Daiyousei’s in the works now! Fairly experimental and not the final product, but here’s a neat preview of things to come.
Daiyousei’s in the works now! Fairly experimental and not the final product, but here’s a neat preview of things to come.
This somehow became a lengthy rambling post, if you want to look at the shiny hitboxes check the pictures below
Howdy. It’s me, Trickysticks, here with the first devlog in quite a long time. Porygon Productions has been a bit quiet lately, but we’ve definitely been putting work into the game. A lot of what we’ve done since the last update is fairly boring technical stuff, such as updating ancient code to be compatible with all of the new libraries we’re using, lots of bugfixes, and fixing Porygon’s efforts to break half the game by misspelling things. Whoops.
One of the less boring technical changes has serious impact on gameplay, though. There have been changes to one of the fundamentals of how all danmaku-based games work: hitboxes.
If I tell Danmakufu that a 10 pixel by 10 pixel area on an image is a shot, then it’ll take whatever’s in that area, render it, and give it a hitbox. Simple enough – it gets tedious with a few hundred bullets but that’s life. It helps that there’s ways to automate this process. This explains why shot sheets look like this.
Hitboxes are generated by finding the center of the rectangle you give Danmakufu, and drawing a circle or oval with a radius that’s a ratio of whatever dimensions the rectangle is. In other words, big rectangle = big hitbox, small rectangle = small hitbox. This is simple, but it works…for regularly shaped bullets. For generic round shots and bubbles, and even some more oval-shaped bullets, this works fine! It’s when you get to more special bullets, like the infamous knives, that this system starts producing weirdness.
The hitboxes have always erred on the side of generous because of this, and it’s worked until now. For the sake of being more accurate to what the bullets actually look like, we’ve done a small overhaul on some of the more weird bullets. How?
We’re using more than one circle.
Amazing.
Anyway I’ve rambled on long enough, here’s some pictures of the changes. Note that multiple circles mean more collision detection, and more processing power needed. We’ll use these bullets sparingly.
Before:
After:
Quite the change, isn’t it?
We’ve hit a major milestone in EUB’s production: We’ve finally released a 3 stage demo to the public! Special thanks to all the testers and other contributors to the project.
The demo itself is hosted on Bulletforge, at this link.
For those who wish to get a taste of the game before playing it, we have both a trailer and a playthrough video up on Youtube.
Updated because ExPorygon doesn’t check things before he releases them. Totally not my fault! -Trickysticks
Greetings internet! This is ExPorygon Trickysticks, resident playtester/co-streamer/Porygon harasser. Primarily the last bit.
Ephemeral Unnatural Balance started as concept in early 2013, with production starting late 2013/early 2014. Along the way multiple people joined the team working on this, including SpectralNexus’ wonderful musical contributions and my wonderful compacity to annoy spur Porygon into action. I have a bit of background in Danmakufu as well, producing some scripts every now and then.
EUB is coming along nicely, and Porygon comes up with excellent danmaku patterns both himself and from our suggestions. Concepts are one major part of the process, but implementation and testing are another thing. A concept can be amazing but if it’s not fun to play, too hard or too easy, it needs changes.
This is where I come in! With helpful feedback like “this wave of bullets is too slow” or “there’s not enough time between cycles of this attack” or “You should add Momiji Spark”, I help ensure that the game is the highest quality it could be. Look forward to another demo, and eventually the full release!