Mobile demo - second iteration


Overall

Most of the game systems needed  for game launch are finished. This demo update still contains vertical slice of the game with ten regular levels, not more, but quite a few new mechanic were not present at the old version, so i decided to push for overall update here so the new mechanics are available  and I can get proper user feedback on these mechanics. Here comes the description of major things that were added or changed since the last update.

Blocking camera preview

When playing the game on mobile, controlling the game objects with finger has one major issue. User cannot really see the object that he is trying to control, because it is blocked by the finger. It is then hard to really operate with the object and align proper directions. 

The new preview camera in top left corner is first iteration of the solution for this issue. When user grabs some object, the panel with the preview camera gets activated, so player can see top down view of the currently grabbed object. Top down view was chosen, because player can more easily align directions this way.

Guide System

Game now contains the whole tutorial section which heavily uses the new guide system. The new guide system provides information to the player one step at the time, without overwhelming him, which the old system "learn view" was guilty off. The guide system also nicely highlights the objects of interests. 

The old "learn view" system is still present and player can always refresh any game object he pleases. The new guide system works in tandem with "learn view", but only showing pages that are relevant for the player at the time.


Post processing

Game now uses postprocessing enhancements to transform that typical boring samey grey look in all levels, that the previous version had. Colors in levels are now much more enhanced.



Game optimization

Game draw calls were reduced by half across all levels, game now also uses sprite atlases for UI draw call reduction. All shaders were simplified and some problems caused by incorrectly setup shaders were fixed. The number of matherials in the game was heavily reduced and game objects now share same matherials if possible. The issue with depth texture causing massive performance hit was fixed. 

Game was unlocked to 60 FPS. Performance tests ended around 45-50 FPS on low end devices. These low end devices can hit somewhat stable 60 FPS when postprocessing is disabled. Although without postprocessing game looks dull in comparison, so there is not currently option to disable postprocessing in this build and postprocessing is defaultly on. Game still struggles quite a bit when time rewinding mechanic is used and this will be adressed in later builds.

Online leaderboard

Game now has online leaderboard using Azure cloud. When player launches the game for the first time, username is randomly created to avoid annoying pop ups on first game launch. User can also rename himself if he wants. 

Game needs to be connected to the internet to see these leaderboards at the end of the levels, but it is also possible to play the game "offline". The only difference is, that user will not be able to interact with the leaderboard and compete for the fastest time in the world.


Game stats

The "next level button" to the game was added, so player doesnt need to always visit the menu to enter upcoming level. Because of that, I decided to add Game status visualization inside the levels.

If player clicks on the stats, he sees right away the whole Game progression and how many seconds he has collected for upcoming chapter level as well as individual classic levels. Opening game stats is instant so player has this information right at his hand, without the need to jump to the menu screen.


Fire Grill

Fire grill is new game item.  It is purposed to ignite the spawned objects, same as flamethrower. The only real difference is, it has a visual timer that triggers the flames. 



Other new changes

  • Engine update from Unity 2019-> 2021 due to performance improvements
  • Added two new levels: Eye, Docking 
  • UI buttons repositioning to better use space on the game screen
  • Replaced various placeholder images (eg... Rotating image)
  • New more colorful materials on walls
  • Player now has option to delete all user data, this will also delete Cloud leadearboard data
  • Magnet now has more intuitive behaviour of attached object
  • Connection cables are now with color red-green-blue for better visibility
  • Slight visual changes on electric panel
  • Main menu UI and animation improvements and fixes, the level menu is now also scrollable (crucial in future)
  • Improvements to save system
  • Visual enhancement to Spawner animation
  • Few more tutorial levels were added
  • Slight rebalancing of burn seconds tresholds in certain levels
  • Various other fixes, improvements and QOL changes

Specific fixes

  • Cable rotating issue fixed
  • Fixed where it was possible to destroy fuel mid-spawn blocking the spawner eventually 
  • Fixed issue with water transparency and some objects being rendered incorrectly
  • Fixed panel rewinds
  • Fixed magnet attachment issue and associated bug with simulated line

Future plans

  • Levels with environment variables - these are already implemented and levels for them are created. The levels are not present in demo though.
  • Still some optimizations in specific parts that are draining unnecessary performance (especially game rewinds)
  • Audio rehaul
  • Various setting options
  • Credit section of the game will contain links
  • Better leaderboard animations
  • More postprocessing effects
  • Better system for object placement
  • 30 playable levels (not counting tutorials)

Maybe in the future

  • Ability to better control camera 
  • Game mode without the time limit
  • Some variant of cloud save system

Plan is still to release the game on Google Play store at Q3 2023

Files

ForcelDemo.apk
Jan 22, 2023

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