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Triangle Shooter Devlog #1

A topic by FutureInspireGames created May 13, 2022 Views: 253 Replies: 3
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This is the first update on our small project, Triangle Shooter, a 2D top-down, semi-rogue like, survival game where you try to survive as long as you can against a wave of enemies.

We received some feedback from our last devlog and we wanted to show our progress after implementing you guy's suggestions. Many of the suggestions we see are things we know we should implement and we are just putting them off until we feel like implementing them is necessary, whether that's for some technical or motivational purposes. 

I find it best to polish your game occasionally in order to boost the teams motivation on our project. For the past two weeks, I added different systems in order to make our game feel more exciting to play. These are the polishing systems that were added to the game:

- Camera Shake on Player Shoot

- Distortion when enemies hit the player

- Fixed Bullet Spawn Point

Converted game to work at 60 FPS

That last polish feature might seem a bit odd to you guys. Interestingly enough, testing your game at a different framerate than your release target framerate can affect the game. Whenever I played the game through the Unity editor, I was playing at over 500 FPS. When I tested our game on a stable release build, I realized that our game became capped at 60 FPS. This significantly affected our game's feel; the player movement was choppy, our movement was slower, our ghost runner effects were less satisfying, and our game overall became less enjoyable to play. In order to fix our problem, I had to go back to Unity and tweek all the variables to match a target fraterate of 60. I also had to make a script that capped my Unity editor to 60 FPS when I pressed the play button. Tweeking all the variables isn't much of a problem; however, it does waste a lot of time to just fix the game to a framerate that is more accessible to everyone. I easily wasted an hour to an hour and a half just making sure everything was right. I suggest that once your game has reached a stage where there is something to test, you should build a development build to make sure that your game runs properly because at the end of the day, you are creating a game that others will download and play. 

Outside of the polishing systems, we did some cleaning up on the programming side in order to prepare us for these next couple of weeks. Our ultimate goal for these next weeks are to create difficulty in our game. So far, our game is pretty plain as we are just shooting the same type of enemy and the playing routine is the same. To increase the difficulty of our game, we will be adding new enemies with unique abilities that will challenge the player to play in different ways and buy different upgrades. The first look of different enemy variants can be seen in the video as there are different color spawn particles; for now, the color is the only thing that is changing, not the enemy, but that can be fixed in seconds once we actually create new enemy scripts. Before polishing our game to strengthen our player, we want to strengthen our enemies to make the game more interesting. In my opinion, it is easier to balance the difficulty to make the game easier by upgrading the player later rather than doing it first and balancing the difficulty by upgrading the enemies later to make the game harder. 

That is all for this week's update. Please leave any feedback in the comments. Check back in a week or two for the next update on Triangle Shooter!

Update: My team has been busy for the past two weeks with finals, so we will be creating  the new systems next week. Hopefully, we can get this project done in the next two weeks. If we get good progress next week, we will release a demo for you guys to play and give us feedback!

I've added a new thing to do on our list: Tutorials. My thought right now is a voice line that explains how to play, which can be turned on or off in the settings menu.

Good luck on finals to anyone who is still in school!

Update: Development is still in progress, but I thought I should post a quick tip/fun fact that I realized while making the new build system (this is in Unity). This might be a pretty obvious to some, but I didn't know that the OnEnable function will not trigger on a game object if it starts out as Enabled. I thought that it'll run once, like a Start or Awake function, if the game object is enabled. It turns out that you have to disable the game object and re-enable it in order for the OnEnable function to trigger. I spent 30 minutes looking at my code, wondering why I wasn't getting the expected results, but I finally found the issue and resolved it by simply disabling the prefab. It's amazing how I didn't know about this simple concept even though I have used Unity for the past two years! It just shows how much you'll learn from creating more projects rather than just watching YouTube videos all the time. 

The discussion of disabling the prefab and the new build system will all make sense when I post the next devlog. Progress is looking good, so I expect another post  tomorrow or the day after on the completed new system. I will have one post covering the summary of my development and what it does for the game and another post that'll go more in depth on the development of the new building system for anyone who wants to learn! I will check back on the other members of the team to see how much progress we made on the new enemies.

Share this post with your friends! Thanks for sticking with us on our development journey!

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Update: The new build system is finally done! Tomorrow's post will cover all about the development of the new grid system and how it can be used in Triangle Shooter. 

I have updated my plans on what needs to be done before release:

- Shop System (Get all the upgrades done)

    - Banking System (Currrency)

- Score System (Calculate score based on time and kills)

    - Leaderboard System (Competitive)

- New Movement System (Possibly in order to make the new build system more smooth)

- New Enemies (Increase Difficulty)

- Polish (i.e. Enemy Death Particles, Player Death Animation, Main Menu, Difficulty, etc.)

- Bug Fixes (Can be found when the demo releases)

Yeah...At least for now, we will be dropping the idea of a Quest System because it would take too long to implement for a game that I don't know how much success it will have (not that I'm looking for a huge success in this game). If I see that many people enjoy playing the game, I will bring back the idea of the Quest System to increase the competitiveness and difficulty of the game.

Hope you guys will like this new build system! See you tomorrow!