• ProjectsWIP
  • Project UCG - An action packed twin stick shooter with RPG elements.

Finally, another video 🙂 It's been a while. The project is not dead. Just life getting in the way.
Progress #12

Some of the new things:

  • New mockup Player design
  • New enemy, Drone added.. kamikaze style flying to kill you.
  • Camera shakes
  • 3-step combo with a ground power punch as 3rd hit
  • When killing an enemy with a melee attack, the death of the enemy will spawn cooldown pickups
  • Tweaks to the controller. Gameplay flows much better now.
  • Dash now has a limiter of 2 and fills up within a few seconds.
  • UI update, Dash limited displayed with two dots over the health bar
  • UI update, All weapons heat meters are now displayed. The inactive secondary weapon greyed out.
  • Leaderboard implemented and connected to a server database
  • Tons of code re-written to be better and more organized (will help with further development as the game grows)

Tons of bugs have been hammered out. However, I still have some micro stutter issues I need to resolve. I also tested Effekseer, the ground power punch. It has a great editor to create the designs, but I feel the implementation isn't the greatest, so I will replace that and return to Godot's native particle engine.

I'm experiencing something strange. When I run the game through the editor, the game runs at solid 60fps (besides the stutter issues). However, when running a build of the game, I get very bad performance. Any idea what can cause this?

Looks great. I was wondering what happened to this project, it looks very promising.

Are you building in debug mode, cause that is always slower. You can export to Windows/Mac/Linux and make sure to uncheck the debug option. That should be full speed.

    cybereality Hey man! Thanks!

    I did build it without the debug mode. Strangely though, I tried the build again today with a restarted PC, and it seems to run much better. So don't know what I was experiencing when I tried it yesterday.

    It looks good and promising as it has already been said, good job MikeCL. The robot is very nice.

    Would you consider a beta release here in the forum ? It may help finding more bugs and get feedback before a pre-release on Steam with a lot wider audience with less aware people who are mostly players and who can write tons of negative reviews, which could be a serious hit to the mood, I especially think of "Wings of Universe" game from another member.

      JusTiCe8 Thanks man!

      Yeah... I plan to play-test it with the community at different stages of development. To see what people's reactions are. I can't say when that will happen, though, as my active time developing the game fluctuates wildly (load at work, life, etc.). But if we are lucky, perhaps something before or closer to the summer. We will see. No promises as to when. But I will test it with people that are interested at some point.

      19 days later

      Finally, there's some sound in the game. It makes a big difference!

        11 days later

        Playing the game with a controller 🎮

        MikeCL Great, your game is taking shape 🙂

        I'm just concern about flame thrower, does these bots are made with wood ? Paper ? Or recycled valueless dollar bills 😛
        Just for the sake of realism, fire may damage them a little bit, or more if they have some rubber parts, otherwise, fuel would just burn until exhaustion and leave some burnt marks.

          JusTiCe8

          Thanks! The mechanics are getting there.

          Not sure I'm aiming for full realism. Gameplay comes first. I see what you mean, though. But looking at this example
          It's a mix of materials, sure. But in general, it seems to be burning pretty well.

          The flamethrower does not deal that much damage in general, but as the bots keep burning for a few seconds, they take some extra damage. So it becomes more efficient to kill the bots quickly by combining the flamethrower with the machine gun.

          Uragun : is this a future yourself already releasing your game or someone else got pretty much the same idea ?

            Mechs used to be a pretty common game/shooter trope/subject.

            JusTiCe8

            Not sure how to take your comment. Uragun looks great, though 🙂 . However, besides having mechs and being top down.. Our project will look and feel different (the only thing you've seen so far are prototype placeholder graphics and a couple of concept tests) and have other player objectives and focus.

            Of course, we have taken inspiration from games we love. I would say there are other games we come closer to than Uragun if you can see past the mechs and top-down angle. And we don't only look at one game. We have several we draw inspiration from. (the first devlog talks a bit about it). I'm sure the same thing can be said about Uragun. I could compare that game with ten others and have the same comment. Not to take anything away from the Urugun devs, they seem to have done a great job. I'm tempted to try it. 🙂

            The point is, There are always other projects to draw inspiration from. These days, nothing is 100% original (even if we try our hardest to be). People can always find other games and make comparisons (like the other day, someone compared our game with Brotato, which I've never seen before it was mentioned).

            And who knows, since we haven't shown the final art direction yet, There might not even be mechs ( mechs are cool though 😃 )

            a month later

            So I started the process of bringing over the game to Godot 4. A bigger pain than I had imagined 😅. The conversion tool did a lot of work, but some things got broken and must be reworked. Good time to do it now, though, before the project grows too big.

            A workflow question to you devs out there. How do you work on iterations of meshes and animations? I'm trying to find a good way to iterate on 3D assets. I find it a bit tedious currently going back and forth between Blender and Godot as I might have some scenes organized in a particular way. I want to speed up that process. Does anyone have any good advice? Or perhaps a good paper written on the subject (preferably Godot workflow related)?

            • DJM replied to this.

              MikeCL ive got the same issue. making small adjustments to an animation requires most scenes to be completely rebuilt. very annoying.

                I read you can now import .blend directly to Godot but I've never tried it. Maybe you can update all your 3D assets to .blend and thus keeping your scene organization the same. I'd make backup before doing it though.

                  DJM Yeah, that is also pretty much my experience. Need to investigate this. I'll do some tests and research as soon as I have the project running in G4. I'll share any findings I come across.

                  Gowydot Interesting. I wonder how robust importing blend files are at the current stage. Is this the preferred new method for importing going forward?

                    MikeCL

                    Just quickly tested. The .blend importing seems to work ok for simple object with animation. The problem is it didn't import texture so I had to save texture separately and material override it. You'd also need to delete light and camera for your blend file.
                    Godot 4.01 rc2 / Blender 3.4

                    Maybe someone with experience can provide better info on the workflow. Right now though I'd probably only use this feature for simple object like blocks of buildings or something like that.

                      Gowydot The .blend importing seems to work ok for simple object with animation. The problem is it didn't import texture

                      I mentioned problems with importing .blend files. It was the materials that were transferring badly. It's not quite clear where they're coming from. As far as I understood, the import is done through conversion to glTF.

                      As far as i know, anything that goes beyond a single principled BSDF can't be imported into Godot automatically. Instead you have to recreate the material inside of Godot

                      Found this on Reddit, tested and it seems only base color is imported correctly. I guess we have to wait for improvement.