Build 8 of Readapt is here! Changelog + GIFS included.

Download it here. Despite wanting to put updates out on a more regular basis I seem to be doing the opposite. But at least Readapt looks and feels more different with each iteration.

Shifting player size modifier and env health state visuals.


Here’s what new this time.


  •  Scaled size, movement speed, projectile speed and duration scaled down as 4 player matches could get too crowded.
  • Starting positions have been adjusted due to arena size, players will spawn in front of their bases for the defend the base objective.
  • No teleport abilities will randomise when players are path restricted in movement.
  • Defend objective does not randomise with path restricted in movement.
  • Player pointer location scales dynamically with player scale.
  • Gravity well effect only randomises when env objects are normal in dimensions.
  • Set and recall teleport ability has been added.
  • Added explosive modifier for environmental objects.
  • Added shifting shot weapon which changes in size over time.
  • Repel projectile terminates when hitting env objects.
  • Different shapes for the bomber weapon to randomise between have been added.
  • Rectangular environmental object modifier removed.
  • Shifting player size modifier added that alters player dimensions over time.
  • Environmental modifiers now alters how they are arranged.
  • Show modifiers option is toggled off by default.
  • Boost bad modifier for environmental objects has been removed.
  • Survive objective has double the chance of occurring compared to other objectives.
Explosive environmental object modifier in action.


  • Player and score overlay sprites updated.
  • Colours changed for different surface properties.
  • Slow time effect reduced when round ends to ensure smoother camera shake.
  • Projectile trails colour matches player color.
  • Capture point visuals have been restored.
  • Gravity well effect on environmental objects is now visualised with a circle showing it’s area of effect.
  • Hit particles added. Death particles have been reworked.
  • Black hole visuals have been replaced with particles.
  • Aspect ratio is now forced to 16:9.
  • Environmental object health states and outlines have been added.
  • Objective UI text simplified to single words.
  • Cleaner buttons and labels have been added to menus.
  • Scaled projectile trail width with projectile scale.
  • Death shake amount reduced.
New particle effects!


  • Boomerang sounds tweaked, shortened and should no longer clip.
  • Hit sound should no longer clip.
  • New ghost activate and deactivate ability sounds.
  • New wave sounds.
  • Speed power up sounds shortened.
  • New curve shot sound.
  • New ghost ability sounds
  • New base damage sound.
New bomber weapon shapes that include squares, semi-circles and triangles.


  • Internal cooldown for sprint reduced.
  • Ghost ability drains slower.
  • Cross shot projectile moves quicker.
  • Time field ability accelerating effect has been increased.
  • Power up spawn position is now randomised around the centre.
  • The larger a black hole the smaller it’s duration.
  •  Walls close in a little slower when round time expires. Staggered movement for walls has been standardised.
  • Movement momentum speed increased.
  • Wave weapon speed increased and projectile path is more curvy.
  • Player fast movement speed modifier nerfed slightly.
  • Defend objective objectives health has been reduced from 3 to 2.
Restored capture visuals and new gravity well visuals.

Bug Fixes

  • Remote shotgun and bomber weapon can no longer be activated when game is paused.
  • Reflect ability cannot be deactivated when game is paused.
  • Self destructs statistics should be accurate now. Self destructs for player 3 and 4 will also display correctly at the end game summary screen.
  • Player positions will correctly reset in 4 player games.
  • Player positions should reset properly when path restricted.
  • AI wins for custom score limits have been fixed.
  • Angular drag increased to prevent constantly spinning AI.
  • Initial stage of remote shotgun now correctly destroys when colliding with players or neutral surfaces.
  • Taking damage correctly gives one second of invulnerability.
  • Disabling the test phase no longer plays all countdown sounds at the same time when the game begins.
  • Cross shot projectile now removes correctly when hitting neutral surfaces and cancels out when hitting other projectiles.
  • Music now randomises properly after resetting game more than once.
  • Boomerang projectile can no longer be returned when game is paused.
  • Activated bomber projectile collider is now the correct size.
  • Black hole effect now works correctly when combined and it’s position is consistent with the pre existing black hole’s location.
  • Explosions for bomber projectile and environmental objects no longer move.
  • AI hit detection should occur normally after a round with the ghost ability.
  • Environmental objects correctly take damage from non projectile sources.
  • Initial stage of the reverse shotgun will correctly reflect off objects.
  • Fixed a bug where AI would not shoot bases when no player targets are left.
  • Environmental objects can no longer duplicate when paused.
  • UI sounds now work correctly in the pause menu.
  • Constant collisions of players into environmental objects no longer incorrectly does damage.
  • Health power up no longer increases player health beyond the maximum limit and player sprite correct displays the effect.
  • Power up that shrinks player size now works as intended.
  • Bomber weapon now damages player bases correctly.
  • AI hit detection should occur normally after a round with the ghost ability.
  • AI now utilises the tele projectile and dash ability correctly.
  • Dash ability cycles properly after the first use and shows correct cooldown.
  • Dash ability correctly works in conjunction with speed power up.
  • Time fields now effect AI movement correctly.
  • Wave projectiles now turn according to time scale.
  • Neutral block ability now correctly has 3 health.
  • Abilities are no longer incorrectly disabled when a player is the only one left.
Player specific colour trails help show who is shooting and is useful when vision is limited.

Thanks for checking out this update of Readapt, send any feedback at me here or on Twitter. I’ll be updating the IndieDB page tomorrow and expect a new gameplay video too.


A Video of Me Playing and Talking About Readapt

You can play this build and let me know what you think, download links below.

Webplayer build (Mac and Windows)

Standalone Windows Build


Colour Blind Friendly Game Design

I’ve mentioned in my first post that this is my first game. I’ve learnt a lot and I’d like to share ones of those experiences with you here. In my game various elements are randomised and assigned a specific colour. In older versions of my game all red objects would harm players and could be destroyed with one projectile hit, while orange objects were neutral and would require two hits. I had colour coded essential information and expected players to be receptive to this information. Only during this last week I realised that people who are colour blind would be at a constant disadvantage, which was not intended from a design standpoint.

In my home country of Australia, almost 10% of males and less than 1 percent of females are affected.  So there is a need to make my game more colour blind friendly, but I’m not colour blind, so how can I improve my game?

Some quick internet research lead me to a program called Color Oracle (link: which applies a colour blind filter to your screen. It supports three forms of colour blindness and most importantly the program is free. The only downside to the program is that it only applies the filter to a single frame and therefore does not support videos or gameplay. Having said that, it is perfectly adequate for my purposes.

Reading more about the topic I realised how important different shapes, symbols, icons and even lines (solid, dotted, dashed) are to the colour blind. Anything well designed (most maps for instance) take all of this into account.

I also have a friend who play video games and happens to be colour blind, he graciously answered my questions on the topic and gave an insight on how colours are harder to distinguish while moving.

Armed with this information and a perception altering program I began to change my game.

Shape and Colour Comparison
On the top left is the old art, the top right is the new and slightly improved. The bottom row shows them with a colour blind filter applied (Deuteranopia).

The players are squares with a triangle “pointer” that shows the direction the player is facing, it turns from yellow to white when an ability cooldown period is in effect. I changed the colours to make them more distinct, light blue rather than red is the lethal colour and grey makes a better background colour.  The colour blindness being simulated above is the most common form and limits colours to blue, yellow, white and black. So it makes sense to convey important information with colours that are perceived well.

You may have also noticed that I changed the shape of the pointers, below are how the four players are currently represented in game. I have assigned a different shape “pointer” for each player.

While some of the player colours (red, orange and green) can be hard to tell apart the symbols are clear and distinct.

As you can probably imagine it is an improvement from all players having triangle pointers. The player colours could use extra tweaking as green looks too close too similar to the background and I have yet to fully implement this approach to all other aspects of my game, but it’s a start.

I recall talking to my friend about his frustration about games that relied too heavily on colour (some colour matching puzzle games) and how happy he was to find that Battlefield 3 had a colour blind option. I don’t want my game to disadvantage players just because they are colour blind – not to say that my game won’t frustrate people. My game is designed to surprise and disadvantage players through randomised mechanics, but they are applied and felt equally. I simply want my game to be played and enjoyed by everyone, with or without the ability to see colour.

It’s Alive! First Blog Entry

Hi I’m Paul and this is my blog. I will try to keep this updated as I work on my first game: a local multi-player, versus, dual joystick shooter. The game is scripted in C# on the Unity 3D engine. Nearly all aspects (from weapons to movement to environment behavior) will randomise for each round. The aim is to adapt to multiple randomised elements and defeat the other players. More details and screenshots coming soon.