Controls are very simple - there is fire to shoot, hold fire to activate the laser stream, bomb, and the color switch (more below). Firing the stream also slows the player down (which is customary in games of this sort) so there is a tactical component there. Bombs damage everything on screen and clear all the bullets, but are limited in supply.
The main twist with this shmup is two polarities of the main ship. All bullets in the game have 2 basic colors: red and blue. Each enemy can also be red and blue. Player can switch between two colors (polarities) of the main ship at any time, by switching the color of the shield. Shield can protect from a certain number of bullets of the same color, but getting touched by the opposite color kills the player. Once the polarity is activated, players shots and streaming are in that color. Enemies are also more vulnerable to one color of player's shots - making the player choose his color in consideration to enemies' color and current bullet color density on screen.
Psichodelya is a relatively small project - a game which would be a fast, old-school style top-down shmup (shoot-em-up). Our main influences are DoDonPachi, Ikaruga and ESPgaluda, others being Aero Fighters, Giga Wing, R-Type Delta, Raiden, and more recent Jamestown.
Target platforms would be Windows, Mac & Linux.
Dialogical was created to be best-in-class, lightweight, intuitive, extensible, applicable to any kind of project - dialogue management solution for your game. Modern looking, polished and fast, this extension was just what you need if your game features complex branching dialogue between characters. From a visual novel to a complex RPG, we got you covered.
Dialogical has finally been approved in the asset store.
If you are thinking about publishing your own Unity extension, I can give you some tips. It can take a while for every one of your changes to get reviewed by Unity team, so make sure you're doing it right:
1) Make sure all your package's files are under the Assets folder, all inside one folder named as your extension. Don't be like me including a special folder for test scenes - at all goes together. If your package has file paths somewhere, make sure to allow users to change them quickly, but start form this path.
2) Make sure to swallow all exceptions. What I think about this practice is not for public consumption, but if the user does Anything wrong, with any piece of the extension, no exceptions must be thrown. This seems to be a major cause for dismissing the packages. If anything is not attached, or the user does not follow the practice of how to use the extension, you have to handle it gracefully.
3) Make sure to retest all the features and test scenes in the earliest version of Unity your extension is supporting. I was having trouble with New GUI - simply some things worked differently in the older version. You have to find a compromise between all the versions. The version of Unity you submit from will be the one that is noted on the asset store, so make sure you have the old one handy at all times if you need to make a change.
Bonus tip:
4) Be patient, and test well! It can take 2 to 3 weeks to get reviewed these days.
Hi shmup fans and friends, Psichodelya now has Steam Trading Cards. Thank you for your continued support. We hope you enjoy the cards.
Psichodelya has finally been released on Steam.
We have released the Demo version out there. Read more about it inside, and find the link (and a challenge).
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
It seems good, what about the performance? Do you use PoolManager, for exemple, to recycle bullets? And finally, as I also do a shmup under Unity, do you think to share this integretion of bulletML? I thought to use it at first but i had not idea how to do it... Keep going.
That integration is already out there, I haven't made it from scratch.
Bullets are recycled, not repeatedly created and destroyed. The key is do disable them asap. I have made some tests and a scene can sustain about ~500 bullets onscreen on my PC, though I see how it can be pushed further. Number of bullets is #1 concern for performance though.
You know that Unity can export to Linux, right...?
Well aware. I used to do with Linux for a living.
Corrected, thanks.