Devlog #9 (Unity Developer Day 2018)
Unity Developer Day
This month Raygun Gadabout was accepted to be presented at Unity Developer Day 2018 in Montreal. I had a really great time and enjoyed meeting lots of cool people and drinking way too much free coffee.
The hilight was being able to watch perfect strangers play the game for the first time and get some really useful feedback.
Raygun Gadabout at Unity Developer Day Montreal 2018
New Enemies
Created a couple new enemies for the level that I’m building.
First one is basic walker enemy (some concepts can be found below). He’s the first thing you’ll encounter. Easy pickings for your raygun.
The second enemy is a wall/ceiling climber that shoots projectiles, he’ll appear sometime after you unlock your shield. No designs or art are complete for him yet.
Concept art for a new enemy
Ability Unlock System
Built a new ability system. It’s fully functional at the moment. Still lots of work to figure out the details of how it’ll work though. Lots of testing needed.
How does it work? Basically, you collect “keys” from bosses or find them hidden in the levels. The keys unlock “nodes”. These nodes have “Abilities” for example your shield, walljump and dodge. There are a few instances of branching where you can choose the order of your unlock, though you can return to choose previous nodes.
There are “subnodes” that mostly consist of upgrades to existing abilities.
I’m considering having some “upgrades” be mutually exclusive or at least force you toggle between them. Sort of like the ice beam in Super Metroid.
Build Out New Level
Continuing to greybox out the first/tutorialesque level of the game. This area will be more linear than most as in the early stages I want to guide the player and get them used to the new abilities mechanics as they unlock them.
greybox of the “first level”
Mechanics/Platforming
Created some new mechanics for platforming. There’s areas that you enter that will effect your gravity/jump height or other variables.
Also, made nodes to propulse you in certain directions. Kind of like those barrels in Donkey Kong Country.
New Mechanics
Other Stuff Worth Mentioning
Just a quick rundown of things that might not deserve a full paragraph.
Finished up the code for moving between the space view and planet view
Added shot delay to enemies when they first spot you
Added desintegrating platforms
Added a weather trigger system
Added a way to trigger new enemy types in an area
Fixed a bunch of bugs, probably created some new ones
As always thanks for stopping by
cheers and until next time!
-M.