Saturday 31 December 2016

Dev Log #27 - New Year, New Player

Happy New Year's Everyone!

As the year comes to a close I'd like to share a bit of history about this project;

I started making NiTL in Unity during the summer of 2015, I had no knowledge of programming C# nor at that point did I have any experience with Unity itself.  With each technique in programming I learned while making NiTL, I improved and optimized the game as much as possible.

I actually tried one of the old builds of NiTL today, which are nearly a year old now. The gameplay is incredibly slow in terms of gameplay mechanics compared to the version now. But it was the groundwork and foundation for a much better version of itself. NiTL started out as a little Metroid-like made with Construct2 with a lot of potential, and thanks to a lot of hard work, it's a really good Metroid-like made with Unity.

After finishing the last of the new sprites for the player character, I was looking through some old files and saw a bunch of screenshots of old builds and it made me realize how much this game has progressed.

NiTL has come incredibly far from it's beginning as a simple 8-bit game, and as such, I'd like to thank all of the people who helped and continue to help me develop this game, with both technical and moral support.

Evolution of NiTL

New Builds:
Windows 64-Bit

Changes:
  1. All New Player Sprites
  2. New Player Hit Animation
  3. Fixed being able to fire while hit animation is playing
  4. Fixed aiming diagonal causing hit animation to bug out

Wednesday 28 December 2016

Dev Log #26 - Updates

Hello everyone,

Some good news and updates; at the Infogamer by Reboot expo that I was presenting NiTL at, I told a lot of people that after the expo was finished, I would be fixing any bugs I found in the tech demo shown there, and making new sprites for the player.

I'm announcing that most, if not all, bugs in that tech demo seem to be fixed, and the new sprites for the player are nearly complete!

On New Year at 00:00, 1st of January 2017, a new build of NiTL will be released. This build will contain all new player sprites, and a bug-free version of the tech demo shown at the expo. There have been some minor adjustments to gameplay but they don't change much.

Aside from the new player sprites, I've also finally replaced the frog icon with something more related to the current state of the game. But this is also a placeholder, and a proper icon will be made in time.

After all the player sprites are finished, new enemies are going to be designed, and potentially a boss creature. With those updates come a new tech demo as well, so in a few months there should be a completely different tech demo for people to try.

Until the build is released, here's a screenshot to tide you over.


Wednesday 16 November 2016

Dev Log 25# - Infogamer Interview

Hello everyone, 
Some more news from the Infogamer Reboot, I was interviewed at the expo on the indie stage.

The interview talks about NiTL as a game, the team making it, and goals for the game. So if you're interested and following the game, be sure to check it out!

Here's the video:

For anyone curious, here's the video playing on the screen:

More updates soon!

Saturday 12 November 2016

Dev Log 24# - Tech Demo Expansion+

Hello everyone,

So I'm currently making this update from the Infogamer Reboot expo in Zagreb. There have been some updates to the game and the tech demo since there was a lot of people wanting to play more so I slightly expanded the demo with 3 extra rooms.

Bug Fixes & Adjustments:
  1.  Wallask (Worm) collider box slightly increased vertically
    - Game play adjustment
  2. Crumble blocks not enabling their colliders
    - Rare bug, patched
  3. Bomb Blocks patched
    - Could sometimes be destroyed by somersaulting into their inner collider box that tries their anti-stuck code which destroys the block in case the player is inside them so they can get out.
  4. Tilemap gap closed (near save station)
  5. Upgrade items now do not respawn
  6. Fixed Wallask bug causing player to get stuck when enemy was frozen

Newest Builds of the NiTL Tech Demo (UPDATED):

64-bit Windows Build
32-Bit Windows Build
32-bit Mac Build


 This is just a short post during the expo for people who played the new tech demo and want to play it at home so they can play this particular version. I will be updating more after the expo.

Planned updates for the following months are:
  1. New enemies
  2. New abilities
  3. Boss enemy
  4. Updated and completely new tech demo

Friday 23 September 2016

Dev Log 23# - Major Performance Update

Here's a list of the things I've updated:
  1. Performance
    - Player Collision optimized
    - Crawler AI optimized
    There are currently no bottlenecks, or things that could potentially cause lag.
  2. Various Bugs
    - Somersault SFX to have delayed play when somersaulting from a run
  3. Player Updated:
    - Missile and Beam Trails added
    - Missile and Bomb Explosion animations updated
    - Missile and Bomb damage increase
    - Beam upgrades increase damage (Base damage has not changed)
    - Morph Mode roll animation speed increased
  4. Enemies Updated
    - All enemies except the Hive Mine got a health reduction
    - Hive Mine health slightly increased
    - Runak horizontal jump speed increased
  5. Size of Auto-Map reduced 
 Here are the newest builds of the NiTL Tech Demo:

64-Bit Windows Build,
32-Bit Windows Build,
32-Bit Mac Build
I've tested on two different machines (both Windows 8.1 64-bit):

Machine 1#: i5-6600, GTX 950, 1080p, 16GB RAM
Machine 2#: Celeron N2830, Integrated GPU, 768p, 2GB RAM

On both 1# and 2# I get no lag whatsoever.
Let me know what your specs are and if you get any lag.
Ideally machine 2# should always be able to get 60FPS, which is my aimed minimum requirements.

Lastly, I've applied for a stall at the Reboot InfoGamer 2016 Expo today, hopefully I'll get it.



Sunday 11 September 2016

Dev Log 22# - Demo Update

Hello ever/v/one,

Thanks to a lot of the feedback I received, both good and bad, I was able to improve the game and the tech demo with it.

Download links:
Windows 64-bit Build, Windows 32-bit Build, Mac 32-bit Build

Here's a list of the feedback I've addressed of tried to address:
  1. Physics
  2. Performance
  3. Map Design
  4. Controls
  5. Various bugs
  6. Base Run Speed 
I've increased the gravity and adjusted the jump strengths, partially optimized crawlers (for some reason they lag in one specific room so I removed them from there, and they only ever show up alone).

For the map design it's minor changes with big impacts, I lowered the platforms in the pit under the starting position and widened the gap. There was a turtle in a very narrow space that made wall-jumping near impossible, that enemy has been relocated. A certain wall that was partially fake is now entirely fake.

There are a bunch of other changes;
  1. Player Beams and Missiles travel faster
  2. Runak increased leap speed
  3. Crawler optimization
  4. Back-end change, optimized how scenes are loaded
  5. Beam/missile spawn closer to centre when aiming up
  6. Chain-jump re-use delay reduced, added fall speed condition 
I've tested on two different machines (both Windows 8.1 64-bit):

Machine 1#: i5-6600, GTX 950, 1080p, 16GB RAM
Machine 2#: Celeron N2830, Integrated GPU, 768p, 2GB RAM

On 1# I get no lag whatsoever, on 2# I get small amounts of only if a crawler is present.

Let me know what your specs are and if you get any lag.
Ideally machine 2# should always be able to get 60FPS, which is my aimed minimum requirements.

Wednesday 31 August 2016

Dev Log #21 - Tech Demo v0.9.2 Release

Hello Everyone!

As promised, here's the tech demo of NiTL(64-bit Windows) and here's 32-bit version.

If you have a slow machine, use this build which has no Crawler Type enemies (they're a huge performance hit, I'm working on fixing it ASAP).

Just a couple important notes though first;

1.
Due to time constraints this is not the fully finished version. There are some slight bugs I need to fix and some polish I need to add that I wasn't able to because I've been really busy with some non-development related things. What's available in the demo however is all fully working, there are just minor elements missing.

2.
This is a tech demo, meant to showcase the mechanics and technical aspects of the in-development game, NiTL, as such there is art and audio that is not finished, or absent, or simply present as a placeholder.


I hope everyone enjoys the demo, if you have any feedback or bugs to report, please leave a comment or send a message. This demo is not a one-off, so I will be posting updates to it as time goes on.

Thank you for following us!

Thursday 25 August 2016

Dev Log #20

Hello Everyone!

Work on the demo is going great as the deadline (31st of this month) approaches.

I've finished laying out all the rooms, enemies, items, and such and now comes the testing to see what works and what I need to change in terms of

At the same time, Bryan is working on the sound effects for the demo.

Here's a new gif showing the ability to jump while in morph mode.

Use the morph mode and it's jump ability to navigate passages.

Sunday 21 August 2016

Dev Log #19

Hello everyone,

As work on the demo continues I'd like to share some more previews of the game and demo coming at the end of the month.

Player firing missiles

Enter Morph Mode to place bombs

More updates to come, only 10 days left until the demo is released!

Saturday 20 August 2016

Dev Log #18

Hello everyone,

The demo of NiTL is due soon! This is a technical demo, so there's no story elements to it and with it no spoilers. With eleven (11) days left until the demo release day, we're all doing our best to polish the demo.

There have been numerous bug fixes, art additions, backend enhancements and control updates.

For anyone interested, here are the broad strokes of the bug fixes and changes:
- Crawler enemy type added, finished, and polished
- Runak enemy updated for slopes and small spaces
- Wallask enemy freezing while detecting player after attacking fixed
- Player extremely slowly sliding down slopes while idle fixed
- Missile and Bomb explosion animation speed doubled
- Player plays the idle animation instead of the run animation while directly in front of a wall
- Controller button input updated, now accepts both joystick and D-pad for movement.
- Hive Mine enemy finished
- Ripper enemy finished

Any many other things.

With the demo coming soon, I thought I'd share a little tease of how the game currently looks, I hope you enjoy the preview:


Thursday 11 August 2016

Dev Log #17

Hello everyone!
So there's some updates as per usual.

I updated the back-end of the engine, altering the way that scenes/rooms are dynamically added. So now it's a lot smoother and optimized.

Aside from that, NiTL got it's second donation! 10 Dollars. Thank you very much, Mister Donator, every dollar counts and those 10 dollars will without a doubt help us out. In case that sounds like sarcasm, it isn't. 10 dollars pays for a 16x16 tile or a couple smaller sprites, not to mention a huge morale boost for everyone working on NiTL as we then know that people not only follow us but want us to succeed.

NiTL's composer, Bryan, just got back home so we're going to be working full steam ahead to make the demo as best as possible for it's release date of the 31st of this month (August).

I'd like to once again thank all our fans for all their support, it means a great deal to us all.

Screenshot from the upcoming public demo

Friday 5 August 2016

Dev Log 16# - Public Demo Update

Hello everyone!

Work is being done to create a public demo for everyone to try out!
So far it's going well.

Estimated release date for the demo should be the 31st of this month (31-08-2016), if everything goes smoothly.

We've got good art, some tough enemies, and some cool abilities for you to play around in this demo.

Updates:

-New enemy: Hive Mine
-Runak AI bug relating to slopes patched
-Updated Missile & Bomb explosion animations
-Updated Shield Bar HUD graphic
-Pipe Graphic added (for Hive Mine and Flyer enemies)
-Updated Player Crouch graphics
-Fixed damage knock-back graphical bug relating to morph mode

Thursday 23 June 2016

Artist Hired!

As of yesterday, I have hired a freelance artist, Michael Pettinato, to work on the sprites and art for NiTL. With an artist now in tow, we're well on our way to finishing the game.

Here's an updated screenshot, the floating enemy was designed by me and drawn by Michael who works very well!

The new guy better watch out though, 
looks like the Wallask is trying to eat him.


I'm setting a deadline of August 25th for a specialized demo that will be available to the public for free.  That's two months away.

Two months after that I hopefully will be presenting NiTL at an indie developer expo in Zagreb, Croatia which starts early November this year.

Tuesday 21 June 2016

Screenshot Surprise


Surprise! A Screenshot of NiTL.

From Left to Right: 
Runak (Enemy type), Player Character, Wallask (Enemy Type).

Saturday 18 June 2016

Dev Log 15#

We are still up and running! I found a job to help fund development of NiTL so I've been working lately to make that happen.

Here's the current roadmap for NiTL:

- Hiring an artist to create new sprites and finish old ones
- Optimising controls and control layout
- Adding in sound effects
- Creating the pause screen menu


There is an indie developer expo called "Infogamer by Reboot" in my country in November that I'm going to try to attend as a presenter. It will be the first public appearance NiTL has outside of the internet!

I've saved up some money to hire a freelancer artist, but every dollar counts!
Donations are extremely appreciated and will be awarded with a special thanks and a free copy of the game.

Wednesday 27 April 2016

Dev Log 14#


Hello everyone! 
Big changes since the last update, and a big gap since the last update, but don't fret because development is still going on.

Here are the footnotes:
  1. New player graphics and more finished 
  2. Tileset and other art assets in production
  3. Work on public demo started
  4. More videos and screenshots will be posted in future
1. New player graphics and more finished

With the new graphics for the player finally finished, we can finally start posting actual screenshots and making videos to showcase the game. Aside from the graphics, I've calibrated some of the collision methods so there are some backend improvements in the code.

2. Tileset and other art assets in production

Aside from the player graphics, I've started work on a basic tileset I'll be using for videos and testing that might get expanded later. Aside from the tileset, there are other graphical elements that have been updated in the game, e.g. Missile, UI, ability items, some pick-ups, etc.

3. Work on public demo started

With the graphics for the player finally complete, me and Bryan will soon start making a demo for people to play to see what the game is like. Feel free to donate to the game's development, each dollar helps us make the game that much sooner!

4. Video and screenshots will be posted in future

With the player graphics finished, and a tileset at least partially done, we can finally begin making videos to showcase the game. So do expect more frequent videos and screenshots in the future! :)

Enjoy the first official NiTL video, recorded directly from Unity, pure gameplay.

Wednesday 16 March 2016

Dev Log 13#

Hello everyone, some big changes since the last update, mostly for the better.

Here are the footnotes:
  1. New In-House demo
  2. Menu Colour Scheme Changed
  3. The Team has Changed
  4. Change-Log
  5. What's Next
1. New In-House demo

A new In-house demo has been put together for the team to review and test, there are many changes, revisions, bug fixes, graphical, and performance updates since the last In-House demo, which if I remember correctly was on the 16th of January.

Check the Change-Log for more information.

2. Menu Colour Scheme Changed

The background colour for the camera, along with the colour scheme for the menu buttons has been changed from Unity's default camera background colour to black, it looks a lot sleeker and well-made now even though it is a fairly small change.

3. Frece has signed out

Frece has officially signed off from the project, but he wishes us the best and will continue to follow the game's development.

I would just like to thank him for helping out as long as he did, he's a wonderful artist and has helped create the art direction for NiTL with me.

Since the team is out of an artist, I have stepped in to fill those shoes until I find someone more capable.


As of now, the team consists of:
  1. Luka Arambašić (Project lead, programmer)
  2. Bryan Davis (Composer)
  3. Liam Fay (Composer)
This shouldn't adversely affect development, if anything it's given me a wake-up and I've started a push to get graphics done myself which has gone well so far.

4. Change-Log

Bug Fixes:
1. Bombs not interacting with enemies.
2. Morph Ball getting snagged on corners while falling.

Changes:

Along with those two bug fixes, I've decreased the amount of damage the bombs do from 10 to 4 because I noticed that 10 is way to overpowered. For reference, base beam does 1 damage, missiles currently do 20 damage.

Additions:
  1. New HUD sprites
  2. New Missile Sprites
  3. New Missile Explosion Animation
  4. New Bomb Sprites and animation
  5. New Bomb Explosion Animation
  6. Destroyable block sprites (Missile, Block, Booster, Fake, Destroyed Animation)
Aside from that, I've improved the 16-bit main character sprites and created an open hatch frame for the arm cannon.

5. What's Next

Right now I'm pushing to make some more graphics, only a handful of which I need to do before I can start posting screen-shots and making videos for everyone to marvel at.

With the majority of the programming complete, I'm focusing on the art design and finishing the template to help fund NiTL.

Hopefully we should see basic public demo at the start of next month.

Thanks for checking the updates, more coming soon!

Wednesday 9 March 2016

Dev Log 12#

Here's an update to fill the lack of updates, I've been surprisingly busy since the last update.

Here's the footnotes:
  1. Still looking for an Artist!
  2. NiTL title theme finished
  3. Action-Platformer Template officially in development
  4. Back from a Break
Now for the in-depth details!

Still looking for an Artist
 
After spending a week or so reviewing the person who applied for the artist position I announced was open in the last dev log, I have unfortunate news that he won't be joining the team and that the position(s) is still open to anyone with the required skills looking to do something in their free time, as a hobby, to expand their portfolio, and obviously payment when development gets funding.

NiTL title theme finished

With the track that Bryan Davis (our game's composer alongside Liam Fay) and I have been diligently working on, with Bryan doing the bulk of the work and me just providing ideas and feedback (credit where it's due), the new title theme for NiTL is done.

I would put up on the dev log for you guys to listen to, but Frankly my dear, I don't know how.
So you'll have to wait until he does all the mastering and such, then I'll put it into a video and cobble together a mock image of what the title screen will hopefully look like.

Action-Platformer Template officially in development

The Action-Platformer template that I've thought about for a while is now officially being developed!

The template will consist of some features from NiTL, such as the automap, character controller, and some AI, etc, with thoroughly cleaned and commented code that I will make super user friendly so that anyone can buy it and know just what the hell is going on in that jungle of scripts.

Back from a Break

After spending about 3 weeks taking a break from everything, I've reinvigorated myself back into development with new life and more ideas and a smarter mindset to make things even more efficient.

Thank you for reading the new update, and as always: 
Stay tuned for more!

Monday 15 February 2016

Dev Log 11#

So unexpectedly, I'm making another dev log post barely 2 days after the last one.

Here are the footnotes:
  1. Artist Semi-Found
  2. Pause Screen Map finished
  3. Miscellaneous 
Artist Semi-Found

Somebody answered the last dev log I made so it's possible that I found someone to do the art.
Having said that, I'm still looking for pixel artists as I need as much help as possible doing the art.

Pause Screen Map Finished

The pause screen map is finished, when viewing the map screen in the pause menu, you can pan the map around to see a large area. The room the player is currently located in blinks at regular intervals so you don't lose track of where you are and the map re-centres each time you open it.
Following this, the auto-mapping features, which include the mini-map and main map(map screen) are complete.



Miscellaneous 

With the pause screen map finished, I'll soon be able to release a Template for the Unity Asset store that I've been making. It will be a 'Metroidvania' or a 'Action-Platformer' template that will contain most of the development done for NiTL so far.

Along the template, I'll be releasing the auto-map as a separate asset (although it will be included in the template).

If you're a pixel artist looking for a project, or know someone who is, I'd love to hear it!

New to the dev log is the contact section,  please only use it if it's business related (e.g. you want to join the development team or write an article, etc).

Thanks for reading, until next update!

Sunday 14 February 2016

Dev Log 10#

News! I have some, in all flavours; both good and bad.

This post is going to be a bit short, here's the footnotes:

Temporarily without a graphical artist

Unfortunately, Frece, NiTL's lead artist is busy for the foreseeable future (at least a month) so I'm going to be without a graphic designer for a while. If you are a pixel artist or know anyone who is, please show them this blog and have them send a message to the facebook page and we can talk about the game. Alternatively leave a comment on this blog post with your email and I'll send you an email directly.

This does not mean development will stop by any means, I am currently seeing about finding someone else and failing that, hiring a freelancer to make the graphics until Frece is able to contribute again.

Automap complete

I have finished and polished the automap (minimap) features, so NiTL now has a working minimap in a similar style as Super Metroid. Now I will be working on the pause screen and putting a main map in the pause screen.

After that all I have left to program in the game is;
  1. Ability items not respawning after returning to the room (I put it off to do more important stuff)
  2. Maybe 1 or 2 more abilities, just for the fun of it.
  3. The rest of the enemies
  4. Add graphics and audio to the game when I get them
  5. Level design
And then it's done. Seems like a little but it's still a lot to go.

Save Station Bug

For some reason the save station is bugged, in some scenes, for some weird reason.
The bug is regarding the raycast that detects the player, it works fine when it's just the player and the save station in an empty scene, but in the test scenes it has problems with the detection, and if placed in a specific manner it bugs the camera causing it to detach from the player.

I'll need to investigate this, but it should be fine in the end.

Surprise fourth update!

With the completion of the automap I developed, I only have a pause menu left until I'm going to make a copy of my project of NiTL which I will simplify and make into a Unity asset to sell on the Unity Asset Store for anyone who wants to make their own Metroidvania.

Thanks for reading the update, everyone, I hope you had a wonderful Valentines day!
I myself enjoyed a pizza at home while watching 'Welcome To The N.H.K' before and after programming the automap feature.

Saturday 6 February 2016

Dev Log 9#

Hello everyone! There's been a fair gap between this and the last update, mostly because I was waiting until I got some graphics from our beloved artist but that might be another week away.

  1. Performance Updates
  2. AI Updates
  3. Dynamic Scene Loader-Unloader Updates
  4. Composer joined development

1. Performance Updates

While being curious and generally playing around with the game and profiler, but mostly trying to fix an AI; I achieved some massive performance boosts.

I benchmarked the game and found that at around 14 Runaks on-screen, the frame-rate dips to around 6FPS in the Unity editor even when not detecting the player. After some tinkering with everything and changing a bunch of stuff, I got the frame-rate stable and holding at around 50FPS in the Unity Editor even with 41 Runaks on-screen with most of them detecting the player (detecting the player costs some performance, but not that much with the changes now).

This is great news for those people who might play the game on netbooks or extremely low-end computers because the power required is drastically lowered. That's not to say the game was a resource-hog before though. Prior to the test, the game was running fine on my Acer Aspire E3-111 which has an Intel Celeron N2930 CPU and runs Windows 8.1 Pro, as far as I could tell the game ran without lag at full 60FPS but this of course was a build and not in the Editor. Not that anyone who buys the game would be playing it using the Editor. Point being it ran very well before and now runs even better.

2. AI Updates


I mentioned before that I was tinkering with the AI. Most notably I was playing around with the Runak AI again. Originally it just walked around, jumping at the player when detected. I gave it some more personality but finally using the land animation Frece made with the rest of the sprites, ages ago. Now when the Runak jumps and eventually lands, it will play a short land animation during which it will not move or change direction, giving the player a little time to either escape or get in a few shots to kill it.

Among the AI updates are a few changes to the Base AI scripts and player detection methods. Nothing major, just a few subtle changes to do with setting it up and performance.

3. Dynamic Scene Loader-Unloader Updates

 So I mentioned this before and now I mention it again, even though I'm pretty sure I said somewhere that it's 100% finished (it is). Well anyway, I finished it even more by making it more robust in the sense that it's a lot more forgiving to me accidentally screwing up the set up, along with it clearing scenes in a better way. Along with another script I called the FolderCleaner, there are no accidental duplicate rooms being created at runtime.

I guess this would also result in a performance boost since the engine wouldn't be making duplicates.

4. Composer joined development

 New to the development team of NiTL is an American composer who goes by the name of Bryan Davis, I particularly liked his chiptune music as well as his orchestral pieces so I sent him a message followed by a huge email explaining the project, goals and methods and he joined on to help compose the soundtrack. Feel free to look him up, he works freelance as well as helping to development NiTL.


That's all for now folks, hope you enjoyed the update!

Tuesday 19 January 2016

Dev Log 8#

There has been a LOT of development since the last update, here are the footnotes in order before I go into more detail:
  1.  Save System Complete
  2. New Enemy Type, AI polishing
  3. Game Selection Screen Finished (with place-holder artwork)
  4. Player Death & Enemy Damage
  5. Game Over Screen
  6. Player Animations
  7. Dynamic Scene Loading-Unloading
  8. In-House Demo Complete
  9. Performance Optimisation
  10. Environmental Shield ability added
  11. Extreme Temperature Rooms added

1.  Save System Complete

The saving/loading system has been fully completed, when the player steps onto a save station and chooses to save, they're locked into the save position on the save station while the game is saving (a lot of alliteration there). The game is saved and output to a file, so you can back up your saves on USB devices or clouds, just keep in mind that the save data will have to be in the correct folder for the game to find it.

2. New Enemy Type, AI polishing

 A new enemy type has been added: Pipe Cleaners.
This enemy is spawned from another object, similar to the Rinka type, except it first exits the pipe and then flies left or right depending on where the player is. Be clever though, it's possible to freeze these enemies with the Frece cannon and use them as a platform to get to hard to reach places.

AI polishing has been done, numerous bugs like the Wallask not detecting the player have been fixed.

3. Game Selection Screen Finished 
(with place-holder artwork)

 The game selection screen, with the exception of graphics, has been finished.
When you open the game selection screen, the game will read any present save data and show the abilities, current missiles and health (along with max health, since it can be increased) in the appropriate save slot. There are only three save slots however.

There are two modes in the game selection, the default load mode, which is set to this every time the scene starts, and Erase mode. If erase mode is enabled instead of load mode, and you click on a game slot, all data will be deleted.

New games are started by opening an empty game slot.


4. Player Death & Enemy Damage

 Enemies dealing damage to the player has been set up, and the player can be killed.
When the player dies, the game goes to the Game Over screen.

Different enemies have different amounts of damage, some deal more and some deal less.

5. Game Over Screen

 The game over screen has been set up, it currently has no graphics so it's just "Game Over" in plain pixel art text and two buttons; "Continue" and "Exit Game".

The Continue button only appears if you have a save in the game slot you are using. The Exit Game button takes you back to the main menu, from where you can choose another game slot or close the game application.

6. Player Animations

 The players animations are still being discussed and test animations are being made, the animation for the player running right is 90% done. After this animation is finished completely, the rest should be done fairly quickly in comparison, considering that the run animation is the most complex and most used animation in the game.

7. Dynamic Scene Loading-Unloading

 This one took be a full twelve hours to set up, considering that Unity's MSE (Multi-Scene Editor) is newly released, I think that I did it extremely quickly.

By setting up Dynamic Scene Loading and Unloading, NiTL will have zero loading and transition screens. The rooms are dynamically loaded into the game, and unloaded, based on where the player is going and where the player is.

For example, if we have 4 rooms, Room 1, 2, 3 and 4, with them each being lined up one next to each other. If the player is in room 1, only 2 will be loaded, if the player is in room 2, then 1 and 3 will be loaded and so on. Any room the player is not close enough to enter is unloaded and no longer takes up any memory, increasing performance and improving gameplay by not having any pause screens.

8. In-House Demo Complete

 The In-House alpha/tech demo of NiTL is complete.
Featuring everything we've done up to this point, it's most a tech demo for the development team to play around with to get a feel for the game and iron out any bugs.

But more importantly, it's also the framework for the release demo that everyone is going to be playing once we finish it. Of course, in that demo, it will have all the graphics needed so far done and there won't be any placeholders.

The in-house tech demo was completed on 15.01.2016 and we've very pleased with the progress so far!

9. Performance Optimisation

 After the success of the in-house demo, I had a lot of spare time on my hands while the programming department (Me, Luka) waits for the art department (Frece) to finish the graphics we need, so I started profiling the game for any bottlenecks and possible performance hogs.

Aside from being surprised at how well I've coded this game, I did find one major performance hog that was taking about 38% of the total game's usage. After a couple hours knee deep in the game, I managed to get its performance usage from 38% down to between 4 and 6% on average. This is a huge improvement and should insure the game runs a lot smoother.

10. Environmental Shield ability added

  The latest ability added to the game for the player is the Environmental Shield, this is an energy shield that protects the player from Super Heated, Super Cooled and other hazardous rooms.

The shield is a permanent ability, but it's effect is not. Like health, it can run out, after which the hazards start to directly affect the player's health.

When not in use the shield recharges after a delay. The shield can also be recharged manually by injecting an energy tank into it. This consumes 100 energy from the player's health reserves and can only be done when the shield is low and the player has more than 100 energy.

There is a big economical value to the shield and in injecting energy tanks into it, because the shield can withstand a lot more damage with it's 100 energy than the player could. While 100 energy from the shield might last a couple minutes for example, the player's 100 energy might only a dozen seconds. You'll need to work out the best combination on the spot while playing the game.

Along with protecting the player from extremely hazardous environments, when the shield is at full capacity it provides a subtle armour bonus against enemy attacks. In some cases, this could mean the difference between life and death.

11. Extreme Temperature Rooms added

 Extreme Temperature and Hazard Rooms have been added to the game, these rooms damage the player (or the shield if the player has one).

The amount of damage the rooms inflict on the player depend on the room, some might only be a slight danger if the player stays inside too long, other can potentially kill the player in a matter of seconds in which case impressive speedrunning skills or a shield are needed.

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That's it for the updates for now folks, stay tuned for more!

Wednesday 6 January 2016

Dev Log 7#

Happy new year to everyone, I hope you're all well!
Time to celebrate the first week of MMXVI with some new updates to our beloved NiTL:
  1. Save System
  2. Ice Beam (now known as the Frece Cannon)
  3. 2 New enemy AI types
  4. Demo news
  5. Other

1. Save System

In this past week, I set up a save and load system for NiTL so players can save and load their progress in the game. Saving games will take place at a in-game save station that the player will step onto after which they will be prompted to press a button to save.

2. Ice Beam (now known as the Frece Cannon)

 The Frece Cannon has been implemented into the game, allowing the player to freeze enemies in their place by shooting them after gaining this ability.

Frozen enemies will be frozen for a short time, during which they will be completely harmless to stand on.

3. 2 New Enemy AI types

In the game are now 2 new enemy types, bumping the total to 6 (Simple, Runak, Wallask, Rinka and now these).

The first enemy is a flying type, it flies left to right, only changing directions when hitting a wall or a frozen enemy. This enemy cannot be killed by conventional means, only frozen. So you'll need heavy weapons in order to destroy it.

The second enemy is kind of two part: A spawner and the spawn, the spawn is the actual enemy.
When the player is close enough to the spawner, it will spawn the actual enemy you need to look out for, which will fly out of the spawner and towards the player! The spawner cannot be destroyed or frozen, but the spawn can. Who knows, in certain circumstances you might be able to use the spawn as a stepping stone to hidden places?

4. Demo News

After talking a bit with Frece after New Years, we decided to set a soft deadline of March for the demo, it would be sooner but January is a busy month for us. In the meantime we'll be keeping regular updates and hopefully soon we can start posting some cool promotional material such as screen shots and videos!

5. Other

Alright, there are two things in this section: One is related to the Save system and the other our new youtube channel.

Since the filename extension on the save file doesn't matter, I've decided to make a little competition of sorts: If you can come up with a funny or cool sounding filename extension with less than 8 characters (letters and numbers only) then you win! And it will be used as the save file's file extension and you will be put into the credits section of the game as the winner of the competition.
[Filename extensions are shown at the end of a file name, e.g. .mp3, .mp4, .mkv, .avi, .exe]

The other bit of news is the newly made youtube channel, which will soon be home to content about the game, i.e. trailers and other promotional videos, some soundtracks and other news. So be sure to check up on it soon!

Thanks for reading the update, and I hope the MMXVI will bring you all much success!