Ok I admit I’ve neglected the blog for a while but I’ve been hard at work on Readapt. I’ve just finished putting together a trailer for an early demo. I have always intended to make a demo to go alongside the full release and this also gives me the chance to get more feedback. The demo features a limited selection of modifiers that are currently in the game and I am thinking of cycling some of the content in future updates.
The trailer I put together shows off the game in motion at 60 frames per second. It’s actually the first video I have edited together too. The other videos I have uploaded are pretty simple in comparison as they consist of raw captured footage with some voice over. Like any first effort it took a little longer than I expected – I also spent a week redoing a lot of game audio. I’m fairly pleased about the result and I felt like I learned a few things about how to put together a trailer. I recorded the footage with OBS and I looked for an open source or free video editor that would be more useful than Windows Movie Maker. I stumbled across an open source program called Shotcut which seemed like what I was after. I’ve always like open source software, it’s free and can often outdo paid programs – I’ve also had good experiences with VLC and Open Office.
At first it seemed like a good experience, Shotcut is a little lightweight in terms of features when compared to professional paid programs but it was easy to pick up and start editing. But then Shotcut would start crashing. All the time. As far as I could tell Shotcut struggled with displaying short cuts to text or struggled with the framerate. Performance also started to chug so I thought something was wrong with my PC. I’m running an i5 CPU and CPU usage was extremely high, so I thought I didn’t have the horsepower to edit video at this quality. After some research though I came across complaints from other users about stability, so I decided to salvage the work I had done and try a different program. This involved exporting clips in small chunks so I could use them later, a task which Shotcut could handle without too much drama.
Next I tried a video editing program called Davinci Resolve, which is a paid video editing program but also happens to offer a “lite” version which has less features. Luckily none of the extra features were required for what I had in mind. I can’t recommend Resolve enough, it’s stable, more featured than Shotcut and had a more streamlined workflow. Resolve also ran great on my machine and seemed to leverage my hardware more efficiently than Shotcut. In hindsight this shouldn’t be a surprise since Resolve is a professional level program and Shotcut is largely being worked on by one person. Now that I had a program that would not randomly crash all the time I could stay focused on editing and spend less time cursing at my monitor.
It’s been nice writing again on the old blog, I want to do another post about a few game development videos I found interesting and helpful. I mentioned them in passing on the Should I Play This Game podcast and I have some thoughts and lesson I want to share. That’s it for now, check out the trailer and the demo and I’ll be back in a week.
Here is a gameplay video of build 8 that I made earlier this week. I talk over and explain how the game works and some of the changes. A gameplay video was pretty overdue as the last one is two builds old and a lot has changed since then. As always I love to get some feedback, you can download this build and see the full list of changes here.
This is another big update to Readapt which you can download here, the updates keep getting bigger so here is a bigger wall of text than last time but I’ll drop some GIFS here too.
Added a test phase at the start of each round where players can freely experiment with weapons, abilities and movement. Players are invulnerable and everything will reset after this phase ends. The length of this phase can be customised to 0, 5 and 10 seconds under the main menu options.
One round mode has been removed. Instead players can change the starting number of stocks or maximum score in the player select menu. This is also represented visually on player sprites.
Spiral Shot has been replaced with the Curve Shot, which slowly curves away and alternates direction every shot.
Some weapons now have their own internal modifiers that effect how they function, such as the reverse remote shotgun which can now randomise to be forward facing.
Replaced the normal blaster weapon with a weapon which shoots 4 projectiles that randomises between shooting in a cross or X shaped pattern.
Constant movement player modifier added.
Added slight knock back on damage away from the damaging object.
Screen shake, pointer recoil and player kick back effect has been added when firing weapons, each weapon has it’s own value.
Super kick back modifier added which triples the normal effect.
Momentum based player movement modifier added.
Environmental objects will move more predictably and will now only be squares and rectangles.
Sprint ability added a variation on the dash ability and is a sustained rather than a burst increase to movement speed.
Swapper ability added that swaps player position with what it hits, a variation of the teleport ability.
Player modifier added that shifts player size in real time between large and small.
Added boost pad modifier for environmental objects, should pull objects to centre and redirect according to the direction of the arrow on the boost pad.
Blackholes can combine during both stages, resulting in bigger black holes with an updated duration.
Self destructs are now distinguished from normal kills and are shown on the results screen.
Added a Base Defense objective, bases can take 3 hits and will become smaller, destruction of a base will result in a player’s death.
Super power ups added as a sudden death mechanic, will periodically spawn in the centre when round timer ends and include increased projectile size, super speed, health up, reduced ability cooldowns and reduced size.
Two stage homing weapon added first stage is non lethal and fires in a straight line, when activated will briefly target the nearest object and become lethal.
Added a limited view modifier which darkens the screen except for around players and key objectives.
Replaced the time manipulation ability with a new two stage Time Field ability. The first stage deploys a circle area guide on the player’s position and upon further input turns into a localised field that distorts time. This ability can randomise into a field that slows or speeds up objects.
Player health states have been changed to be more visible.
Death particle effect has been added.
Projectile hit animation had been added.
The screen shakes and a slight time delay (20-30ms) has been added when players are damaged.
Player sprites will flash when invulnerable (during the test phase and for a second after being hit).
New player sprites and bigger player pointers.
Reintroduced trails for players and projectiles which interact correctly when positions shift quickly.
Round time is visualised with the background filling in.
Cooldown pointer and capture point progress visuals have been changed.
Vectrosity guide lines replaced with sprites for bomber weapon and blackhole ability which should eliminate the possibility of lines that do not clear properly.
Shield activate sound has been shortened.
Charge sound and release now has more bass to give it more oomph.
Sounds for shotgun and triple wave now have their own sounds instead of being the single version sound played 3 times simultaneously.
Added sounds for new weapons and abilities.
Successful capture sound has been added.
Player death sound changed.
Round will no longer end when player dies for the capture the point objective, instead the AI will attempt to capture the point to end the round normally.
AI can now target each other and will prioritise targets according to distance.
AI will no longer use abilities or weapons when there is nothing to target.
AI uses the boomerang weapon properly now.
The long and thin environmental objects are slightly wider.
Block ability object is now bigger and square instead of rectangular.
The modifier that causes environmental objects to create smaller objects are now less small.
Single wave shot duration increased.
Modifier restrictions added, boost pads will not move and be normal in size.
Inactive bomber projectiles and black holes can be destroyed.
Environmental objects can only spawn a total of two additional objects on destruction.
Time limit for rounds scale according to number of players and AI.
Environment object movement will randomise alongside with other environmental behaviours. This means that objects cannot move and have other behaviours beyond their surface properties.
Environment object placement is specific to number of players.
Upon activation the boomerang projectile will rotate towards the user instead of apply a 180 degree turn to it’s current direction.
Sudden death for the defend base objective will always be a super power up and not walls closing in.
Orbiter ability removed, not as useful or fun as other abilities and does not interact well with warping boundaries.
Multiple black holes and homing projectiles can be created by the same player.
Selected menu button is now white.
Increased deadzone for controller input in menus.
Input for P1 allows for both controller and mouse/keyboard by default, this can be toggled to controller only in the main menu options.
Added various tool tips explaining controls and various options .
The bomber weapon will now remove itself properly when hitting boundaries that do not warp.
Extended the period that the bomber weapon explosion persists, which should fix player collision issues.
Orbiter and Blackhole sound effects have been rebalanced and shortened. The black hole initial sound should no longer repeatedly play when the round is ending.
Shooting the shotgun with the shield ability active should no longer conflict when players have altered sizes.
The reset option in the pause game menu will now correctly show notifications if enabled.
Projectile interactions with blue and white shields have been fixed.
The correct sound now plays for block and shield ability when players activate them.
Notifications for the last round will no longer show briefly before the start of the next round’s notifications when show modifiers is enabled.
Charging during the test phase and firing at the start of the round is no longer possible.
Walls stop closing in when round has been completed.
The end round time slow effect should now always occur.
Restarting a game should no longer pause time during the test phase.
Weapons that require additional input now properly reset when projectiles expire.
AI ability sounds for held abilities should now work.
UI text should no longer show when the game is paused.
When a game ends notifications should no longer be shown over the summary stat screen.
Multiplying modifier for environmental objects no longer multiplies all at once and should now continue to multiply properly if under the maximum limit.
Weapon fire is no longer possible when game is paused.
Player abilities that use holding down the ability button should no longer deactivate before the ability button is released.
Shield size now scales proportionally to player size.
Environmental objects positions and rotations should propeperly reset after the test phase ends.
Capture progress will stay complete when someone has won the round and no visible progress should be seen at the start of the round.
First to kill objective now assigns score properly, self destructs wills no longer end the round prematurely and will now end if only one player remains without a kill occurring.
AI correctly triggers the internal cooldown for abilities that can be constantly maintained.
Shield ability will no longer disappear when ability button is released when the game is paused.
Cooldowns for blackholes combining now work as intended and prevents infinitely big black holes that last forever.
Phew that’s it for now I’ll probably post up a gameplay video later on in the week.
Here is the video I promised earlier, it’s a quick talk and play of the latest build which you can download and play for yourself by clicking the link on the right. I have put up a lot of text lately and I thought a gameplay video would make up for that. I’m a big fan of GIFs too so I will post some up here, the rounds are short and translate well to short gameplay clips. I took too long getting this build out so future builds should be out on a shorter timeframe. It’s been fun getting it out and I look forward to hearing what people think.
This post will list all the changes contained in build 6 which you can get right here.
UI and Menu Improvements
Arrow keys can also be used in conjunction with W, A, S, D keys in menus.
Added a start game button in the player select menu to replace an additional input button to start a game.
Colour of the UI has been adjusted for player select screen and gameplay for better visibility.
Player select screen layout rearranged and menu size increased to be more visible and easier to use.
Added an option to return to player select screen when paused or at the end of the game.
If the show modifiers option is toggled on they will be shown during the countdown.
Now tracks number of rounds and displays them at the end game summary screen.
Numbers for start of round countdown removed, but sound remains.
Music and sound effect volume can be customised in the option section of the main menu.
All player settings are saved and will be recalled when returning back to the main menu or when the game is launched again.
Different game modes can be selected at the player select screen including Score (default),
Stock (players start with five lives and lose one per death) and a single round mode.
Speed setting added to player select screen with 3 settings (Slow, Normal and Fast).
Players will reset to original positions when round starts to allow time to experiment with movement.
Added modifier to change shape of environmental objects.
At the end of rounds the walls can close in fast and pause at periodic intervals.
Added modifier to rotate environmental objects.
Different number of AI can be selected and is compatible with all modes.
Repel ability now inverts direction when they collide and can now modify to light blue.
More visual indications of who is capturing, color of player forms a square ring around the point.
Place holder black hole animation added.
Altered score overlay for players to make health values clearer when at maximum stocks.
Readjusted colours used for randomised backgrounds to make them easier to view.
Projectile trail removed, as it would often clutter up the screen.
Player sprites at the player select screen should reflect the value of the health setting.
Player sprites should appear or disappear according to number of players or AI selected in the player select screen.
More delay added to delayed player pointer.
Reverse shotgun projectile size increased.
Increased cooldown for the charge weapon when not charging.
The repel ability now to originates from pointer rather than from the player.
Projectiles destroy themselves on contact with white objects.
Added a slight rate of fire cooldown to the rapid trigger weapon.
Boomerang weapon grows in size immediately on return.
Ghost ability internal cooldown increased to discourage activating and deactivating rapidly.
Updated to Unity 5.
Optimised music quality to reduce file size.
Menu music now plays when quitting from gameplay.
Music only re-randomises when restarting once during gameplay.
Music no longer overlaps when re-randomising.
Music continues to play properly when the game is paused.
Hit boxes of players are more accurate and properly represent their sprites.
Line paths are no longer partially hidden by the capzone.
Clicking on various UI elements will no longer highlight them incorrectly.
Lines used for black hole, bomber or player paths will now properly remove after each round.
Fixed an issue where AI obstacle avoidance would remain active when players were playing.
Countdown beeps at start of rounds are now more accurate.
Music intro and looping during gameplay now syncs properly and the timing is independent of time scale.
Game pauses correctly if paused immediately after the countdown at the start of the round.
All abilities the require held input is now correctly used by AI with respect to cooldowns and their pointers will now show when they are using abilities and when cooldowns are active.
A game can no longer start if no AI or players are ready.
When a round is ending players can no longer die.
Stocks will now properly reset when choosing to restart the game at the end for stock mode.
Default player preferences now default to correct values when game is first launched.
Reflector ability correctly shows yellow instead of grey filling player points when in use.
Fixed a bug where player one did not win when multiple AI were defeated in stock mode.
Added AI behaviour to allow use of two stage abilities.
Cleaned up obsolete references and code.
Phew that’s everything! As promised there will be a gameplay video this week showing how all these changes manifest in the game. Thanks for checking out the changes and as always let me know what you think.
Hey it’s been awhile, despite the lack of posts lately I have been working on the biggest update for Readapt yet. This post will be fairly short, I’ll post more information about what has changed along with a new gameplay video later in the week, so keep an eye out for that. For now you can pick up the Windows version here. It’s a good idea to read the readme, I’ve added a bunch of settings to allow players to customise their matches and change and rebalanced the game a lot. Check out the game, let me know what you think and stay tuned for more Readapt related news right here.
EDIT: I have removed the web player version due to issues with chrome and hosting on google drive.