Posted January 12, 2020 by NRasko
I, N. Raskovskiy, believe I should share some things concerning Impulsehazard...
Game design:
If you couldn't already tell, this game was in absolute development hell. Most of it was due to me wanting to make the game as amazing as possible, and as such I would slave away over five years of my life on this project. It wasn't until recently that I had finally released a build publicly. Two factors played into this: A. Impulsehazard, at the time, was a mess and B. I was absolutely unaware of this website until 2019. But hey, at least it's released, in a playable state.
Interestingly, Impulsehazard was not first developed on Unity, hence why it took so long to release. Rather, it was first developed on the same engine my first game, Joey 3D: Corruption Class, was developed on: AgentCubes. However, I would change to the Unity engine due to how ambitious I was at the time. Years later, I would still fiddle around, making what I'd believe would be the greatest game ever.
So enough of the history of Impulsehazard, let's get onto how the game is developed. The game uses an art style I like to call "Ico-Art," named so for the abundance of icospheres. Why did I choose this art style? Simple, I wanted it to look "retro," or at least something that would look passable in 1998. However, unlike the games of the 90's, I use normal mapping just so Impulsehazard looks more weird. Almost all 3D models were made in Blender, along with their textures. However, terrain would be made through the built-in Unity tool and structures would be made with ProBuilder.
The scripts in Impulsehazard are bizarre. Essentially, I combine both C# and JavaScript. It works sometimes, while other times it doesn't. For me to use only a single programming language would force me to delete almost half of all scripts.
Name of the Game:
You may be wondering, "Hey, where did you get the name of Impulsehazard from?" You may think I might have stolen it from an unscrupulous person, yet the name was an original idea of mine. Here's the story of the name...
I was trying to think of a cool name for my Metroid-looking AgentCubes game. After some ideas, that I can sadly no longer remember, I would go for the name Biohazard. However, I thought the prefix bio- was played out in the realm of video games, along with this I would recently learn of a game really called Biohazard, so I went onto thesaurus.com to look for synonyms for bio. Turns out looking up bio- netted nothing, so I had this revelation: bio means life, so I need to look up life. So I did, and the word impulse just sounded so cool and futuristic. As such, I've named the game Impulsehazard, and it has stuck ever since. (Side note, I intended to name Impulsehazard, for the Europeans, Vorbit, but it sounded stupid.)
Levels:
Surprisingly, Impulsehazard is not supposed to be a three level game. There are actually more levels in development! So, here's a comprehensive list of these levels:
Chapter 1: Snag
Chapter 2: The Pyranonics
Chapter 3: Quazarlc
You'll experience these levels, I promise. However, the full game I intend on selling for a price.