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You are the AI of a very skilled mining ship called Antalasia, currently cruising the remote solar system Bitiax looking for mining opportunities.

While peacefully scanning for elements on the nearest planet Metis, Antalasias systems are suddenly taken offline and the ship turns dark for a second before being booted up again with all computer screens flashing “Intrusion detected”.

Under control of a pirate ship, you must send down your faithful aliens to the planets below and battle to find the loot that the pirate is demanding!

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It’s been a while since the last update, so lots to get through.

We’re still progressing, probably slower than we had hoped, but never the less, its still going forwards.

Kat’s been busy working on tons of graphics, icons, lighting, and we now have all the 4 worlds pretty much done with backgrounds and world layouts.

She is currently working on placing items in the 2 remaining worlds, working on more puzzle ideas and polishing of the graphics.

I’ve been working on performance a fair bit, making sure we stay in a good position. Just finished up with reducing memory usage, as I found that unloading scenes wasn’t quite releasing all resources and therefore if you went between 2 worlds it was using 1GB or so extra memory. This was ok on my rig, as I had 4GB VRAM, but Kat’s PC started to chug a bit when she went between worlds because she only had 2GB of VRAM. This was because I had some textures and materials being cached in variables, and the scene unload wasn’t catching that they were now unused, so I had to set them all to dummy textures/nulls and then call Resource.UnloadUnusedAssets() to clear them. I made heavy use of the memory profiler, which also lead me to some more memory improvements to further reduce memory usage. On my PC now we have a steady 200+ FPS (GeForce GTX 970, Core i7 920, 14GB Ram, 2560×1600), and 100+ on Kat’s (GeForce GTX 580 , Core i5 750, 12GB Ram, 2560×1600)

We’ve shown the game off to a few people locally now, some friends came around for a games evening. Even shown it to some of our nieces and nephews and they all loved it, and we got some good feedback and ideas to make things better.

Upgraded several times to new versions of Unity in the past few months. Not been great sailing with that, seemed to hit a new bug with whichever one I went with. Been able to navigate around some, but currently waiting for them to fix Resource.LoadAsyc() so that it works with uncompressed Textures/PNGs correctly. Currently on 2017.3.f3, and will probably wait for 2018.1 before I try again.

Spent quite a large amount of time making the loading of worlds (ie scenes) be async, so that we could play an animation/particle effect during load. This was quite a challenge, as I was doing lots on load so that it didn’t effect the actual game, thinking the load would be the best place. Unfortunately, that caused stutters etc with the load animations, once we put them in. After lots of profiling and understanding how the load works, we’ve got it to basically never stutter now. Mainly removing all Awakes() as they were just setting cache vars for GameObjects etc, and actually linking them into public inspector vars. Also turning most of our Init() methods into IEnumerators so that we could yield every so often, and using Resource.LoadAsyc() for loading. Will have to revisit it nearer the end, but its working well now.

Spent some time putting in lots of particle effects to brighten up the game. We used the Ultimate VFX package from the Unity Store as a basis, and then played around with them. Got most of it done, but I have to go through and find all the graphics and sprite sheets we’ve used and pack them into our own sprite sheets and resize them to fit our game, so that performance is good. The same with the sprites used in the UI.

Dotted throughout the worlds, there are puzzles that need to be completed to gain items, and we had done the world 1 puzzles, which were just basic push/pull of blocks and positioning them. These puzzles are intended to get harder as you progress through the 4 worlds, so I worked on the 2nd set of puzzles making 2 new elements for them to make them more interesting. ‘Mag’ blocks are placed around the area where you have to do the puzzles, and these either attract or repel the blocks you need to move. You need to work out which ones can help you or hinder you to complete the puzzles.

Implemented a stats screen in-game, so that you can keep track of all the items, puzzles and other elements in the game. Then you can track your progress and see how much you’ve done… and what is left to do.

Lots of bug fixing. We’ve played though the first level many times now trying to keep the number of bugs low so that we hopefully don’t have a big job at the end to fix lots of things. At the moment we are ‘bug free’ and everything we’ve found so far has been fixed, so that’s a nice place to be in.

Major things left now are:
3rd and 4th world puzzles
In-Game Tutorial
Customization items for the alien
Boss levels
Achievements
Sounds

So, we will be powering on with things and will keep you updated either here or on our social media pages at FaceBook or Twitter. So if you’re not already following us there, head on over and give us a ‘like’ or ‘follow’.

Till next time… watch out for ‘Somethings’ that may eat your aliens…

Rob & Kat

Dev Blog #03 – Polishing the UI

Dev Blog #03 – Polishing the UI

News

The game we are developing "Something Ate My Alien" gets at UI makeover!

Puzzle me this – Alien Logic

Puzzle me this – Alien Logic

News

We've been working on the Puzzle system in SAMA for a bit now, so here is an article about our progress

Kat's progress blog about our game SAMA

Kat's progress blog about our game SAMA

News

Kat is the artist at RoKabium Games, and she has written a blog article about her progress so far on the 'Art' side.

Dev Blog #02 – Smoothing a path for Terrator

Dev Blog #02 – Smoothing a path for Terrator

News

Dev Blog #02 is about how we created the enemy "Terrator" and implemented him in the game.

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Something Ate My Alien
Platforms
Windows, Mac, Linux
Developer
RoKabium Games
Engine
Unity
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Genre
Platformer
Theme
Sci-Fi
Players
Single Player
Project
Indie
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Latest tweets from @rokabiumgames

We've given our alien a Flame Thrower. Take that nasty enemies!! #gamedev #indiedev #madewithunity #sama T.co

May 21 2018

👾Busy busy busy 👾 Still working hard on our game SAMA. Click below to read our latest blog about our development, a… T.co

Apr 19 2018

Feeling hot down in the depths of Tartarus, our little alien is busy looking for goodies.... #screenshotsaturdayT.co

Apr 7 2018

A little bit of 'Uncanny Valley', but still impressive and its getting real good now.. Youtube.com

Mar 26 2018

We've finally finished a new game mechanic 'Mag Blocks'. These blocks are magnetized and attract/repel Phys-Blocks… T.co

Mar 21 2018

While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas pl… T.co

Mar 17 2018

We had some friends around to 'test' play our game a bit. Got some good feedback to improve a few things, and spent… T.co

Mar 3 2018

Done some work on the stats screen to show some more lovely figures and improve the layout and navigation. #gamedevT.co

Mar 2 2018

Got the main background artwork done now for the 4th and final planet "Aura", the ice planet! #gamedev #indiedevT.co

Feb 27 2018

We've started work on the 3rd level now! #gamedev #indiedev #sama #screenshotsaturday T.co

Feb 17 2018

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