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SCRAPSHIP (Still going!)

A topic by 40wattstudio created Feb 16, 2020 Views: 18,030 Replies: 401
Viewing posts 94 to 113 of 305 · Next page · Previous page · First page · Last page

27 MAY 2020:



It took a long time, but I finally found a good Youtube tutorial (by DevilFX Lasse F) for making a model of the Earth in Blender using the  free hi-res NASA textures. As a result, I was able to render out 40 frames of animation and put it in the game in place of the pixelated planet I was using earlier.
So what do you think?

In other news, Scrapship Demo 4 tied for a fitting 4th in the Finish It Game Jam. Although there were about 22 participants there were only 4 other entries, so participation in the Jam was rather low. Still, I got a lot of good feedback which will go towards making the next demo even better!

And what about the next demo?
Not sure if I can entirely pull it off, but the next demo should see the game pretty close to done in terms of the "Arcade Mode".
"Story Mode" which will only be for the paid version will take considerably longer to finish, but aiming to have that done by the end of the year.

As far as these devlogs go, sometimes several days pass without any major updates. So for that reason I'm going to experiment with weekly devlog updates, every Wednesday. I'm hoping a whole week should give me enough time to have something interesting to report, maybe even a screenshot or gif.

For those that have already tried out the 4th demo, Thanks! and for those that would like to try it out please click the link below:
https://40wattstudio.itch.io/scrapship-demo

(+1)

3 JUN 2020:

Above is the new titlescreen for Scrapship! No more placeholder graphics for the title!

I finally learned how to install fonts and then used HeliosPaint to make the letters. There is still some tweaking I can do (thinking about moving the menu item stack up a bit), but overall I think it's a much-needed improvement.

A quick word about the planet background: It's definitely very good-looking, the only potential problem I see is that any future planets I make won't be as detailed because NASA only has hi-res textures for planets in our solar system. So if I want to make a hi-res alien planet background it might have to be a lower resolution, meaning that the textures won't be consistent.

I also figured out a way to make the health appear near the player. Not sure if I'm going to keep this feature, but it does make it easier to keep tabs on how close you are to getting blown up. Below is a pic of what that looks like:


Finally, I improved the weapon upgrade path for the player ship. It's more linear, but solves the issues I've been having with the 3 weapons not being diverse enough.

As you can see, some upgrades now let the player fire a "main shot" (center) in addition to 2 smaller side shots. Instead of separate icons for boosts to Damage, Speed and Width, I just lumped them all into a single Weapon upgrade. There are no longer icons for changing weapons.

That's all for this update. Thanks for reading and for those that have tried the demos, thanks for playing! Haven't played it yet? No worries! Just click the link below:

https://40wattstudio.itch.io/scrapship-demo

See you next week!

(+1)

"I also figured out a way to make the health appear near the player. Not sure if I'm going to keep this feature, but it does make it easier to keep tabs on how close you are to getting blown up."

How about a system where the health appears next to you for few seconds after taking damage, then fades away.

This way the player has an easier time knowing when they getting close to death, but you also don't have the numbers awkwardly following the player at all times.

Haha! Great minds think alike! This is actually what I was wanting to do all along!

But!

In order to do that, I'd have to figure out how to properly adjust alpha values to make the health transparent and fade away. 

I've also been thinking about getting rid of a numerical-based health counter and implementing a color-coded one: Green means you're healthy, yellow is beat up, red is close to death. This color will appear on a circle or square on the player ship, which will also happen to be the primary player hitbox. 

17 JUNE 2020:

Supposedly the "average" lifespan of a laptop is about 3 years and I unfortunately got to experience that firsthand when my Windows laptop died while on a business trip. RIP Asus gaming laptop!

Thank God I was wise enough to back up all of my important files about a week or two prior, so this should have minimal impact on the development of Scrapship.

In the meantime, I still have a Mac Mini 2018 -- but it doesn't have the development tools I use.  So while I wait for my new ***desktop*** to arrive in about a month I've been honing my Blender skills and other things pertaining to game development.

So have no fear fellow gamedevs and players, Scrapship is still in production, it's just temporarily delayed. 

Meanwhile, feel free to check out my Instagram (@40wattstudio) to see what other projects I'm working on.


29 JUNE 2020:

Scrapship Demo 4 is now available for Mac!

https://40wattstudio.itch.io/scrapship-demo

It took a while, but I finally figured out how to get QB64 to display properly in OS X.

Yes . . . yes, there probably are not that many Mac gamers out there . . . but who knows! I'm just glad I know how to publish it for two different platforms now!

Woot!

In other news . . . my new Desktop is still in "Confirmed" status so it's just a matter of waiting for it to ship . . . hopefully by the middle of next month . . .

25 JULY 2020:

https://40wattstudio.itch.io/scrapship-demo

My desktop finally arrived about a week ago -- an Alienware Aurora R8! Unfortunately I wasn't able to spend much time with it as I had to work 12 hour days for a good stretch. But now that another weekend has arrived, I got it configured to my workflow and liking and have started working on Scrapship again!

As I type, my Mac Mini is busy rendering a background scene for the full version of Scrapship. About one and a half hours to go! It's  a giant scene -- about 1000 x 3000 pixels -- so it's going to take a while.

During this in-between time, I have been learning lots more about Blender and recently used my latest knowledge to make this new titlescreen text: 




I imported my desired font into Blender and then used the Text Extrude feature to give the letters a 3D look!

Finally, a preemptive Q&A:
Q: Will I be posting daily Devlogs here on Itch.io?    
A: Probably not. Most of the work at this stage is going to be coding which doesn't translate well into devlog material (in my opinion). If you feel differently just let me know! In the meantime, feel free to check out my daily updates on Instagram (@40wattstudio) or my website https://www.40wattstudio.com/.

Q: When will the next Scrapship demo come out?
A: Late-August.

Thanks for reading and I'll see you next post!

(+1)

Dude, the new title screen looks awesome! I very happy to hear about scrapship again! So about a month until the next demo, that's not a long time fortunately. I'll be waiting as always!

1 AUG 2020:

https://40wattstudio.itch.io/scrapship-demo

This week's updates:

1) Graphics. Previously I was using paint programs to create transparent sections in the ship models. Now I'm utilizing a similar concept with Blender to give the spaceships 3D damage and then using the 2D images in the game. Boolean modifiers allow me to make more unique "subtractions" from the original model.

2) A new Title Screen Menu!

I finally hunkered down and got working on a feature that has been very much requested -- a difficulty level setting! 

Right now it's just a menu option, but in the near future I'll be coding the logic behind it. In general I think the difficulty is going to be determined by the number of enemy ships on screen.  How about you, what do you think is the best way to change difficulty in a game? 

3) Finally, some news:

Scrapship is just my side hobby, but my real work has me going on a business trip for the last half of August and the first half of September (4 weeks). During that time, I won't have access to any of my computers -- no Blender for modeling, no QB64 for programming.

But! 

My current plan is to try and put out a new demo mid-August. It will have all of the previously mentioned improvements and however many more I can finish in the next two weeks.

So what about those 4 weeks at work? 

I know this sounds crazy, but I'm going to try and do some Gamedev on my iPad mini! I found this program called Hyperpad that uses a drag and drop interface to make games. Not the most ideal setup, but better than nothing. I saw that one person was able to make a 2D Grand Theft Auto clone with it, so that sounds promising.

Have you used Hyperpad? I'd love to hear what you think about it!

Thanks for reading and I'll see you next post!

8 AUG 2020:

https://40wattstudio.itch.io/scrapship-demo


This week I fixed a few bugs like . . .

. . . the one where the player ship would sometimes explode at the top of screen after colliding with an unseen ship. 

. . . the one where enemy ships sometimes couldn't steal dropped icons.

. . . the one where sound would still play even if the sound was turned off.

Some of these bugs have been around for a while, so I'm glad I finally got some of them fixed. Right now I'm at the point where I'm slowing adding things back in and testing as I go so the next release will be as bug-free as possible. 

As for new features, I'm working on a "Warning System" which will simply inform the player what direction to expect attacks from. It would suck to be flying around the right side of the screen, only to get side-swiped by an enemy ship that you weren't expecting.

Look for the newest demo sometime next week!

15 AUG 2020:

https://40wattstudio.itch.io/scrapship-demo

Proud to say that I finally got a new demo of Scrapship released!

There are some key differences compared to the last demo:

-- I added the much-requested Difficulty Level. You can now play on Easy, Normal or Hard modes.

-- More variety in gameplay -- random numbers and types of enemies spawn from random origins.

-- This is the first version of Scrapship to feature the original soundtrack by Tyson Cazier.

-- A new power-up system that includes a Repair icon so you can fix your ship mid-battle.

-- Lots of graphical improvements.

The last 48 hours leading up to release were pretty hectic -- it seemed that I would fix something and then something else would break. Never a good thing! 

Fortunately I got most of the bugs fixed. Balance seems to be the tricky thing due to the randomization. For example, if you don't upgrade your main weapon at all, the boss ship is extremely difficult to destroy (but possible). On the other hand, if you get an upgrade then the boss ship becomes rather easy (I think).

So what's the roadmap for the rest of Scrapship? 

I see this as being the second-to-last demo of Scrapship. I'd like for the next demo to be "The final demo". After that I'll be working hard on Story Mode.

If at all possible, I'm aiming to have Scrapship completely done by the end of the year.

But we'll see about that because as I mentioned in a previous post, I have a business trip starting next Monday and lasting for 3-4 weeks. During this time I won't have access to my gamedev setup so I'll have to find something else to work on. Then after that there are other business trips I may have to go on. 

So I'll just take it in stride and see what I can do.

Play the latest demo here . . .

https://40wattstudio.itch.io/scrapship-demo

. . . or if you're curious what Hard mode looks like, I've uploaded one of my playthroughs.

As always, thanks for reading and I look forward to your feedback!

(+2)

6 SEP 2020:

Finally back from my NY business trip! 

I watched a lot of game design videos which led me to one major conclusion:

Scrapship needs a LOT of work!

In particular I hadn't even bothered with taking color palette's into consideration. Check out these two screenshots:

On the left we have the very first demo. Very primitive . . . but the colors really stand out because there are so few of them. 

On the right is the latest demo (5). Looks fancier, but the spaceships don't stand out as much as they should. There is also a severe lack of consistency: Why are the fighters red and the cruiser blue? Why is the player almost purple? Why are some projectiles red, purple or white? The earth background further complicates the image.

So with that being said, here are some of the things I'll be focusing on:

-- Color Color COLOR! Going to work hard to find combinations that work together and really stand out.

-- The player only has 3 weapons (because I only have 3 sound effects for them). Nothing inherently wrong with only having 3 weapons, but they each need to have more purpose than simply "this one does more damage". I'll be working on balancing these 3 out. 

-- Hit detection has always been a sore spot in Scrapship. Ideally I'd like "pixel-perfect" hit detection, so I'm going to see if that's possible or not. 

Lots more on my mind, but that's the main gist of my thoughts. Stay posted for more updates!

The latest demo can always be played here:

https://40wattstudio.itch.io/scrapship-demo

(+2)

Ah yes, I learnt that color pallet lesson the hard way as well, when I had to redo every sprite in Roopit and Boopit!  xD

Good to see you're still going man!  :D

(+2)

There are a lot of pre-made color palettes online. I think changing the colors of your game to match different color palettes is a great practice to understand color theory better. After trying a couple of pre-made palettes you can create your own palette by chosing the colors that work best together for your game. Anyway, I think you have a very solid gameplay and scrapship is super fun to play, so I think trying out new colors at this point is a great idea! Cant wait to see the results!

(+1)

Hi, Just to find out, I hit the hud wall in my game, how do you plan to do it in yours? because that cuts the immersion ...

(+1)

Are you trying to figure out whether or not to use a HUD in your game?

Not having a HUD can be a good idea if you're going for minimalism, but can be confusing if you need to show information to the player.

At the moment, Scrapship doesn't have a HUD, but I do plan on adding one in the near future so I can better display data like Player HP,  Score, Enemy HP, etc. I originally planned to not have one, but after a while I realized that it wasn't very practical.

In top-down shooters, most HUDs are a solid bar along the top or wider bars along the left and right sides of the screen.

If you have other questions feel free to email me at 40wattstudio@gmail.com

Thanks for reading my devlog, btw! :)

(+1)

I got a lot of thing to show and it happen i started a side bar left and right just before reading your reply xD (only solution i found if want keep all enemy move possible)

And thanks for the offer, if I had the information beforehand I would have spare myself some brain explosions for the main code. I take it ;D

12 SEP 2020:

This is the new look of the player ship!

I fixed the symmetry of the wings, added a transparent glass texture to the cockpit, changed the color palette and made lots of other changes to the mesh. What do you think?

After much thought I've concluded that the game is more fun when the player decides when to change the weapon. In addition, I've integrated little "indicators" into the ship's design to clue the player which weapon is selected.

Next, I finally added a feature that has been much-requested in Scrapship: Full screen mode! 

Finally, I fixed a bug where there was a missing frame in the opening animation where the player ship drops down.

That's all for this week! Don't forget to check out my Instagram for daily progress and motivation!

https://www.instagram.com/40wattstudio/

(+1)

The new model looks great! I love that a different light is turned on for each weapon, that looks amazing! Also the fullscreen mode will be a life saver for my supid laptop haha cant wait for the next demo.

(+1)

Thanks! I'm currently working on even more animations for the player ship. Right now I have about 20 of them.

(+1)

19 SEP 2020:

The player's ship now has 56 frames of animation! In addition, it also comprises of 4 hit-boxes and can now have chunks shot off in combat. Most shmups do not have this level of destructibility and I can see why: It's very VERY tedious to do! But I think the end result is worth the effort, how about you?

A new scoring system is also being tested.

Look for the next Scrapship demo late September/early October!



(+1)

26 SEP 2020:

Most of this past week I was on (another) business trip, but I did manage to work on something I've been meaning to do for a while:

Particle explosions! 

In the GIF above you can see the small explosions when you hit enemy ships, but I also have a new one for when the player ship explodes. 

It took a lot of figuring out, but now that I know how to implement it in code, I'll be experimenting with more cool effects along those lines. 

New demo out Monday! Additions/changes from the last version include:

  • Player ship can have different segments shot off.
  • Player can now change the weapon at any time by pressing "C"
  • Full screen mode support (press "F")
  • New scoring system

The new demo will be available at the same link as always:

https://40wattstudio.itch.io/scrapship-demo

(+1)

3 OCT 2020:

https://40wattstudio.itch.io/scrapship-demo

What a difference 30 degrees makes! This week I took the basic Fighter model and angled it for a more 3D look.

I also used the Fighter to create a new ship -- the Shield Fighter. The shield is still a work in progress.

You can see both of these ships in the GIF above. What do you think of the new look?

But wait, there's more! 

The Cruiser has always had a little notched area at the front which contains a gun. In past demos, I didn't make use of this and simply had the ship fire aimed projectiles at the player. Now, I've scrapped the aimed projectiles and replace that weapon with a beam. This is also a work in progress, but I'm hoping it will add a little more strategy to the game.

Finally, I just want to say thanks to all those here on Itch.io and Instagram and anywhere else that have given me feedback on Scrapship. Each comment (good or bad) has been most helpful in influencing changes to the game. 

https://40wattstudio.itch.io/scrapship-demo

(+1)

Hum, i will just steal your behavior' idea with the beam :  i hope it don't bother you (¬_¬)'

Ps : don't know why but your 2nd gif give me a surge of desire to play your game, maybe the beam, well done.

Beam weapons are definitely nothing new in shmups, so feel free to use that idea in your game.

Glad you like it! 

(+2)

Mystery: What programming language is this being developed in???
Is it C or C# or C++?

Qbasic

I was close....

(+1)

The laser beams on the enemies look cool.

(1 edit) (+1)

10 OCT 2020:

Cruisers now give a little bit of warning before firing their lasers. I think the animation turned out really well!

When the "pincers" are open it reminds me of this Toe Biter I took a picture of during one of my Iraq deployments:

(Fun side note: You would not believe the bugs in Iraq. They're all HUGE! Camel spiders the size of your hand. Ugly mole crickets. Toe-Biters the size of soda cans . . . )

I'm still adjusting the Cruiser firing animations and behavior but I feel it's definitely on the right track.

Then later this week I found a rookie mistake I was making. I corrected it and ended up reducing my code by 200 lines. Woot!

(+1)

Warn before shooting ???! but the object of the game is to KILL THE PLAYER, right? .... no ?

Ps:  Look great, congrat. 

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