• Register
Forum Thread
  Posts  
Remote Weapon GunFencer [shoot'em up] (Forums : Pimpage & Posing : Remote Weapon GunFencer [shoot'em up]) Locked
Thread Options
Mar 2 2018 Anchor

Latest demo link : [06 March 2018]

Drive.google.com

Hello everybody !

As said in my presentation, I am making a shmup.

I thought about the idea a long time ago but didn't act on it until I picked up Unity3D in December 2016. I already tried one of the tutorials a few years ago but didn't do much beyond it.

So, I've been working on something during my free time for a bit more than a year now, learning things about the engine's intricacies, trying my hand at 3D modelling, and I put together something.

User Posted Image User Posted Image

Anyway, enough introductions !

Remote Weapon GunFencer (or GunFencer for short) is a 16:9 hori with a caravan-style scoring : kill waves faster to spawn the following ones. It is inspired by some of my favorite shmups : Radirgy, Dangun Feveron and Thunder Dragon 2 in particular but there are some other influences.

The scoring system in entirely focused on moving all over the place speedkilling and destroying as many enemy waves as possible. For each wave, a time bonus is given to you depending on your performance. On top of that, each wave has a frame threshold that has two effects if you clear the wave under it. Not only does it increases the wave bonus, it also changes the next wave to be a slightly tougher variant. It's like a very basic rank system.

As for bosses, they also have a time bonus.

The weapons follow the Radirgy system, more or less: There's a main forward shot which is narrow on purpose to make you move a lot, a powerful close-range sword, and a rechargeable circular bomb that surrounds you just like Radirgy's ABSNet expect it does more damage to enemies. The bomb is recharged by getting autocollected items from defeated enemies and they drop more items the faster they are killed, like Dangun's discomen. One big difference from Radirgy's system is that the bomb can only be recharged when not active, so having a bomb ready when the previous one hasn't worn off yet is impossible. Oh, and there's no shield if you stop firing.

All of the weapons are available from the very beginning without any need for power-ups.


In short, here's what I am aiming for :

-Fast movement

-Focus on quick dispatching of enemies

-Bombing is rewarded and useful

-No boss milking whatsoever

Here are a few videos displaying the differences between a safe run that mostly uses the shot and focuses on survival, and a score-oriented run with lots of melee point-blanking and aggressive bomb usage :

Default Controls :

W / Z : Confirm and Toggle some options (in menus) / Shot (in game)

X : Cancel (in menus) / Sword (in game)

C : Bomb

Directionnal arrows : Move cursor up and down (in menus) / Move (in game)

Spacebar : Pause (in game)


The game was mostly tested on a 1920x1080 resolution with a 60Hz screen refresh rate. If you have issues with different configurations, let me know. The demo includes an arcade mode with two stages as well as a stage select mode. Impressions in general would be more than welcome !


Despite the time I spent on it, many elements are still temporary, such as the half-assed opening "animation", or many of the menu graphics. The stage background itself is pretty empty and lifeless compared to what I have in mind.


Thanks for reading !

Based on the feedback I have received from some players who couldn't run the game at full speed on their machines, I have released an updated version, that you can get here :


Drive.google.com


Demo 4 Changelog


[CHANGE] Removed Debug Info, cleaned up player shot 3D model, reduced amount of pooled bullets, and adjusted camera settings to improve game performance

Before working on stage 3, I would like to replace many of the placeholder graphics I have in the interface and menus. Here are some comparison pictures with the newer visuals on top and the old one at the bottom :
Initials entry : I.imgur.com
Ranking : I.imgur.com
Tutorial Dialog Box : I.imgur.com
Main Menu : I.imgur.com

Good news : the game now has an itch.io page!


You can get the latest demo here :


Mknight.itch.io



This version has a lot of UI updates and a few bugfixes and balance tweaks. Now that this is done, I can start working on stage 3.


As always, your feedback is welcome!


Demo 5 Changelog


-[BUGFIX] Fixed a ranking display glitch where some of the initials (the empty space and the numbers) produced unwanted characters on the scoreboard.

-[BUGFIX] Fixed bug where pressing the Cancel button during initial entry when no initials were entered actually entered characters related to the cancel symbol.

-[BUGFIX] Fixed a bug where a boss could get locked in the knockback state and become a sitting duck until its death if it was knocked back on the exact same frame where it had to move to the next attack in the previous phase.

-[BUGFIX] Fixed the error where the sword animation would sometimes spazz out like crazy when the player pauses the game mid-swing.



-[ADDITION] Added a boss destruction sequence. The boss now explodes a lot when destroyed instead of instantly disappearing, and the BG camera shakes a bit during the final explosion

-[ADDITION] Animated the Game Over, Stage Clear and Score Recap sequences at the end of a run.

-[ADDITION] Added a point display for every ennemy killed

-[ADDITION] Added visible lifebars during boss fights.

-[ADDITION] Added names to the 2 bosses. Boss 1 is "ROCKET CLAW". Boss 2 is "INDIGO WING"

-[ADDITION] Added the last three planned poses/sprites for Emily in the tutorial menu.

-[ADDITION] Added a fade-out transition effect to Emily's portaits in the tutorial section.



-[CHANGE] Replaced many placeholder UI elments with proper art assets : Pause menu, menu arrows, ranking screen, options, tutorial menu, boss warning, wave bonus displays, boss time bonus display, medal bonus display, Game Over, Stage Clear

-[CHANGE] The in-game Life/Bomb/Score counter's 3D model has been replaced by an art asset that visually matches the other UI elements' style.

-[CHANGE] The score recap at the end of a run is now visible even for players who didn't make it to the ranking

-[CHANGE] Renamed "Practice" to "Stage Select" to reduce confusion about the mode

-[CHANGE] The Stage Select mode now displays a preview of the selected stage's background instead of the same artwork as in the main menu

-[CHANGE] Changed most if not all the text displayed on screen for an outlined variant.

-[CHANGE] Replaced the empty space initial by an underscore.

-[CHANGE] Multiple wave bonuses indicators can be displayed on the screen at the same time.

-[CHANGE] Changed the Gunfencer's 3D model's orientation to a side-view in order to help locating the hitbox.

-[CHANGE] Decreased the outline thickness on the GunFencer's sword

-[CHANGE] Replaced Stage 1 mid boss' 3D model for yet another redesign.

-[CHANGE] Updated one of the Stage 2 spotlight textures to be darker

-[CHANGE] Decreased the size of cake slices to improve lisibility

-[CHANGE] Darkened the BG to improve visibility

-[CHANGE] Updated the "Rayons de Soleil" texture on the stage 1 bakery.

-[CHANGE] Replaced BG advert mockups in Stage 1 by higher quality fake-ads.

-[CHANGE] Changed the Stage 1 boss entrance camera movements to turn towards the plaza during the warning and not during the fight

-[CHANGE] Updated Stage 2 boss entrance SFX

-[CHANGE] Tweaked the BG camera movements for smoother turns and transitions

-[CHANGE] Nerfed HP of the stage 2 blue popcorn enemy that fires clusters of 4 bullets so that it matches the other popcorn enemies's health.

-[CHANGE] Increased the medal movement speed a bit

-[CHANGE] Slightly updated Emily's artwork to fix a few shading and line errors

-[CHANGE] Updated the tutorial dialogue to make it clearer that Emily is the one to pilot the mecha in-universe instead of the player.


Edited by: M_Knight

Reply to thread
click to sign in and post

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.