Vertical, Horizontal, orthographic or perspective cameras (Although our first release might be only orthographic).
Full player controls and changeability, with pickup effects and upgrades.
Wave enemies, enemies following curves, way points, or direction and simple enemy AI.
Radial, path weapons and missiles with custom modifiers which enables you to create any weapon style including bullet hell.
Layered background system (can easily have multiple layers, 2D and 3D with different speeds)
Enemies drop Items which can upgrade the player.
Mines systems
UI system
Soundtracks and sound effects which you can use inside your commercial game (Planning to commision a sound artist for all of the effects and music)
Complete templates for visual effects (explosions, trails, bullets, etc…)
Well commented and documented script which is object oriented
How can you help us!
How important is integrating the Unity Ads system for you now and should we include it in the first release as a priority?
Should we market it as a SHMUP creator or a space shooter creator? it will have the complete asset libraries for a space shooter but you can still using the same script to create many types of SHMUPs. We are a bit confused if we should focus on the space shooter creator aspect or go into a general SHMUP direction.
What other features do you feel we left out?
This is just our first post and maybe later we can be more specific about the feedback as we release more updates.
Please note that we will be giving away free vouchers once the package is released for the ones who are highly interested in the package to be able to get testing information.
Keeping my eye on this one. And I think it should be SHMUP creator, as it’ll hit a wider audience. Plus, there will be more features to implement that way.
Unity ads is also really nice to have. What about a daily login bonus? Just throwing ideas.
Sure, all of the art content we have now is for a space shooter but maybe we can create a few quick sketches for things which are not space related alongside few demo levels and try to go as a universal SHMUP.
Not sure though at which point we will be able to implement ground targets connected to the background but will keep it for later. Now the way we add enemies is through a level creator where you pick your enemies/waves and the timing and then they start doing their thing.
Another thing is that we have to find a name for this package that’s catchy
And BTW Neviah, if you send us a PM or an E-mail: info@ebalstudios.com we will send you a free voucher to test the script once it’s out (maybe more than a month’s time, we are still working on the comments and documentation and it’s taking a while).
-Maybe allow another image to be scrolled in the foreground, above the player? Like that space mist, the green one in the video. Would allow for harder detection of bullets and/or enemies.
-Possibly add a 1-3 skill toolbar at the right side of the screen if you ever wanted to implement powerups they could hold onto and activate at a time of their choosing (shield, bomb that has AoE that lasts for 2-3 seconds, etc) .
Level Select screen.
Once dead, allow player to watch unity video ad for a revive to half health.
Just throwing ideas at the wall. Maybe something will stick.
-Perfect! thanks a lot for all of the ideas, the layer on top of the player should be easy to add. And like all other layers; it can be optional to use.
-We really have to look into the “super” weapons or shield features. right now. we only have one weapon that upgrades but I believe you are correct. A lot of players would expect to have these side capabilities and we should add them.
-At the moment we have a menu system where you choose the player plane but hoping to add level select soon.
-Still no implementation of the ad system or its features but perhaps after the first release we will incorporate it.
Thanks again Neviah for all of the suggestions! please keep it up. Will try to have another update soon with a video recording.
Just a quick update on our game’s weapons systems.
These are the radial and path weapons. we are still finishing up on a third missile follow system.
Also reminded me, will you have weapon that shoots a laser that covers like half the vertical screen? (or choose the width of it via editor). Some bosses will show a charging animation, then let loose with a laser. Players job to get out of the middle lol. I’m sure you can think of better uses, but yeah, just another weapon idea.
Awesome, thanks man!
You can change the width of the path weapon as much as you want but I guess we have to test and see how it goes when it’s half the screen size to see if it still works but theoretically it should.
Just a quick through of the assets that will be included in this template.
We are planning to do a few more assets, If you have any art requests to be included in the package now is the time!
An overview of the enemy movers and wave styles we have now.
Just finished recently the ability for the enemies to rotate along a curve (not only follow, but also twist).
The movers so far are:
Tilt Mover: simple directional mover which can also make the enemies move in a curved fashion (more like bending, it’s extremely easy to modify)
Patrol Mover: way points based, can loop or make any movement you would like it to.
Curve Mover: you can draw your own curve with any number of points to make multiple enemies follow it
Organized Wave: is a nice and easy way, to make lots of enemies attack and move in curvy fashion which is different from the curve mover. have to see it in action to understand it better.
Random Wave: you can use here completely different enemies, to pop up randomly. Extremely useful and easy to use.
We are writing the documentation at the moment also, and we should explain everything thoroughly and maybe later we can start posting the video tutorials.
Thank you for you interest in our template!
Thanks!
This asset have taken a lot more effort than originally planned, but we feel as long as we make something of quality content, and adding features we believe the users would appreciate; we are welling to push the schedule to get it done.
We really appreciate all of your feedback and it really means a lot to us, we just hope that once released and you try it out you will be equally happy.
Our developer has been busy adding comments in the script and changing the weapon upgrade system for the player and adding new effects, this week we just uploaded a quick preview for the UI.
We also contracted a great music artist to start working on the music and effects which you can use for your commercial games. Will keep you posted!
Hey, man thank you so much for keeping our spirits high!
It is possible to do on-line features and check the compatibility of different add-ons, but probably not in the first version. Right now we are focusing on having a strong basic shmup core to begin with and to have an efficient and well commented code.
I am not quite sure how it will go if I talk to our unity developer now (who is reading this) and tell him: oh, by the way, the game really needs to be online multi-player (his desk has a lot of objects which can serve as decent projectiles LOL). I understand photon actually does all of the work, but am sure there are small little details to take into consideration before it is implemented properly.
Just listened to the soundtrack sample from the music artist, and it was awesome! maybe we can share a small portion of it in our next update.
A lot of the things we are doing now are sort of under the hood, not sure what our next post will be about next week, but will try to figure something
A video of a quick fun mini game which was a byproduct of this shoot em up package we are working on.
This one uses the mines system we have already developed for the space shooter creator. and we are planning to release as a free package on the asset store.
Yes, insects can’t actually fly and flap their wings in space, but you could think of it as a special kind of alien space vehicle that happens to look like an insect or wait till the final version which will have the insect on a different background, and another option of using a spaceship with thruster effects.
Shoot’em up template Updates:
-Royalty free music and ambient sound are done.
-Adding comments and revising entire script.
-After finalizing the script we would go into documentation, tutorials and making demo scenes.
-Also on the to do list are WebGL and Google play store demos.
Quite some time since our last update, been working on testing out the script, writing documentation for the Space shooter and also the small mines mini game and re-writing some of the code to make things better.
We also are doing now graphics for the demos which will be included in the game engine, to demonstrate all the different styles you can do with the engine and have a variety of starting points.
But all is taking a little more than expected as we continually improve things as we go along.
Below is a video of a 2D game demo with the new music which will be included with the package.
We are working with a really great music artist who will be creating 4 more sound tracks.
So, included with this package will be 5 soundtracks and many sound effects which you can use in any commercial game.
Anyway Didier, we are taking with your suggestion and will aiming for a broader shooter styles and not just space. Hope you like the music
Seeing that demo actually put a smile on my face. I really love it, and I’m glad to see you’re still working on it. Can’t wait to get my hands on it. I want to see some crazy stuff happening. Ikaruga-style crazyness haha.