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Echo Gunner Devlog

A topic by shweep created Jun 23, 2023 Views: 647 Replies: 17
Viewing posts 1 to 14
Submitted(+1)

Heya I'll be documenting my dev process here once again, probably uploading progress videos every once in awhile. I do have less time though. But essentially I went in with railshooters in mind and decided to apply the idea with whatever character interested me or would suit a shooting game well. 

Last year I did a simular log https://itch.io/jam/robot-party-jam-2022/topic/2087398/gigantimus-zx-love-never-... looking back I really spent a long time on environments and characters... so I'll be doing a more 2.5D approach and using simpler environment tools. Also the game being more linear and focused should help things. Or I'll just find a way to make that more complicated who knows.
Submitted(+2)

Decided to make a big change which was make the game third person. I think generally I just want to a do a mix between Sin and Punishment and Wild Guns. Probably will slow things down but I don't know wasn't as bad as I thought and I feel like the game will be less about twitch reactions and more about adapting to situations. Lots to think and worry about though. 

(+2)

Glad you're doing devlogs again, I enjoyed watching your videos last year. Seeing the wiimote in action with your game is a thing of beauty

Submitted(+2)

Thanks! Yeah it was really cool to get the wiimote working, my pipe dream is to usher in some kind of wiimote renaissance via indies now.

Submitted(+2)

In this update I get the first half of a level mapped out (which is like 2 mins of raw gameplay...). And I talk about some of the difficulty with shaders in regards to keeping the enemies visible but also look like they're part of the environment + transparent objects and echo location becoming a problem. Fun times
Submitted (1 edit) (+2)

So in a chaos of directions I... decided to use realtime 3D for the characters for a list of reasons, but that meant concepting, modelling/rigging/animating stuff so I hit the ground running.

For some reason i had it in mind for her to be like Iris from MMX4 but then I realized thick long hair is a huge no no in 3d modeling so I went for an anime pony tail thing. Then I had it in mind to go not just low poly but early PS1 segmented limbs and potentially vertex colors. This is something FF7 was known for doing for enemies, which involves assigning colors to vertexes as opposed to UV textures which became more dominant as 3D became more understood. I see it as an excuse to avoid having to do extra skin weighting and get some nostalgia points. I'll likely use faceless enemies with no textures to cut down on any UVing.


Tiringly enough this means weighing each bone to each body part specifically as I'm using Rigify to speed up the rigging process. There's probably a method to auto binding the individual meshes to only one bone each. I still need to figure out the hair as it's one solid piece but it might be more interesting to make the hair into a poly segment snake and animate it manually via programming since the auto rig doesn't provide custom options.

we in business

Submitted(+1)

Seeing your devlogs again brings back so many memories from last year! I'm pretty sure I'm putting some things I learned from them into practice this year! Loving your progress on the game so far, the visuals and gameplay are looking great.

Submitted(+1)

thanks! glad it's useful for people 👍

Submitted(+1)

So birthday today and you know what that means! More jamming. Got some character animations in but had to figure out how she was actually going to aim her gun without breaking her back. Then I need to move on to enemies and hopefully effects and such before the weekend. Canada Day is coming up which means a 3 day weekend (a monday after canada day for some reason). So I should spend it wisely to get the game to a vertical slice where everything is in for the first half of the level, then scope out the rest of the game with some placeholders and see where to go from there.

It's hard to fully know when to lay out foundation and when to polish/art things up because the game content just doesn't get worked on when you're an artist/programmer mucking around with art assets. I think my 2d sprite pivot means ramping up the art production side because i wanted to validate the look as soon as possible rather than assume it'll look good after more placerholdering. So it's a tough balancing act and there's no formula to the process I feel.

Hopefully I can get to beyond this one street sections and get rid of these sprite billboards.

Submitted (2 edits) (+1)

So I've modeled a basic enemy with vertex colors painted on as opposed to UVs. That one shader i talked about with making the sprites pop out from the background wasn't wasted. The ones on the left of each pair has a custom shader i made to make the lighting affect the colors much less. Making them pop out more from the background.



This isn't an artstyle choice so much as a readability thing. I might be overthinking it though. As long as the humanoids are the only thing moving and the environment is relatively simple. It shouldn't be too hard to point out what's relevant. Having said that it's also why I've been trying to keep the environment fairly Doom wad-ish. I plan to make anything that's modeled to be interactable to some degree, and the rest will likely be baked into whatever I manage in the quake editor. 
 
Before rigging and animating I tend to just throw the models into the ingame scene because I never know what something looks like until it's ingame. The enemies are a bit generic but I'm liking how they're brining back the Virtua Cop influence, the lack of any complicated detail I think will help with standing out. This model is actually based on the protagonist but just puff the chest up to look more stocky and bam there ya go. I'm probably going to reuse the hell out of this model though.

Next up is rigging and animating these fools

Submitted

Doing something a lil different, taking a break to walk around the local cemetary since I'm planning to make a graveyard level for the second part of the game. LIkely going to "protoscope" the whole game today to get an idea of what needs to be done.
Submitted(+1)

So got the title screen done and placeholdered the rest of the game. next thing to do is actually flesh out level 1 with enemies and challenges and figure out how it all ties into the shop/abilities. That's the one big problem area is just the abilities ideas I have, like melee attacks or some kind of piercing round thing idk. 


The story is well... the least thought about but I'm going to wing a very anime rules sacred pact plot that uses the friends premise thing. Not exactly sure who's who in the scenario and the scene text in the devlog is mostly temporary, just figuring out how the beats would play out in a typical level. What's different is the text is happening during the gameplay so I have to time and wait out the text (right now it does it evenly regardless of length). Another thing I'm realizing is that I really want a jazzy art deco setting but art deco is slightly difficult to accomplish with a low poly quake level editor. It's not like brutalism where i can just throw in some cement cubes, there's a lot of fancy details the more i research the movement. So it might not come out as much as I'd like or I'll have to find clever ways to simplify the look.

There's a lot to cover with where I'm at and I can feel the time squeezing even though progress is pretty good all things concerned. The lack of enemy placement is what prevents the first game level from feeling complete, so my first priority is that and then reward/progression. The biggest wrinkle is probably the bosses... and the composer is cooking some bangers so hopefully they can live up to the audio spectacle.

(+1)

Simply the best title screen. Being able to get a feel for the controls before the game even begins is just perfect. 

I'm interested to see what shop abilities you come up with and how they fit in with the rest of the gameplay.

Submitted(+1)

Probably won't be too crazy! But gotta honor the DSD rule somehow.

Submitted (1 edit) (+1)

So got the first half of level done enemy placements wise. I had to overhaul how enemies are spawned since basically echo location makes its pretty useful to see enemies behind walls but if you see through walls... well.... it'll look weird if enemies spawned out of thin air. So i had to set up parameters like enemies being activated at certain times rather than created. But I think having them already in the scene is easier to manage, I just have to be careful about loading the ones that you don't even see til the camera orientation actually sees them. One of those things where I try not to engage in premature optimization and just roll with it til it's a problem

 My plan is to get the first boss done then flesh out then subway, then test it tomorrow with local gamedevs at the meetup (maybe using the wiimote). Then get the shop done and whatever extras and then gun for the last 2 levels. The first level is likely going to be the framework for the next 2 and I don't know if I can promise the most spice and variety. 

Ultimately I'll have something but question is if it's going to feel complete or conclude in a way that isn't abrupt. 🤞



Submitted(+1)

Not too much the report I've fallen behind on some stuff and still have the last bit of level 1 done, but with the last 5 days or so off I decided to slap all of the tasks on the whiteboard and look at it from a lateral progress angle than a vertical one. I tend to bounce between the two but it's hard to get out of the habit of being very vertical and making everything super linearly.



I also tested the game with some folks and level 1 probably needs work balance/onboarding wise but I think worst case I just have a default easy mode where you merely take a penalty to score if the game ends up being too hard. It took 3 weeks to get a solid foundation and level 1 done but I think I'm just going to have do a little bit of corner cutting to get 2 levels done in a week. It's really a matter of how polished/varied the game will be that's the big question mark. I think I just want to live up to the music though as Cowberry's been doing a really solid job with it.

Submitted

didn't quite get what i wanted to when planned but the todo list is slowly shrinking . likely the last update before a post mortem sort of thing!

Submitted

Game is now released, you can play and vote for it here! https://shweep.itch.io/echo-gunner

Level 3 is kind of just an empty level with some story bits and music left in. Sadly the game is not entirely complete but the first 2 levels have actual gameplay in them. I'm mostly proud of the music Delaney did and hope it wins an award. The music really did set the whole mood for the game.