Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

SCRAPSHIP (Still going!)

A topic by 40wattstudio created Feb 16, 2020 Views: 18,030 Replies: 401
Viewing posts 112 to 131 of 305 · Next page · Previous page · First page · Last page
(+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. 

(+1)

17 OCT 2020:

Lots of progress to report on!

- I fixed the "wave" system. More waves of enemies fly in every x number of seconds (determined by the difficulty level). This gives the player more variety of enemies to fight at any one time, but also ramps up the challenge significantly. I might have to rename Hard mode Brutal!

- That being said, I did fix an issue with the battleship boss being too hard. You can now shoot it with the green laser to permanently stop it in its tracks!

- I fixed the "bullet wiggle" that was noted on the battleship projectiles. It's a little hard to see due to the low framerate of the GIF above, but the new bullet animations are slippery-smooth!

- The icon-based system has been totally removed. Now, the only way to trigger a Scrapstorm is to collect all the scrap. 

- Cruisers don't overlap each other as much when they warp in.

- Player ship now fires all weapon types from the center of the ship.

- Fixed an issue where the bomber shots would sometimes "idle" on screen and not do anything. Now they track your every movement flawlessly.

- Worked on special animations for when enemy fighters get shot down.

A lot of this week's fixes and improvements were suggested by players like you, so please feel free and continue to leave feedback. Every word counts! I keep a spreadsheet of all the feedback given to me (items highlighted in green have been fixed):


(+2)

Nice! Being able to stop the boss with the green laser is a great adition, very cool!

24 OCT 2020:

This week focused mostly on the green laser that disables enemy ships (much like the Ion Cannon in Star Wars). 

I used BlastFX to make that, plus some other cool explosions that you'll see in the next demo.

Speaking of the next demo, look for it next Friday or Saturday! The game is slowly getting better and I can confidently say that this version is more fun than any of the others!

Keep the feedback coming! Scrapship has a dedicated Discord channel now too!

Have a good weekend everyone!

31 OCT 2020:

A new demo of Scrapship is out and I'm very excited to have you play it!

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

But first, let's deal with the elephant in the room.

The planet. 

This is the first demo to feature the new planet background graphics that I made in Unreal Engine 4!

Besides looking a lot cooler, it also gives greater contrast and makes for a better title screen. 


A brief list of improvements from the last demo:

- Fighters can be shot apart piece-by-piece.

- Cruisers have a brand new beam attack and animation.

- Explosion and stun animations.


If you give it a try, please let me know what you think! 

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

Have a good rest of your weekend!

(+1)

7 NOV 2020:



-- Added more player ship debris.
-- Added fighter debris.
-- Cruisers take more damage when their "beak" is open.

I'm also about 1/3 way done with better damaged versions of the cruisers. This part is one of the most tedious but will look very nice when complete because the cruisers will also be able to be shot apart piece-by-piece.

Finally,  a big thanks to everyone that has downloaded and/or given feedback on the game. The consensus seems to be that Scrapship is heading in the right direction!

Have a great rest of your weekend!

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

(+1)

14 NOV 2020:


-- Enemy cruisers can now be destroyed piece-by-piece!

Equally important is that I now have a better method for accomplishing the piece-by-piece effect that uses less code and disk space. I should be able to make in-game objects destructible much faster now.

Also, instead of using alpha brushes or booleans to deform the 3D objects, I now manipulate the vertices directly to give it more of a "twisted metal" look.

Thanks for reading and have a great weekend!

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


(1 edit)

well done, if i can give my advice i found it wierd on your gif that the big purple bullet disapear without any effect.

that's all good luck and peace <3

(+1)

The bomb is currently set on a timer but now that you mention it, yeah I probably should give more indication when it's about to expire.

How is your game coming along? I haven't  seen any updates in a while.

There is no update cause there is nothing done for a long time. I've been called for a job and everything followed it.

But can't wait have a definitive planning and work on it again :D

(+1)

21 NOV 2020:



- Cruisers now have debris that falls off after taking a hit.
- The speed of debris floating away is dependent on which weapon you use. The rapid laser has a smaller mass, so the debris doesn't fly off as quickly. The scrap cannon has more mass, so it causes the debris to fly off much faster.
- You can see some of the new laser graphics I used thanks to a laser asset pack from Wenrexa here on Itch.io. His prices are very Indie friendly if you're looking for game assets.



- I added a "!" to give the player a little more warning when a cruiser was about to fire - or was still firing.


- Finally, I angled the battleship so it looks more 3D. It's also larger which makes it an easier target to hit.

New demo on the horizon! Watch for it towards the end of November!

In other news:
I've been teaching myself Python programming thanks to an excellent brand-new tutorials series by the London App Brewery on Udemy. Right now I'm making a simple Blackjack game as one of the projects.
I've also been following the Beard Games tutorials and learning more about Unreal Engine 4.

Thanksgiving is coming up!
I'm thankful for all the support this project has received! Especially all my followers here on Itch:
https://yahiamoh.itch.io/
https://hammergames.itch.io/
https://wechenbetelly.itch.io/
https://seothen.itch.io/
https://codegnat.itch.io/
https://badeorne.itch.io/
https://pumky.itch.io/
https://valham.itch.io/
https://mobilelast.itch.io/
https://strvstraja.itch.io/
https://yousoldyourmind.itch.io/
https://vladyslu.itch.io/
https://hiddenoceangames.itch.io/
https://grimbag.itch.io/
https://grin-kin.itch.io/
https://itch.io/profile/mkrone
https://johnblood.itch.io/
https://georgelam6.itch.io/
https://peralta.itch.io/
https://kochetovatanya.itch.io/
https://night-clox.itch.io/
https://terrible-entertainment.itch.io/
https://charliecambray.itch.io/
https://sepigamedev.itch.io/
https://svperstring.itch.io/
https://powplowdevs.itch.io/
https://itch.io/profile/mariosello1
https://nuskadamo.itch.io/
https://thesneak.itch.io/

Happy Thanksgiving everyone!




(+1)

28 NOV 2020:

The latest demo of Scrapship is now available for download!

- Better battleship boss (larger and looks more 3D)

- Cruisers can be destroyed piece-by-piece.

- Better weapon graphics

What's next?

With this year coming to a close (thank God!) I've been giving a lot of thought to the future of Scrapship:

- Numbering the demos is getting a little silly at this point. All future demos will just be titled "Scrapship Demo" with distinctions for Alpha, Beta and Final versions.

- Have an idea for Scrapship? The game is still in its Alpha stages so feel free to mention anything you'd like to see!

- Demos will still be released towards the end of each month.

- Watch for the final game sometime in 2021!

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

(+1)

5 DEC 2020:

Shooting at the battleship now shows different levels of damage!

To create this effect, I divided the battleship into 11 different segments, each one having a default state and 3 damage states. It's basically the same principle as the flipbooks you may have played with as a kid.

As a result of this segmentation, the gun that fires can now be destroyed, which should make the battleship fight a little bit easier.

The bomber now has a new pattern and greater contrast. The old one was very hard to see against the black space background.

Segmented damage for the bomber is currently in progress.

BEFORE:


AFTER:


Finally, the next Scrapship demo will be released early! Watch for it sometime before December 17th.

In the meantime, the latest build can always be played here.

12 DEC 2020:



The Carrier is now in the game!
-- It spawns at a random moment and location
-- Your ship is instantly destroyed if you collide with this monstrosity!
-- You can damage it and even destroy it, but there are no "Levels of Detail" for damage just yet.
This brings the total enemy count up to 5.
The carrier doesn't have an attack yet, but I do have one in mind.
This carrier model was made by @another_blender_user using Blender. Colors have been modified from the original.

The latest and a final demo of 2020 is on the horizon! Watch for it within the next few days!
This will be the download link (same as always!)
(+1)

The final Scrapship demo of 2020 has arrived!


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

(No, this is not the final Scrapship demo. Still much work to be done in 2021. Hey, that rhymes!)

This time around it is available for both Windows and Mac OS.

What's in store for 2021?


My goal is to completely finish Scrapship. The only thing that might delay this is if my regular job has me travel too much away from my gamedev computers.

Views and downloads have tapered off significantly -- which I'm honestly not surprised about. Top-down space shooters are an over-saturated game genre and hard to generate interest in. Frankly, I consider myself blessed to have had any downloads at all. I also suspect that some might be suffering from what I would call "Demo fatigue". Unless there are major updates, there isn't much point in playing every single demo release.

So with that being said, I'm going to try a slightly different strategy in how I work on Scrapship:

Instead of holding myself to a somewhat arbitrary goal of one demo a month, I'll only update the game when significant progress has been made.

I will still do the weekly Devlogs you are reading here to show that I'm still active.

And of course you can follow me on Instagram for my progress in Scrapship and other game dev projects I have going on in Unreal and Blender.

As this is my last Devlog entry for the year, I'd like to finish off by sharing a screenshot from the very first Demo back in February . . .


. . . and this screenshot from the latest demo in December . . .

Lots of progress has been made and I look forward to sharing the final result with you next year!
Thanks for reading and Happy Holidays!

(+1)

DESTROY 2020!!!

That's right, I've re-skinned Scrapship to bring you this end-of-year version where you can shoot up 2020 to your heart's content!

I'm only going to leave this version up for ABOUT ONE WEEK, so if you want to play it, please click here and download the SCRAPSHIP2020.ZIP file for Windows.

And just one more thing . . .

Congratulations on surviving 2020!

(+1)

2 JAN 2020:



I've long had a suspicion that the game lags when too many enemies and objects get on screen.

To prove and put numbers to this, I coded up a simple counter that keeps track of how many times the main game loop runs in 1 second. Optimal is 60 to 62, but I've seen it get down as low as 45 on very busy screens. Obviously this is not ideal.

To fix this, I've reduced some of the quantities of enemies and also optimized some of the code so it's not checking conditions that are irrelevant in the first place.

This will be my main focus for the rest of the week because there's no point creating more enemies and adding to the code if the game has lag issues.
But fortunately this is one of the "easier" things I'll have to fix, more time-consuming than anything.
(+2)

9 JAN 2021:

This week I found the primary reason for the lag: Nested loops. One block of code alone was checking around 600 calculations. Thankfully I found a way to reduce this significantly by re-ordering the code.

With that issue out of the way, I also started work on a "new" enemy. The shield fighter. There were a few early demos with this enemy, but this new version will be completely redesigned and destructible.  I'm really excited about this one because it will add a new level of strategy to the game!

Click here for the latest demo

(+1)

16 JAN 2021:


No, Scrapship is not getting a TRON makeover . . . but it might be getting a makeover.

I'll explain:

The past week has been very busy with my regular job. There is still plenty of time in the day to work on Scrapship . . . except that now the game is getting to a point where even small percentages of progress are taking much longer to finish than I anticipated. 

It's not hard to see why: Scrapship is now over 5000 lines of code that could definitely be organized better. I now probably spend more time playtesting the game than actually fixing it or making significant changes. 

So I've been thinking to myself: What if I start "fresh"?

If you look at the two pictures above, that's basically what I did with my Tron tank I modeled in Blender. I made it the first time (top picture) -- it looked okay, but not great. But I learned from my mistakes that time to remake it as you see in the bottom picture. I think we can all agree that the bottom version is much more accurate.

"Starting fresh" on Scrapship does NOT mean starting back at 0. While the code would be re-written, it would be done in a much more logical way that would prevent a LOT of the issues I'm encountering now. Some code might even be transferable as-is. 

Graphics, music and audio would all be pretty much unaffected.

In particular, I would be able to solve the following problems:

Framerate / Game loop iterations -- I hadn't thought about it too much, but too much background-math and file-loading can really can bog things down.  Nobody likes to play a game that lags.

Aspect Ratio -- I have much to learn about this still, but it is important to make sure the game looks good at different screen sizes. 

Debugging -- This one is HUGE! I could have saved so much time if I had better built-in debugging tools.


The other side of the argument is that I could stick with what I have and "make it work", but that would be like trying to "fix" the top Tron tank model to look more like the bottom one.


I think the analogy makes sense. I'm not 100% decided yet, which is where you come in. What are your thoughts? What would you do in my situation? Have you ever started a project and realized over halfway through "You know, I could do this sooooo much better if I just started fresh?" 

Whatever I decide, be assured that Scrapship is not going to be abandoned!


(+2)

I have had to start an 18-month program from scratch because I made it so poorly that it was no longer functional.  It feels bad, but ultimately it was the right thing to do.

The new version of the game was only similar to the old one in spirit, but it actually got finished, and I guess that's the main thing at the end of the day.

I'd suggest you do try and start again, it's just a learning experience after all.  

it's hard to not get emotionally attached to your work, but if this is the correct move then you have to push past that feeling.

(+1)

That is one element that probably distinguishes accomplished game developers from unaccomplished ones: An accomplished game developer will make the hard decision to start from scratch but keep going to completion . . . but the lazy one will just throw in the towel and call it quits.

Like you say, finishing the game is the ultimate goal and it's awesome to hear that you were able to finish the game after a rebuild. (Which game was it, by the way?)

This could probably be a great Youtube topic for your channel! I'd like to hear the story behind your game restart.

As for me, I've already started rebuilding and have a much nicer game screen now that allows me to see debug information. As I suspected, there is a lot of code I can just copy-and-paste over, but at the same time I'm making sure the logic behind it all is a little more clear.

Thanks for your story and comments!

(+2)

The game ended up being Upload Soul.

https://thesneak.itch.io/upload-soul

I do touch on this story at the start of this video!

(+2)

23 JAN 2021:

As I mentioned in my last week's post, I had a major decision to make and this week I made that decision:

Starting fresh! 

Surprisingly, I got quite a bit accomplished and I feel that things are moving in a very promising direction.

Here are the most important things I got done:

A NEW ASPECT RATIO

Scrapship will now use the 16:9 Aspect Ratio (instead of 1:1). The game will still take place in a square-shaped arena, but the far left and far right parts of the screen can now hold all my debugging variables, as seen in the partial screenshot above.

THREE SCREEN RESOLUTIONS

Instead of a screen sized 1000x1000, the options are:

1280 x 720

1920 x 1080

2560 x 1440

I think those three will be adequate for most players. Will one of those work on your computer? Please let me know in the comments!

BETTER SCALING

Most of my time was spent here. In previous demos of Scrapship, going fullscreen resulted in a very stretched and pixelated image. I've since learned a LOT about proper scaling techniques in video games. There is still a lot of testing I need to do here. I have code that will allow for automatic scaling, but it's very math-intensive (lots of sin and cos). If it bogs the game down too much, I'll have to look at other ways to achieve the same effect. 

========================================

My strategy this time around is to make sure the menus, screen resolutions, scaling, etc are all working as intended before putting in the actual gameplay. I like to think of this as the "canvas" for the game. You can have a great game, but if the screen the game is played on is not optimized, it's not going to look very good. By analogy, you could be a good painter like Da Vinci or Caravaggio, but if you suddenly have to paint the Mona Lisa on a canvas the size of a postage stamp it's probably not going to look as epic as you imagined.

One of the biggest things I've had to get used to this time around: Referring to screen positions as percentages instead of absolute values. If you place an object at coordinate 100, 800 and then resize the screen, things will look out of place. But if you make that coordinate a percentage relative to the screen size, then things fall into place where they're expected.

Thanks for reading!

Play the old version of Scrapship here.

(+1)

30 JAN 2021:

Scrapship got its first donation!

This is really exciting for me and definitely motivates me to see the game through to completion!

One of the most important things I learned this week: Scaling works . . . but it also causes the image to "tear" a little and look a bit more jagged than usual. Scaling also sets the x and y coordinates to the center of the sprite instead of the upper left-hand corner. Basically this means that scaling will make hit box calculations much more tedious and complicated to write in code. So with that in mind, I still plan on using scaling, but only in specific instances.

Automatic monitor resolution: I also learned that QB64 has a command that returns the width and height of the current display. Using that, the game now automatically detects your monitor resolution and picks the most applicable window that will fit the screen! I tested this with my BenQ monitor at 2560x1440 and then tried it on my smaller Sceptre monitor at 1920x1080.

A proper pause button: The original  pause button stopped the game -- and that's it. The new one I'm working on shows a "Paused" indication while still showing all the frozen action on screen. Eventually I'll integrate a menu system of some sort so that the player can change things like sound and display settings mid-game.

Hide / unhide debug tools: Allows me to see the game as the player would see it, without all the variables cluttering the side of the screen.

Like any game, Scrapship uses a lot of pictures in various formats and I'm also learning a lot about how to display graphics as "cheaply" as possible.

Imagine you need to make a black box with a thin white border. I did some experiments with Aseprite:

A 1280x1280  .jpg of a black box with a white border -- 33kb.

A 1280x1280 .png of a transparent background with a white border -- 5.8kb

A 1x1280 .jpg of a vertical white line and a 1280x1 of a horizontal white line -- A dirt cheap 452 bytes!

So definitely look at all your options! I was surprised to see that the first .jpg was more "expensive" than the .png.

Thanks for reading!

Play the old version of Scrapship here.


(+1)

6 FEB 2021:




Using all of the things I've learned in previous weeks, I now have a really good "canvas" for my game. There are two modes. Game Mode shows a narrower windowed screen where all the debug information is turned off by default. This is how you will play the game. Then there is Debug Mode which is wider and allows me to see the values of different variables in real-time. As you can  see in my Youtube video above, the sprites scale and reposition correctly, regardless of the screen resolution!

I've also made progress with a text-centering function. In all the previous demos of Scrapship, the text was never truly centered, just estimated based on how it looked.

What's the small spaceship on the left for? That's a reference image I imported to make sure the scaling was working properly. That sprite measures 64x64.

Thanks for reading/watching and have a great week!

Play a demo of Scrapship here.

(+2)

I'm glad to see you're still going!  :)

(+1)

Thanks, likewise!

Deleted 104 days ago

13 FEB 2021:



This week I thought of an even better way to do the opening animation for Scrapship. It also incorporates my idea for a better Settings menu.

The previous versions of Scrapship animated the ship dropping to earth by cycling through about 30 .png files. I recently learned how to accomplish the same effect just by scaling the image! This means I only need one .png file to get the animation started. With these savings in file size, it also means I can make a longer and more dynamic animation without adding too much to the total file size of the game.
I'm not ready to show it off yet, but it's looking promising. Above you can see a small preview of the cockpit of your Scrapship. I added the chair, monitor, joystick and cockpit glass transparency. The rest of the ship was modeled by @another_blender_user on Instagram (who just got first place in a Blender art competition hosted by @polygonia.development).

I also played around with the text-centering feature . . . and ended up having to scrap it. It works if you use QB64's default font, but using a custom font causes the text to never center properly without doing a ridiculous amount of manual adjustments. But I did learn that I can work around this by just making my menus and text in Powerpoint (which is GREAT for centering and aligning text and adding colors and effects) and then using pictures of the text and then centering the pictures.

Side note: Scrapship is programmed in the QB64 version of the QBasic programming language and the first-ever QB64 Game Jam is right here on Itch.io! Of course I was too busy with Scrapship to join in on, but I'll definitely be checking out the game entries. It will be interesting to see what the more experienced programmers at the QB64 forums are able to come up with!

Thanks for reading! May the muses find you working!
Viewing posts 112 to 131 of 305 · Next page · Previous page · First page · Last page