Right Hand Application Button (the one above the track pad) while running/walking in place – Move in the direction you’re looking.
Grip Button – Grab item next to your hand, or let go of current item.
Held items (swords and such) can become out of sync with your controller position if they go through walls to far. Simply drop the item and pick it up again
Sometimes you will move at half the speed you should. I have only noticed this in the unity editor however, and not in-game, so hopefully you’re fine!
Automatic Field of View reduction while moving. This should help alleviate motion sickness.
Movement slowdown while turning. This should also help with motion sickness, and make it all feel more natural.
Decupling movement direction and viewing direction. I’ve tested this out, and have not yet come up with a great solution. I’ve not given up yet though!
I am working to Immersive Movement on the Unity Asset Store, however the first submission of it was rejected. The reasons why were all valid, I just need to take the time to add documentation and such. Once it is on the Unity Asset store, I will be charging $15 for it, and development on it will be continuous! Expect an announcement in a few weeks when it is available. Thank you for your support and feedback!
First up tonight we’ll be checking out Split Brain, a top down shooter inspired by a combination of Hotline Miami and John Wick. This game features a dual wielding system and promises a fast paced action experience. We’ll be seeing how well the dual wielding system controls and if it can create for a frantic experience like its inspirations.
Next up we’ll be checking out Blobby, a puzzle platformer based around a constant bouncing mechanic. Physics based platformers are always a tricky thing to get right, which is why so many Little Big Planet levels end up failing. It’s important to get your controls as tight as possible while making sure your level design can work correctly around the physics themselves.
Lastly we’ll be checking out MiniRL, a procedurally-generated 2D roguelike with puzzle elements. It sets out to have accessible gameplay so that anyone can pick up and play it. This game is created by a web developer of 15 years who’s seeking a career change. We’ll be testing the level of accessability this game has as first time players with no instruction manual.
First up tonight we’re checking out Dire Vengeance, a 2D action platformer which appears to have a heavy demonic and metal look to it. The aesthetic of this game pulled me in immediatly, it has a sort of gothical futurism to it, but doesn’t allow itself to suffer from color deficiency. The environments are bright and colorful, the enemies tend to be dark and blood splattered, but most importantly your character has pink hair. Let that sink in for a second, your main character in this game has bright pink hair. With the exception of her possibly putting a helmet on, any frame of this demonic hell ride is going to have a smack of pink on it somewhere.
As far as visual design choices go, that is a guaranteed contrast between EVERYTHING you’d expect from a game like this, and I think that alone is facinating. Stop and think for a second about how many Castlevania games you’ve played where the color pink was a common sight. This is a game that’s truly working hard to set itself apart from other games of its kind, and in that one sense alone I believe it’s accomplished that nicely. We’ll be talking very much about the visual choices in this game and if they work for or against the game.
After that we’ll be taking a look into Rogue Harvest, a top down survival game by Genetix Studio. Ever since the rise of Minecraft and Terraria, different takes on the survival formula have begun to spring up everywhere. Although the genre has become crowded, it is not impossible to stand out among them all, but it requires a few things to be sure. The first thing it needs is actually something that all games need, and that is a solid unified unique aesthetic. If you take a snapshot of your game and it cannot be immediatly identified as yours, then something is severely wrong. Of course not all people are artists (myself SURELY included) so this is something that gets generally overlooked by some indie developers as “unimportant”. To a degree, they are correct, but whether we like it or not, GRAPHICS SELL! Your gameplay can be top notch, but it doesn’t mean a thing if people never play it, so the whole “selling” factor is actually quite important, as sad as that may be.
The other thing (and arguably more important thing) survival games need to be successes is a compelling enemy. For many survival games these enemies may be as simple as bears, or zombies, but for some of the more complex ones the enemy can be an abstract concept, such as keeping warm, and not starving. No matter which way you go about it, you need an enemy that can feel like a real threat to your survival, or the whole genre is shot. This game attempts to mix in a roguelite element through the use of permadeath and persistant progress, meaning each death helps unlock new things. We’ll be examining this game’s mechanical an aesthetical choices very carefully to determine just how they stack up against competitors.
Super Daryl Deluxe
Our final game of the night is a plucky looking beat-em-up RPG adventure game by the name of Super Daryl Deluxe. Oozing with style it features an almost Napoleon Dynamite looking protaganist in a very “black and white” world. The style of this game is undeniable, especially in still life, it’s easy to take a press-ready screenshot of this game. Watching the gameplay video however, I start to feel the whole style come apart a bit when it’s in motion. I’ll be discussing this in more depth at the actual event, but there is a certain floatiness to the actual gameplay that seems a bit off putting (at least to me).
I believe that this is absolutely a fixable problem, but it’s one I see happen all to often with highly visual games. The animation of a character doesn’t quite reflect what is happening on the screen. Perhaps you’ve seen this when a character is in a fast running animation, but they move at a snail’s pace, maybe you’ve seen it when a jumping character doesn’t bend their knees first for lift-off, the point is it exists, and it’s a tiny detail that can really derail a great looking game. We’ll talk more about the importance of matching up your animation in video games during the show!
Our first game of the night is A Quest of Life! This game is currently made using RPG Maker, however, the developer is planning on porting it over to Unity under the new name “Fidem”. With that in mind, we will be disregarding the current state of the graphics and gameplay but instead be focusing on the story the game is attempting to tell. This game has an ambitious feature list including sidequests and non-linear exploration, which is something not frequently found in RPG Maker. We’ll be discussing the difficulties of porting a game from RPG Maker to Unity, so I’ll be calling on Unity viewers to help out with any knowledge they may have on the subject!
Dungeons and Damsels
Our next game will be a special one. This game is being created by Dave, also known as 2DGamedev on Twitch. He’s been working on this game with his community for quite a while now, and while it still has a long way to go I’m happy to help him and his community along with it! Currently the game is more or less in a prototype stage and has gone through a number of iterations. Right now it is a roguelite platformer with procedual generated levels and items. I have enjoyed watching this game progress over time and am excited to see where it is right now. Let’s all give our input into the current state of the game.
Skyling: Garden Defense
Finally we’ll be checking out Skyling: Garden Defense, a huge mashup of classic popular games such as Pacman, Q*Bert and Crystal Castles. It can be tricky to find a good balance between old vs new, and while the mechanics are still very similar to the listed games, they’re made more interesting through visual effects and hopefully sound. We’ll be drawing comparisons to what made those games great and whether or not this one holds up to their legacy. After all, if games aren’t evolving, then what’s the point in playing them compared to the originals?
Full Discolosure! I was given a press key to review this game, and did not buy it.
Buy Quest of Dungeons ► http://store.steampowered.com/app/270050
In this review, we analyze Quest of Dungeons and its place in the Rougelike genre. Does it truly belong there, or is it simply a Roguelite?
Background Music In This Review
0:00 – “Lilith’s Rage” by Aaron Krogh
2:03 – “In The Wild” by Aaron Krogh
3:50 – “Passing Time” by Aaron Krogh
5:16 – “Who Left The Milk Out” by Aaron Krogh
7:20 – “Serenity” by Aaron Krogh
Other Games Featured In This Review
0:21 – Nethack
0:40 – Rogue
1:07 – FTL: Faster Than Light
1:15 – The Binding of Isaac: Rebirth
Discussed in this Review:
– Roguelike History
– Enemy AI
– Food Meter
– Inventory Depth