Vacuous (quickly derived placeholder title) delivers balls-to-the-wall hard, twitchy action game play based around guiding a space-bomb-ship through obstacle courses.

Report RSS Vacuous Dev-Log #2

In my last post I mentioned that I had created two prototypes for Vacuous using Unity. Let me make a correction; I had actually made three prototypes.

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In my last post I mentioned that I had created two prototypes for Vacuous using Unity. Let me make a correction; I had actually made three prototypes. One of those prototypes utilized the 2D part of the Unity engine and was identical to the prototype I developed in Game Maker Studio. However, the other two were attempts to create Vacuous using 3D graphics.

The first 3D prototype took a safe approach; essentially, it played the same as the 2D prototypes, but used 3D graphics. I believe the common term for this design choice is 2.5D. I dropped this style due to my inexperience in developing 3D assets, which would significantly slow down development time and give less-than-okay results art wise. Furthermore, the added visual complexity of 3D backgrounds and stages would more than likely harm the actual play. Even now as I try to develop 2D assets for building levels, I have had to make the decision to stay away from isometric platform styles (Commander Keen, Rayman Origins, Donkey Kong Country, etc.) since they add confusion as to where collisions occur, especially when there is no gravity. In Vacuous, understanding clearly and quickly where any deadly collisions may occur is vital.

My second 3D prototype for Vacuous tried to expand the original idea so as to take full advantage of being rendered in three dimensions. Instead of four thrusters, the ship was given six. This allowed the player to guide the bomb-ship on all three axes. While the idea was interesting, it made the issue of the player being unable to easily predict possible collisions even worse. Besides that, the added axis made controlling the ship too complicated. I experimented with playing the game in stereoscopic 3D using the Oculus Rift to properly judge depth and collisions, but that only offered marginal help (and the resolution of the OR actually ruined some of the clarity of what was occurring in game).

So, I decided to stick with 2D.

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