Scatteria is 2d platform shooter based on post apocalyptic earth.
Main goal is to stay alive, scatter items/weapons/ammo, build covers and kill enemies. With Splitscreen support up to 4-players.
Im hoping to make random generated maps. Collecting resources and making weapons, items and bunkers with them. Currently the game is really raw alpha state.
Here is gameplay video we took with my friend on last friday:
You can find this also on Unity Connect: Unity Learn
Crits, comments and ideas welcome! Let me know what you guys think
Thanks Quingu for positive feedback!!
The sounds I bought from Unity asset store. Pack was called Universal Sound FX and its really worth of the money.
Here is progress I got working today… took me few days to learn about vectors and raycasts to get this working. Blood on enviroment depending on bullet trajectory:
ps. this is my real account, I accidently made the topic with my other account which was made for Asset store for the future
This looks really cool. The art is very well put together, the colors feel very apocalyptic. I have made 2D shooters in the past and this looks like alot of fun, I love a good splitscreen multiplayer game and this looks quite promising!
I did notice it seems most of the fighting is done without seeing the enemy (at least from the video). Perhaps having some sort of camera control or a scoping mechanic would be useful.
Yeah thats a very good point! I noticed that when I was playing that I have to watch from friends screen where he is, so I can aim correctly.
There is currently aim button in the game, which slowers the player down and makes the trajectories go more straight. There was also camera “zoom” in the same button. The camera will zoom more closer to the place where player is aiming. But… I took it off for while because I had some problems with the script. Going to put it back to next update
The art looks on point! The gameplay could use some touch ups though. In the video is seemed really floaty with the movement in the air and the quick acceleration as soon as you touch the ground. IMO I would either reduce or remove the movement while in the air and slow down the acceleration speed.
The blood effects from bullet impacts looks fantastic, see if you can work some simple screenshake for impactactful momments like landing, shooting, getting shot, grenade, etc.
I like it so far, reminds me of some flash games I was addicted to online at school when I was younger.
You are right on the movement. I think the current playtest showed that the game is bit too hectic to my taste. I want to slow bit the gameplay. Acceleration might be really good solution for this, I have to try it out.
In first versions of the game I had totally midair movement off, and I think it didnt feel responsive enought… I know its more realistic but felt that player totally lost the control of the situation. Reducing might be the answer… lets see I will try it for sure
Thanks for the advices! Especially on the gameplay side, I totally need tips to make this better!
haha ok, I got this one. Currently I got only two death animations in the game. Last one was the Torso exploded… Maybe I have make some new more toned down versions
Well here is some animations that I have made while ago but not all imported still to the game
Next week I will continue painting on the new backgrounds and start importing them into the project.
I think the tone is good, not often do we see a nice attention paid to player deaths. I was just suggesting to add some variation - which looks like you have also considered.
Keep up the quality work!
I think the hitting animation and shooting animation could use a little more emphasis? Bigger muzzle flash and effect, and the hitting animation could have the dude move his body a little more like his legs moving forward to hit and body rotating back before hitting.
The damage animations are really great those look fantastic especially the one with the torso exploding and the blood drips on both of them.
hi piston. i love your art and general mood of the game. after watching your youtube gameplay footage, i feel like animations there are too simple (especially the main character’s run animations). also i’ve always enjoyed 2d platformers that have more layers in the background. but overall this game looks great. keep up the work man.
Im not currently at home and finally got portable setup correctly to make pixel art. Here is some new environment stuff
Yeah I think I need lots more little adjustments on the effects One reason I didnt animate the legs was because its different part in the player Game Object. As the player can hit and run same time. Anyway I think that would really add some perspective to have the body turning bit etc. But I think might be hard to animate… I could try atleast
Ofcourse, but I think its not so complicated than it sounds
Yellow line is the bullet trajectory.
When hit into players box collider, it sends a raycast from that point straight depending where bullet is facing. (purple line)
If there is a tile that the raycast hits, it instantiate the blood prefab into the tile object (as child) and changes the rotation of the blood object depending on which normal of the tile raycast was hit. In this case Top…
I hope this helps… Originally I thought I need to make some Vector math and stuff but actually Unity made all the heavylifting for me
Thanks for the feedback. Its true about those animations. I also would like to fix those soldiers and try to improve them little, im not 100% happy of them in current situation. Lets see if I can manage to make some better characters.
Anyway I have been working for the last few weeks pretty intense on the game to get to the next “beta test”.
After the test I will make some more game play recording and hopefully I got something to show in the next few weeks.
Meanwhile here is a new screenshot: