Thanks! I'm glad you enjoyed it
Anton
Creator of
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It's a shame about the crash, maybe if you can try fix it they might let you re-submit?
I had a look in the .js Console while running the Game, it seems that during the start up (loading the menu) there is a NullReferenceException Error Followed by another one When you Start the Round/Level, the game crashes on Error(216) can't tell what is the cause of this possibly related to the 2 previous NullReferenceException.
For you info (if you don't already know) NullReferenceException's are normally triggered when you are trying to do something with an object that hasn't been assigned, say in this case once you shoot the enemy you wan to Instantiate a new enemy GameObject but you haven't assigned anything to that game object or the assignment is sitting too late in your stack.
Just something to look out for or consider, I hope you can get it sorted!
Thanks for playing the game and reviewing. I think everything you've mentioned is fair and I agree the scope was way too big (I did get a little carried away during the level design phase). As for the "Asset flip" feel to it , I can see how it would feel like that. The game is made using free assets acquired from the Unity asset store, CGTrader and Sketchfab, this is because of the obvious time constraints and the fact that I worked on this alone and my skills lay more in the programming and level design aspect (basically my modelling & animating skills are non-existent/trash lol). The Interface/ui bug sounds like it could be an easy fix (hopefully) I will try replicate it, even though I will be discarding most of this project after the jam to start fresh it could be a good learning experience to know what to avoid in the future with the configuration of the game. the other npcs (bob and john I think?) they were originally going to be enemies but the AI was buggy af and I couldn't get the combat system smooth enough for release so instead turned them into friendly idle AI for the sake of having more than one npc in the game. Upon talking to either of them they should give you a blueprint for crafting but other than that they serve no purpose (in this build at-least) I think I found the scrolling issue you mentioned and I may have found a solution for that but that again will be more for a learning perspective for me rather than implementing a fix into this build.
Thanks for your review/rating, if you're interested in following the further development of this concept/project then please join the discord (linked on the store page for the game) down the track I'll be reaching out for people to contribute once I figure out the best way to go about that and have got a solid plan/road map in place
Hi, Thanks for the feedback. In hindsight I feel i spent too much time on the Map/Environment as well as building some other systems that didn't make it into this build of the game, it definitely turned into a case of "biting off more than I could chew" there are other blue prints available in the game they should spawn in lockers and crates but they're a "rare" item so maybe I could up there spawn count in future to make them more accessible
Hi, Thanks for the feedback.
I have a few questions in regards to thew performance issues.
Did you try adjusting the graphics settings? I tried to make them as customizable as possible (without spending too much time on them) if you tried that are you able to tell me or screen shot those settings and what your machine specs are?
all of these will help me improve the games performance and overall experience in future iterations.
Thank you, I will check out your game tonight when I finish work :)
INFO:
Controls: Movement - WSAD, Open/Close Inventory - Tab/i, Pause - Esc, Equip/Unequip Wepon - F, Action - E
I had so many big plans for this game for the Jam, but time-constraints meant that I had to sacrifice a few things. Nevertheless I am happy with it's current state. If you like the concept of this game, I will be developing the concept further. Stay up to date on the progress on Discord Here: https://discord.gg/7rxMbUT
As a strategy game fanatic, I really enjoyed this. I like the concept as well, also I think you've done a good job on the AI programming too it is quite challenging but not too over the top challenging which I think is hard (in a way) to get right. I did encounter one bug though, When you click restart the game crashes, only after you reach the stage of having the space station where you can order more troops. I didn't have any problems before that but afterwards if I clicked restart the game would crash. Otherwise great job, if you're planning on developing this further I'll definitely be keeping an eye on it!
I found the bug you described and have fixed it. It ended up being a simple fix. The issue was in the way I was handling the pausing and unpausing of the game. Basically when you unpaused it was going back to the main HUD where it should've been going to the previously open menu this was causing an issue with the player script as that still thought the menu UI was open which it is set to not move when there is a menu like the cargo or trading hub open. Good spotting, Thanks:)