9 ENDINGS!??
I get a seizure when thinking about adding a second ending to my game and YOU ARE ADDING 9 OF EM!?
Please share a fraction of your power with us peasants. XD
It's me again.
It's been a while since I uploaded my last Devlog. Sorry! I got distracted by some music-related stuff... But hey, I have improved a lot! My songs don't sound like dying penguins anymore! That's good, isn't it? Anyways idk wtf I'm saying I should just stop haha. In summary I'm trying to get better at composing music for my games.
-Sam and his rig
-Happy Sam!
-The Fuel Tank - Gas pumps do not pump fuel if it is empty. At the end of the week (Weekend) the FuelTruck arrives and lets you refuel the Fuel Tank. Some Night cars may attack the Fuel Tank if they were not satisfied.
-The Vintage. The night equivalents of this car are The Hearse and The Invis.
-The Prime. The night equivalent of this car is The Odd.
-The Enforcer and its civilian version, The CivilEnforcer. Neither of these two cars currently has a night equivalent but I'm thinking about adding one!
Wow, I wasn't expecting you to fix the bugs this quickly!
Also, I finished the sound effects you wanted. I hope you like them!:
SFX For Fate's Gamble
I have seen games made with RPGMaker that have a slower walking animation, are you sure it is not possible?
Also did you say RPGMaker was developed in Windows XP!?
I have never used RPGMaker but let's be honest, the way you talk about it leads me to believe that it's not a good game engine.
It sounds like very stiff. Are you sure it won't hurt the development of your game?
Also if you need help with sound effects, tell me. I usually use copyright-free sounds and distort them in some way for my games. I can also compose some original music for your game! Though I don't have many virtual instruments.
I wasn't expecting to love it so much!
I find it even more intense than Buckshot Roulette!
I love the graphics and the items all sound fair (I didn't get to use all of them).
Though I got a bit overwhelmed with the amount of items. I'm certain that you will introduce them one by one in the final build but I'm just making sure you know it...
The sound design is a bit lacking and the Opponent isn't very intimidating (he's chill af lol)
Now, I will put on my criticizing hat and start yapping about everything:
---The Things that need fixing in my opinion
1. I'm not sure what caused this but when trying to run the executable I got a Windows Defender warning. This combined with the game being a single executable file can be a turn off for many people.
2. The walking animation looks a bit choppy. You should probably slow it down a bit and make the character bounce up and down more.
3. The guns need more sounds! One for reloading, another one for spinning the cylinder and another for firing a blank.
4. I think I saw a 'spin cylinder' option for the tranquilizer. Though I'm not sure, I might be mistaking.
5. The animation that plays when you enter a battle, is tiling.
6. The resolution is too small. I think you did this on purpose to make the game look pixelated. But man! You gotta do something about it!
7. "Opponent luckily shot himself with a blank."??? I think 'luckily' means 'fortunate' more than 'lucky'. Idk, I have never heard the word 'luckily' be used for something negative.
---Things that I recommend but you may not agree or you may have other plans for them
1. The environment is too bright for a horror game. You should probably use darker sprites.
2. The dialogue box that states the amount of live and blank rounds should not disappear automatically.
3. In the said dialogue box, It's better to use numbers instead of words to make it easier to read by just looking over them.
4. It would be nice to have a description of items while in the 'Use Item' menu.
That's enough yapping for today!
I whish you the best <3
It does reduce performance but it's kinda optional!
If you want a class to be garbage collected then you have to derive it from UObject and give it the UClass macro, else it will not be garbage collected.
I said 'kinda' because if you want a class to be recognized by Unreal editor then you have to enable garbage collection for it!
Devlog 4!
Hello everyone, it's me again.
I'm starting to like Unreal Engine. Now that I understand its fundamentals, its tools are really helping me out.
I was expecting Unreal to be much more difficult to learn; but I would even argue that it's easier than Unity!
Unity is more programmer-friendly but Unreal is more artist-friendly. So if you are a programmer and you hate visual scripting, it's going to be a tough ride. But if you are willing to learn blueprints too, then It's really not that difficult.
I have heard some people say that Unreal is less flexible than other engines like Godot and Unity, but that is not true.
If you are trying to make a game, Unreal is not any less flexible than those two; but if you want to create any other type of software, Unreal isn't the right choice.
Also, C++ isn't that difficult. The most difficult part of C++ is memory management which is not required in Unreal; because Unreal has a built-in garbage collector.
C++ without memory management is very similar to C#, but every now and then you have to pass in or get a pointer.
Also Also you don't even need to know C++ to make games with the engine!
There is a lot of them!:
To Do List | State |
Dynamic Vehicle Sounds | ✔ |
Rework the waypoint system | ✔ |
Fix GasPumpsManager | ✔ |
Introduce breakable objects | ✔ |
Make DelayProvider | ✔ |
Make the vehicles brake gradually | ✔ |
Finish the Time system | ~ |
Add more sound effects | ✔ |
Make VehicleSpawner | ~ |
Fix DelayProvider (holy s**t that took a while) | ✔ |
Make Flasher_S | ✔ |
Make Explosive_S | ✔ |
Make Destructible_C | ✔ |
Rewrite the fueling system and make it a component | ✔ |
Make Gas Pumps react to explosions | ✔ |
Make a simple death system | ✔ |
Make The Cabin | ✔ |
Finish the first Night Vehicle, the BomberBox!!! | ✔ |
Wow! That was a lot!
The story isn't complete yet. There will be four characters which two of them are new. (not including the player)
The story is less vague now but the progression is not natural at all. It doesn't have that 'smart' flavor to it yet.
I will share more about the story once it has reached a stable stage!
-Explosion
The smoke particles have been fixed and don't glow anymore.
-The BomberBox
BomberBox is a vehicle that only appears at Night. That's all I can say for now!
-The Wooden Cabin
-Me having some fun before implementing the death system
I've been doing a lot of technical stuff, so I don't have much to show :(
uhhm uhhhhh...
F e a t u r e | D e s c r i p t i o n | uhh |
Bug fixes | Dope. | |
Made the GasPumpsManager | The system that helps cars decide about what path they're going to take. It also rents pumps for cars. (i know that sounds weird) | |
Hose tension pull | When the player is holding a pump head, this force prevents them from going too far away from the gas pump. This is important for the game's ending. | |
Made the Fuel or Pass system | It's a part of GasPumpsManager. | |
The Well To The Hell | I'm not sure if it will remain a secret or be fused with the gameplay. |
I know the new features sound underwhelming but they are required before I can add any other thing.
After making the VehicleSpawner, I will be moving on to the fun stuff again!
I have decided to add this new section (that is clearly not ripped off from chillitch's devlogs) to my Devlogs!
I have some ideas in mind for the story but I prefer to think about them more before sharing them with you guys & gals!
So, unfortunately we have no Story Update for today :(
-Hose Tension Showcase
-The Well To The Hell
ye i believe i have dementia...
The hand in the Four leaf clover animation looks stylized and nice. Don't change it!
It reminds me of the hand in 2DBoy studio logo intro:
btw does Fate's Gamble have a main character? (not including the protagonist)
The video got me curious :P
I hope this doesn't turn out to be another dementia situation again lol
Hello everyone, it's me again.
Question | Answer | The Epic Return Of The Epic Empty Column |
Are the models imported to the Game Engine? | Yes. | |
Are there any new sound effects? | Yes, many. | |
Have you modeled any cars? | Well, I have modeled a placeholder car. | |
Have you implemented the base logic for Vehicles? | Yes, I have. But the process was very painful. Very very painful. Like seriously painful. Like no joke, really painful. Like it wasn't even ful, it was just pain. | |
Have you programmed the Vehicle AI | I'm working on it! It currently can follow waypoints and stop at gas pumps. | |
Have you made any additional 3D models? | Yes, I have added many new environment-related models. | |
Any animations? | Yes! I have made around 4 animations for the player & I have imported them. | |
Are the Gas Pumps interactable yet? | Yes they are! You can pick up the pump head & vehicles can knock the Gas Pumps over. |
-The junk yard
-The Day & Night cycle (WIP)
-The Gas Pump (WIP)
Hello everyone, it's me again.
First of all let's address the elephant in the room:
I know the name sounds kinda diabolical but hear me out... I kinda like it.
I'm not really sure if this game would go under the category of "Mascot Horror". it's about the mascot of the Gas Station, though it is not like traditional mascot horror.
In this Devlog, I'm not going to explain gameplay or story details rather, I would talk about the idea behind it.
Note: The following mechanics might change!
The gameplay is broken into two overall parts. Night and Day.
Unlike other horror games, Fulfill Fuel takes place on days too. On Day, the game will be very challenging but forgiving. At Night, the game will be simple but brutal.
Even though player can't lose on Day, but what happens on Day defines what will happen on Night.
In simpler terms, if you f up at Day you will die at Night!
For example the more customers you miss on Day, the harder the Night gets.
-The TEN ARMED SPIDER™ Gas Station.
"Diesel, Oil, Fuel And Gas! Look Around And We Will Shove Debt Up Your A.."
-Sam The Spider (mascot of TAS)
"Look at his eyes! He's so innocent! He just wants to sell you overpriced diesel."
I might change the design later, but for now, I like how it looks like an oversimplified corporate design.
Though I have some problems with his arms and legs, they look like teeth!
-Gas Pump
"no funny business here, good bye."
Absolutely loved the video :3
Juss wanted to say something:
You should tell your fan base more about your game. Telling people about what they are going to experience ain't gonna spoil anything. In fact, this makes them more likely to play your game because if the idea sounds cool of course they would want to play it.
If you share a bit of the story or gameplay with people, they will get more hooked with it.
I know you want people to play your game without having anything in mind, because that's what makes horror well, horrifying! I think the same. But this is not really achievable by us, indie developers. We don't have triple A budgets to spend on advertising our craft. Instead we should connect with gamers (i hate that word) on a more personal level.
Fates Gamble is one of those games that will be under development for a long time. And it's also one of those games which will attract more people than just your community. So at the end of the day, most people will play your game without carrying any thoughts.
Wow that's a lot of words, I hope you're still reading lol.
Anyway, you get the point, I will shut up now :P
Hmm, that's very interesting.
When I'm planning my horror games I don't usually think about what type of horror game I want to make, I more think about what type of horror experience it will be in general.
Because in my opinion there are many horror genres that has not yet been explored by video games.
I think it would be helpful if you also made a diagram of general horror elements. (like fear of the unknown and fear of being watched & etc...)
Since the first day I started this project, I unfortunately didn't really like it.
The reason I started it, was to test my game development skills and... that was the first mistake!
Instead of developing a game I was passionate about, I just made it for the sake of making another game.
Over the past few months, I have grown to like it but, it still isn't my passion project.
When I think of a game idea, I want it to be revolutionary! I want to push boundaries!
But SunSweeper, was none of them.
For example, in Reanimated (my past game), each run would be unique due to something called 'Controlled Randomness'.
I don't know if I have said this before but my passion is creating environments.
SunSweeper didn't have many environments (only 4 small scenes), so I couldn't really put my creativity in it.
Even though Reanimated only had 1 scene, but it was more complex than those 4 scenes combined.
In short,
I'm abandoning SunSweeper.
I might finish it one day,
but not now.
I'm excited for my next project because it will need a lot of environment art!
I have been learning a lot of modeling recently to prepare myself for that game!
I still don't have a name for it but I will think of one.
This will be the last project that I will ever abandon, because I have learnt my lesson:
"Don't Make Something You Don't Like!"
Even though I didn't finish SunSweeper but I still love it!
I love the story, I love the characters... and one day, I will finish it!
But for now,
Welcome back to another Devlog!
This is a small one! The reason I'm posting this, is because I haven't posted in a while...
But don't worry, because we are back on the track!
When you have a bumper and you crash into a mine, you survive it. Pretty simple stuff, right? But there are some side effects to surviving a crash. For example, the light inside the cabin will start flickering.
I added The Replacement Bulb to make it fixable.
***I have both modeled it and programmed its logic, so it's finished. But I will probably rewrite the logic since the current code doesn't work well with the inventory system.
There was an error that was bothering me for a very long time and I have been ignoring it. But I finally managed to fix it!
The error would happen when pausing the game. It was a NaN (Not a Number) error.
NaN error are usually a headache to deal with because they don't occur too often and they are hard to track.
The error was caused because when the game is paused, Time.deltaTime is set to 0.
I was using deltaTime to calculate velocity but that was a huge mistake!
Because when the game is paused, the script will try to forcefully divide the velocity by 0!
Velocity = Distance / Time.deltaTime
aaand, we all know how that goes...
Uhhh, I don't want to explain this too much because I can't.
It's simple!:
-When the door is open, flash green.
-When the door is locked, flash red.
Pixel got some new features!:
-The replay button
-The continue button
These buttons are used for interacting with the tutorial videos!
"hmm, some strange sounds are coming from the distance. It sounds like... some sort of machine. Its cogs are spinning loudly, as if they are right in front of me. but I can't see it! am I blind? or have I been blinded?"
I agree with you. Though, Rust is missing some stuff like classes and nullable values. These two, both have alternatives in Rust, but the alternatives are difficult to work with.
I have heard that they decided not to add nullable values because that makes the code unsafe, but that is just not true.
I really hope the Rust team adds them, one day.
Hello everyone, It's me again.
Well... I didn't make much progress on the game because I was on vacation and also because recently, I have started learning a new programming language.
I'm thinking about Rust + Bevy combo for my voxel engine.
If you don't know, Rust is a low level programming language and Bevy is an API (or a game engine, I'm not sure)
I have seen ALOT of people make voxel engines with this combination, so I decided to give it a shot.
-Learning Rust will help me develop more performance-friendly games in the future. This mean, it makes me one step closer to developing my dream games!
-The most difficult and confusing parts of SunSweeper are done anyway, so from now on, I will be putting all my focus towards finishing the game!
That's a pretty cool idea. However the story mode currently has a little flaw, and that flaw is:
Not having enough levels.
And because player is paid after completing each level, having too many items can get a little problematic...
However, if I decided to make the infinite mode, I will 1000% do that!
I'm not sure what to do about the story. Currently it's short (30-50 min), but if I put some white space in between (levels that don't have dialogue or story progression), I feel like the game would get uninteresting.
What do you think?