[GRdev] Hobbyist game development

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Starquake
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PostRe: [GRdev] Hobbyist game development
by Starquake » Thu Aug 09, 2018 9:13 pm

jawafour wrote:Is your new game Hewson-related, 'Quake? I can't think if I've just imagined this or I read about it... but does the game include aspects of Quazatron and Paradroid? Or maybe you can't say?

Sorry, dude - that's a lot of supposition and questions!


Yes it is with Huey Games. No it’s not Paradroid/Quazatron related. It’s a completely new and unique game. Don’t necessarily expect it to be another 8-bit retro style game.

Maker of Hyper Sentinel published by Huey Games
http://www.hypersentinel.com

@four5sixpixel
@hewsonjoystick
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jawafour
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PostRe: [GRdev] Hobbyist game development
by jawafour » Thu Aug 09, 2018 9:51 pm

Starquake wrote:Yes it is with Huey Games. No it’s not Paradroid/Quazatron related. It’s a completely new and unique game. Don’t necessarily expect it to be another 8-bit retro style game.

Things seemed to work out well with Huey on your Hyper Sentinel project. I'm intrigued by your new development! Will keep my eyes open for the first news about the game :-).

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lex-man
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PostRe: [GRdev] Hobbyist game development
by lex-man » Sat Aug 11, 2018 1:35 am

Starquake wrote:Somebody put the story parts together in one place. You can read the whole thing here:

http://shmupnews.blogspot.com/2018/08/t ... l.html?m=1


Cheers for that Starquake, I bought your game by the way.

I'm actually loving my Unity course. It's crazy seeing how quickly you can put something together with prefabs.

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Starquake
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PostRe: [GRdev] Hobbyist game development
by Starquake » Sat Aug 11, 2018 6:11 pm

lex-man wrote:
Starquake wrote:Somebody put the story parts together in one place. You can read the whole thing here:

http://shmupnews.blogspot.com/2018/08/t ... l.html?m=1


Cheers for that Starquake, I bought your game by the way.

I'm actually loving my Unity course. It's crazy seeing how quickly you can put something together with prefabs.


Thank you lex-man!

Prefabs are good, but composite prefabs (nested prefabs - but where each child retains its reference to the original) are still needed - I think it’s coming.

I often build entire level sections as prefabs. For example in HS the entire HUD: multiplier area, score, pause menu screens etc are all using one root prefab. When writing for Switch, it is very useful because you they are ideal to use as asset bundles which can be streamed in. As Switch is essentially a mobile platform asset streaming is essential otherwise you’ll get long loading times.

Maker of Hyper Sentinel published by Huey Games
http://www.hypersentinel.com

@four5sixpixel
@hewsonjoystick

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