done! Welcome the Singularity Cannon!

     
  14. QFSW

    QFSW

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    Apologies all for the absence. Lot was going and I needed a break from cosmos, worked a lot on my second project which I'll reveal in the coming future. But I'm back now and I've made an icon for Subsideria!

     
    GarBenjamin and RavenOfCode like this.
  15. QFSW

    QFSW

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    Some tweaks made as suggested, I think it looks better now :D
    SubsideriaIcon1024.png
     
  16. QFSW

    QFSW

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    New detonate effects are ready!
     
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  17. RavenOfCode

    RavenOfCode

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    Oh, that looks really cool! How'd you do the shockwave/ripple effect?
     
  18. QFSW

    QFSW

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    I'm using a script + image effect that I found on github that allows you to use normal mapped images to distort the image instead. Then I just made a torus in blender, and saved the normal pass instead of the render pass to make a shock ring. Added some guassian blur then made a particle system of those rings that grow etc.
     
    theANMATOR2b and RavenOfCode like this.
  19. kburkhart84

    kburkhart84

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    That heatwave you linked to....I grabbed it right away! I think it will be quite useful. Thanks for the linky!
     
  20. QFSW

    QFSW

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    No problem, was a godsend for me too. One thing I'll warn you with to save you some headaches, move the shaders into the resources folder. Because theyre only ever called by name, Unity doesn't recognise they're used and they don't get included into the build
     
  21. theANMATOR2b

    theANMATOR2b

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    Really cool effect! The only thing I don't really like is the ringing ear sound effect after the heatwave effect. I think if it was higher pitched - nearly an audible dog whistle sound might sound better.
     
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  22. QFSW

    QFSW

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    I definitely need to sort it out; most people complain about it
     
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  23. QFSW

    QFSW

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    Rewritten the camera code, that means oscillations are now directional and stackable!
     
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  24. QFSW

    QFSW

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    Good news! The much requested change to the asteroid splitting pattern has been finally added. Whereas it was previously completely random, mini asteroids will now also inherit 40-60% of their parent asteroids velocity!
     
    theANMATOR2b likes this.
  25. QFSW

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    More work is being done! Now the bullet velocity also affects the asteroid pattern (meaning you can choose where to send those little fragments flying) as well as a lot of bug fixes!
     
    _M_S_D_ likes this.
  26. QFSW

    QFSW

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    Started putting more work into the final boss! Here's what I've done so far for the blackholes that will be used during some of his attacks

     
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  27. QFSW

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    It's still got a long way to go, but I think the new main menu and boot sequence is going quite well! All feedback is welcome :)

     
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  28. _M_S_D_

    _M_S_D_

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    Muuuch better than before :D
     
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  29. QFSW

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    New main menu is coming along very well! Just finished the transition effect for when the game starts :)

     
  30. QFSW

    QFSW

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    New main menu is almost done! All that's left is to link it up to the settings and datalog pages.
    In the mean time, I've written a new logging tool for the dev builds to make performance testing on other peoples computers much easier. If anyone would be interested in playing the game in return for sending me the log files, please let me know!
     
  31. QFSW

    QFSW

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    I've now given editing the sound a shot, and should be able to show you it soon!
     
    theANMATOR2b likes this.
  32. QFSW

    QFSW

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    Sorry for not being posting much here, away and devving on my secondary laptop (which is terrible) so I can't really record anything, although I have been making a TON of progress, so lets get into that.

    First of, I've introduced a big new mechanic called waves, thanks to a suggestion by @GarBenjamin.

    Essentially, each wave has a set number of asteroid spawns allocated to it, defined by
    floor(13 * ln(2x + 1)), where x is the wave number. Once this is depleted, asteroids will stop spawning. Once all asteroids are cleared, the next wave will start. It seems to work mostly fine, however there are some issues. I realised you could stall at the end of a wave to rack up points, so I've removed the score addition for staying alive. The next problem I haven't thought of a solution for yet, and would be grateful if anyone has a good one. When you're approaching the end of a wave, and very few asteroids remain, it becomes quite cumbersome to try to hunt them down. More of an annoyance.

    The next change I've made is the bloom, swapped it out for the post processing stack one, MUCH nicer now.


    Additionally, I've finished the missile charge effect, redone the aura effect for Oculus Impetus, and a bunch of other bug fixes
     
  33. QFSW

    QFSW

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    So the images got removed from the last post, sorry about that

     
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  34. kburkhart84

    kburkhart84

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    I think the best way to help to locate the final asteroids in a level would be a simple arrow of sorts, that points to the nearest enemy. The trick is that instead of making it always appear(horrible), or adding a button to toggle it(also not good), you can make it appear on 2 conditions, that the nearest enemy is far enough away to be off screen(or barely on screen, so you'll either do a quick distance check or check on the x/y axes separately), and that you haven't shot your weapons for a time, say 5 seconds. The numbers would be tweakable, but the concept makes sense. The arrow could also either be close to the ship, or close to the screen edge.
     
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  35. QFSW

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    So an indicator to help guide you? Could definitely reduce the annoyance, but think it would be a good enough solution?
     
  36. kburkhart84

    kburkhart84

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    I think it would...unless you think it should do more. It doesn't even have to indicate distance unless you want it to, a simple direction is enough for what I understand your concern is.
     
  37. QFSW

    QFSW

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    Ah nah I get you, it'd definitely solve the problem of finding them, was just wondering if the mere fact that you had to chase around a few small asteroids at the end was too much of annoyance?
     
  38. QFSW

    QFSW

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    Added time bonuses to the waves. Will add the indicators for rouge asteroids tomorrow, late here and am quite tired :p



    The code for calculating the time bonus is rather tricky, and will likely undergo some changes. It first attempts to calculate the normal time taken to beat the wave.

    Code (CSharp):
    1. //Calculates large and small (estimate) asteroids for this wave
    2.         float TotalAsteroids = CalculateAsteroidSpawnCount(WaveNumber);
    3.         TotalAsteroids += TotalAsteroids * 3.5f * (0.6f + InitialDifficulty * 0.4f);
    4.  
    5.         //Determines time taken, using 2s / Asteroid at InitialDifficulty = 1, and 1s / Asteroid at InitialDifficulty = infinity
    6.         return TotalAsteroids * (1 + 1 / InitialDifficulty) + 5f;
    Diff is a value calculated using your score and survival time, and dictates how hard the game is in general

    It then assigns a max time bonus, for now I have it set as 10,000 * WaveNumber

    Finally, it calculates how much of the time bonus you achieved

    Code (CSharp):
    1. //Calculates score
    2.         float MaxScore = CalculateMaximumTimeBonus(WaveNumber);
    3.         float AchievedScore = MaxScore * (OptimumWaveDuration - AchievedWaveDuration) / OptimumWaveDuration;
    4.  
    5.         //Removes digits to make it more presentable
    6.         if (AchievedScore < 100) { AchievedScore = 0; }
    7.         else if (AchievedScore < 1000) { AchievedScore = AchievedScore.RoundToSigFigs(1); }
    8.         else { AchievedScore = AchievedScore.RoundToSigFigs(2); }
    9.  
    10.         return AchievedScore;
     
  39. QFSW

    QFSW

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    The transformation from Cosmos to Subsideria is finally 100% complete! Every usage of the name Cosmos has now been replaced :)
    Screenshot 2017-12-28 08.32.34.png
     
  40. QFSW

    QFSW

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    Added dynamic lighting for the fire asteroids!
    Screenshot 2017-12-28 09.54.42.png
     
  41. QFSW

    QFSW

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    Another achievement has arrived! Think you can kill 50 asteroids without moving?
    SittingDuck.png
     
  42. QFSW

    QFSW

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    Hi all, been doing a ton of work

    Game modes + difficulty modes system is almost finished, so easy medium hard and insane for difficulty, and standard classic boss rush (not yet implemented)

    The difficulty curve has also been completely redesigned and is now wave aligned instead of score aligned, furthermore the bosses are also wave aligned. I found this resulted in a more sensible difficulty curve

     
  43. QFSW

    QFSW

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    Back on my main development machine, here's a video of the new work on the blackholes, full video of 0.7.0 vs 0.6.3 will be coming soon!

     
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  44. QFSW

    QFSW

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  45. QFSW

    QFSW

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    Electrified asteroids now have dynamic lighting!


    Additionally, we know have a subreddit, in case that is more of your jam ;)
    https://www.reddit.com/r/QFSW/
     
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  46. QFSW

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    Excuse the shocking placeholder UI :p

    Leaderboards are coming along well :)
     
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  47. QFSW

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    Made a new selectable inversion image effect! Will be used for part of the final boss

    Full article coming soon for anyone who's interested :)
     
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  48. QFSW

    QFSW

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  49. QFSW

    QFSW

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    More work has now been done on the difficulty modes, Oculus Impetus now changes based on the difficulty mode
    Current things that change based on difficulty
    -Total HP
    -Totem HP
    -Shield damage dealt by lasers
    -Number of attacks per supermove
    -Power ups dropped
     
  50. QFSW

    QFSW

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    Power up curves have been completely redone. The more of the same power up you get, the harder it will become to get. Additionally, this is controlled by the difficulty mode.

    Started localisation today! So far I can only guarantee chinese, korean and russian translations, but hopefully more can come!
    upload_2018-1-21_15-10-10.png
     
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