Dead Awake - Pixel Art, Rouge, Hardcore

inko: Thanks for the feedback! Yeah the screwdriver is totally worthless, the first enemies are going to be a lot easier but I just haven’t gotten around to fix it yet. Will try to create a vertical slice when the graphics are fixed and I have fixed some bugs with the procedural floor generation.

The game is quite expensive right now since I haven’t gotten sprite batching to work in Unity with point lights, and i don’t want to bake lights since they are destroyable and some will be animated later on. I have seen more people having trouble with this so I hope it will get fixed in Unity 5.

But I will write your feedback up on my tasklist:

  • Knockback on melee
  • Better performance
  • Hit indications for enemies
  • More balanced first floor (less sucky first weapon :wink: )
  • Fix vertical doors with arrow or something

Thanks again!

Have continued on changing the art to top down. Only the door and elevator left to change then everything is fixed. Also tried adding a line of sight effect.

No playable demo of this since all the other rooms than the start room are f****ed up and needs fixing.

This is awesome! Love it.

Great start man, look forward to seeing updates.

I’m in the same boat as you, designer but complete noob when it comes to coding.

Fixed all rooms to work with the new pure top down art and remade the doors. Still have to redesign the elevators and fix some offset issues in the floor generation.

Although it is playable so try it out HERE

Cool, ill have to try this later tonight!

I really like the look of your game, I’m gonna try it out soon and I’ll let you know what I think! :slight_smile: I was wondering though if you could share how you got your character to follow your mouse? I got a code to do it, but it’s super glitchy and rarely works. Also are you using third person controller?

Here is my move and aim code, it contains some other code as well as lowering speed when aiming etc.

    private void Move()
    {
        myMoveInput = myTransform.TransformDirection(myMoveInput);
        if(myMoveInput.magnitude > 1)
            myMoveInput.Normalize();
        Vector3 move = rigidbody2D.velocity;
       
        //Lower speed if aiming or reloading
        if(myIsAiming || myReloading)
            myMoveSpeed = movementSpeed * aimDecrease;
        else
            myMoveSpeed = movementSpeed;

        move = myMoveInput * movementSpeed;
       
        move.x = Mathf.Clamp(move.x + myMoveInput.x * myMoveSpeed, -myMoveSpeed, myMoveSpeed);
        move.y = Mathf.Clamp(move.y + myMoveInput.y * myMoveSpeed, -myMoveSpeed, myMoveSpeed);
       
        myRigidbody2D.velocity = move;

        //Check movement sound
        if(!myIsAiming || !myReloading)
            MovementSound();
    }
   
    private void Aim()
    {
        Vector3 mousePos = Input.mousePosition;
        mousePos.z = 0f;
       
        Vector3 objectPos = Camera.main.WorldToScreenPoint (myTransform.position);
        mousePos.x = mousePos.x - objectPos.x;
        mousePos.y = mousePos.y - objectPos.y;

        float angle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
        mySprite.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle-90));
    }

Having issues with it, but thanks! I’ll play with it! :slight_smile:

Yeah there are probably some variables that you need to assign and some code that needs removing. But hopefully you will get it working with a few tricks :slight_smile:

If you get into trouble I might be able to help

Found some of the s**tload of bugs and got them fixed. The floor generation is working a lot better now. Still gotta fix that there is two doors when going up a floor and leaving the elevator.

Although it is playable so try it out HERE

I’m confused about how variables work but I literally started learning C# a few days ago, so… haha.

This weekend I fixed a lot of bugs and also finally got all art switched to pure top down view. Next is getting a vertical slice going with all 5 floors working correctly and a mockup “end scene” when reaching the exit on the 5th floor.

Have been smashing bugs these last few days, seem to finally have smashed the bug that made everything go to hell with the generator after dying once and restarting. Now the game is playable up to Floor 5 where it will crash when activating the elevator.

Mockup end scene next!

Still have a lot of bugs left but give it a go HERE

I fixed the double door issue with elevators this evening. There are a few polish bugs such as showing the correct level numbers in the elevator and auto-opening the door on arrival but I’ll leave that for later.

It can as always be played HERE

Awesome man, I freaking love this game

Glad you like it :smile: Hopefully it will be a little bit more playable soon when I can start tweaking stuff for real.

I still haven’t cleared the first level haha.

I still have a lot of things to do but I thought it could be nice for everyone too see where I’m headed. So here is some upcoming features I’m gonna tackle next in somewhat organized order. I’m currently working with the final room and mockup game ending.

  • Final room with mockup game ending
  • Healthbar system with 4 bars = 4 hits
  • Healthkits to heal player
  • Switch bullets to use raycasts instead of physics to avoid misses
  • Add hands as unequipped melee weapon
  • Main character and animations
  • Enemy characters and animations
  • More variation to rooms and floors
  • Improved intro and control scheme tutorials
  • More weapons both melee and ranged

I have been thinking about the controls, they seem to be troublesome to understand for new players. Anyone got any suggestions for control scheme? I could go Miami Hotline and skip the aim and just have a button to switch between weapons.

Ideas and suggestions would be awesome, give it a go and see if you understand the controls and make a suggestion on how you would want them.

It can as always be played HERE