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Stitcharoo

Another game and another assignment done

Just finished my latest prototype!  1 more to go before the semester is over.

 Man the file is MASSIVE O.o Sorry for the long stream load...


http://fuzzyroo.weebly.com/prototype-kaiju.html

and a link to the sound track I dj'd for it

https://www.mixcloud.com/DJ_NPC/kaiju-attack-kaiju-soun...
Viewed: 15 times
Added: 9 years, 7 months ago
 
axlegear
9 years, 7 months ago
Sorry, Chrome can't run this app
You are using a version of Chrome that does not currently support the Unity Web Player plugin needed to run this app.
We recommend using another browser, such as Internet Explorer, Firefox or Opera.
Alternatively, you can enable NPAPI plugins at chrome://flags/#enable-npapi (requires browser relaunch).
If you enabled the NPAPI flag and the plugin still does not work for you, try manual install.
Stitcharoo
9 years, 7 months ago
Yup.  That's a thing.  That's also why I mention using Firefox on the site itself.  However: What did you think of the game?

" axlegear wrote:
Sorry, Chrome can't run this app
You are using a version of Chrome that does not currently support the Unity Web Player plugin needed to run this app.
We recommend using another browser, such as Internet Explorer, Firefox or Opera.
Alternatively, you can enable NPAPI plugins at chrome://flags/#enable-npapi (requires browser relaunch).
If you enabled the NPAPI flag and the plugin still does not work for you, try manual install.
axlegear
9 years, 7 months ago
Uh, I didn't think of the game, because I can't play it.  No chrome, no deal.
Stitcharoo
9 years, 7 months ago
Well, you won't be able to play really anything pre Unity 5.0 that came out last month.

Even then, there are a lot of bugs that people are running into with the WebGL based player, which mostly revolve around the game's input controls.

My suggestion, pick up Mozilla fire fox, if anything for just previewing the builds.  It's easy enough to simply uninstall when done.

I use a web client, because I don't want to give out a raw .exe and a data folder... Many modern OS's don't like mystery .exe files.

" axlegear wrote:
Uh, I didn't think of the game, because I can't play it.  No chrome, no deal.
axlegear
9 years, 7 months ago
No thanks.  I used Firefox for years because it was the only feasible option, but the awful performance, massive memory consumption, memory leaks, bugs, and security issues have turned me away for good.

Generally, it's kind of a rather bad idea to code things that aren't capable of being cross-browser compatible.  We learned this back in the 90's with the war between Internet Explorer and Netscape, then again with Internet Explorer and Firefox.  Both times, IE didn't want to support industry standards or work and behave as intended by the code, and I think it's no coincidence that both times, it lost the battle.

As for your explanation:  I have no idea what any of that means.  All I know is you're telling me that my browser won't work.  That means I am not welcome.
Stitcharoo
9 years, 7 months ago
Not exactly.  This change by Google chrome's browser last week is google's answer to two internet problems:  the coding language used for most browser related software (widgets, plugins, flash/shockwave) is old and there are too many poorly made, broken, or are malicious.  The answer Google came up with is to just do away with the web code.  On one hand, it does secure the web.  On the other, nearly all apps and web add ons will cease to function as all other browsers follow suit.

What this means is that nobody can simply "optimize software to work on all browsers".  That sorta thing no longer exists since last week.  Even with Unity 5 that came out last month, the system they are looking at to work is new and still in its beta phase.  

There is no work around.

However, I'm looking at putting my games up on itch.io.  It will be raw .exe and .app files, and hopefully, since they are on itch.io, can be trusted.

" axlegear wrote:
No thanks.  I used Firefox for years because it was the only feasible option, but the awful performance, massive memory consumption, memory leaks, bugs, and security issues have turned me away for good.

Generally, it's kind of a rather bad idea to code things that aren't capable of being cross-browser compatible.  We learned this back in the 90's with the war between Internet Explorer and Netscape, then again with Internet Explorer and Firefox.  Both times, IE didn't want to support industry standards or work and behave as intended by the code, and I think it's no coincidence that both times, it lost the battle.

As for your explanation:  I have no idea what any of that means.  All I know is you're telling me that my browser won't work.  That means I am not welcome.
Stitcharoo
9 years, 7 months ago
Also:

itch.io was easier than I thought.  Here's the raw .exe

http://n00basaurus.itch.io/project-kaiju
axlegear
9 years, 7 months ago
You know, i've been dicking around online since 1994 and today is the first time i've ever even heard of Unity outside of being used for smartphone microgames.  So, really, all you're saying it STILL meaningless greek to me.  I've never used anything Unity before, never had to.  So.. to me, all this still just means "It doesn't work on Chrome".  You can explain it six ways to Sunday, but as a user-  THAT IS the bottom line.  You should always keep that in mind when developing software and applications:  Your customers/users will never really care about your technical limits or justifications, the overwhelming majority's concern begins and ends with their own user experience, and that includes the ease of use.

That said, downloading a zip is so much easier and more standard.  It's what's normal and expected.  :3

That said, moving on to the review:
Setup is easy and simple now.  :3
It seems you cannot configure the game to work on anything except a joypad.  Not all users have a joypad, so this could limit playability considerably.
Graphics are simple.
Game moves in a strangely jerky/laggy manner.  Appears to be intentional?
Gameplay is simple and repetative, but not bad.  Could use more/different scenery to destroy.
Green flying blobs purpose is unknown.
Building break physics seem high quality and visceral, enjoyable to smash.
Music is simple and unobtrusive, does not stand out-  generally, a good thing.
Stitcharoo
9 years, 7 months ago
What you can take away from this:

Google (who owns chrome), and pretty soon every browser company, is saying "no" to 3rd party web apps.

That's not my fault, that's simply google's response to bad and malicious programmers that dominate the "market" of 3rd party web apps.

It's not me telling you "you aren't wanted", it's internet browser companies telling you "You can't use x products anymore, period".

There is no fix or work around because it's basic web building blocks that are being done away with.

Once again, that has nothing to do with my design choices.

A .zip/.exe is actually a terrible way to distribute a game.  Too many people, including companies where I'm seeking employment, will consider it a virus or malicious software and forego the download.  If it is at all questionable, it won't be downloaded.  A web based browser run game is better since it requires no downloading and won't be flagged by anti-virus software as an "unknown/untrusted program".

If you play a lot of games, especially Indy, ESPECIALLY on Steam, you've played games made with Unity.  it's one of the main game engines out there, especially for smaller studios and individual developers like myself.  It's right up there with Epic's Unreal Engine.  In fact, it was fun last month seeing the big fight between Unreal and Unity as Unity released their new version in response to Unreal going free.  Fun times.

Even massive major companies work with or in Unity for many hugely popular games right now, like Blizzard Entertainment's Hearthstone: http://unity3d.com/showcase/case-stories/hearthstone

Here's a showcase of popular games made with the engine: http://unity3d.com/showcase/gallery

This game, and all my games right now, are prototypes.  Which means they are simply ideas turned into working models and proof of concepts.

That is the reason it is gamepad only.  I was proving that I could make a game that used the game pad instead of strict mouse and keyboard buttons that have been all my previous games.  In the future, I will be adding alternate controls to the system.

Since I don't have access to a team of 2D and 3D artists and animators, sound engineers, level designers, or anything else, and it is just me doing everything by myself, all assets (which are things like art, models, level designs, images, textures, graphic interfaces, everything visual and audio) will be simple.  

This game was also made in 3 weeks.  Start to finish.

It's by design to move in a strange alien manner to give the feel of controlling more of a marionette than that of something living.  The movement of the health pickup needs to be changed as it's fluid motion breaks the jerkiness of the world.

Gameplay is proof of concept.  One of the things talked about in class was the continuation where I could have different cities, including Sanfran and Tokyo.  A difficulty curve would be put in there, probably relating to how many buildings spawn vs how many missiles fly at you.  Scoring and timing is unknown beyond what is presented in the prototype.

Green health pickups are an example of feature creep, same with the how to play UI.

I was really happy with the build breaks.  From the beginning, they were the linchpin of the whole game.  My original destroy building test, I had blood sprays squirting from all the cracks.  Very entertaining.

Remixed the music myself.  Wanted a sort of progressive stompy track in the background.
Sound track can be heard here:  https://www.mixcloud.com/DJ_NPC/kaiju-attack-kaiju-soun...

Thanks for playing.  Hope you enjoyed.  

More to come ( in 3 weeks from monday -.-)
Stitcharoo
9 years, 7 months ago
Also, Google is removing all NPAPI support in September.  Unity 5 is trying to use WebGL, but school only uses unity 4.6 currently.
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