Bunga Mission! --DEAD--

The place to post non-Flash projects such as RPG maker games.
Forum rules
This forum is for posting and collaborating upon third party work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.
When posting content, please consider including a screenshot to help users to see what a game is like.

Bunga Mission! --DEAD--

Postby AcetheSuperVillain » Tue Sep 26, 2017 12:49 am

!!!BUNGA MISSION!!!

BungaMission.zip
(61.14 MiB) Downloaded 155 times
(EXE file)


Here is some video footage of the action game portion: https://youtu.be/nERXjJbtd9o
(The music playing is all stuff that I wrote, so maybe something that will appear in the game, if you like it)

Hi, everybody. If you've seen Bungaroids and And That's How They All Died, Bunga Mission is the next logical step, mush them together. Basically, I found this Action RPG Engine and I thought, "awww, if I weren't working on Bungaroids, I could be making Action RPGs..." So this is the same reward CG from Bungaroids, but with an Action RPG engine instead of an Asteroids clone.

I tried uploading it as WebGL, but the performance in the danger area was a joke. Since the safe area worked fine, I'm thinking I could pull it off with a collection of smaller areas instead of one big area, so I'll do that in the future.

Bunga Mission is barely started, but my quasi-vacation is almost over and I want something to show for my weeks of silence. My plan is to replace the default "knight" character with my own, Cascade. Cascade is standing near the entrance, for a sneak peek. Also, here's some work on her attack animation:
Spoiler (click to show/hide):

2017_09_25_CascadeAttack.gif
2017_09_25_CascadeAttack.gif (362.05 KiB) Viewed 1496 times


Here's a sample of the 2D reward CG:
Image
There are currently 18 2D reward CGs available. There will be 36 in the final game. You unlock the 2D reward CG by finding Bunga Hearts and bringing them to the computer room, across from the sleeping quarters, near the "dungeon entrance". Currently, there are only 9 Bunga Hearts to be found in the game, so if you want to see all 18, you'll need to do it in 2 playthroughs.

There will eventually be some 3D reward CG, possibly in the format of this practice comic:
Spoiler (click to show/hide):

Image

Originally, I felt like this level of effort was as much as Bungaroids deserved. But now that it's Bunga Mission and an Action RPG, it might be worth doing some animations. There are 2 ways to go about it, one is to do the animations in Blender, so just like the comic, but it's animated. Second way is to do animations in Unity. The Easy Event Maker I bought has a pretty easy to use system for triggering models and animations and so on, so it wouldn't be as complicated as I once imagined, but there are some hang-ups, like the Easy Event Maker doesn't play well with the Action RPG Kit, even though they're by the same studio, UI elements are a bitch to place correctly, and Unity's renderer isn't as good as Blender's.

By the way, Patrons can see me making 3D models, 2D artwork, animations, and so on, from my Patreon page, https://www.patreon.com/acethesupervillain
And eventually, there will be some kind of secret Patron stuff, but for now I value your input here on LoK so we can make this the best game it can be.


Let me know about any bugs you find. There are definitely some problems to do with the various engines not playing along with each other. Here's a list of things I'm aware of:
- For some idiot reason, the I,C,K menus will occasionally ignore all mouse input. Going from one scene to another (like safe area to danger area) seems to repair this.
- There are a few doors that you can't pass through because the map generates a ceiling on the same place as the door.
- Talking to Cascade uses the Easy Event kit instead of the Action RPG kit, so it doesn't pause the game or main character as you might expect it to.
- The RPG HUD doesn't turn off while you're looking at reward CG.
- If you fall off into space, that's it, you're dead, you can never get back. There used to be a thing that would prevent this, but for complicated reasons, it isn't working right now, but it will be back.
Last edited by AcetheSuperVillain on Wed Nov 01, 2017 3:21 am, edited 1 time in total.
User avatar
AcetheSuperVillain
 
Joined: Tue Feb 03, 2015 9:27 pm
Location: Space

Re: Bunga Mission! (EXE/WebGL in the future)

Postby SlaveCurseLEA » Tue Sep 26, 2017 4:03 pm

This is my second post on Krystal and while im not the biggest furry fan- the anime models wheeled me in (though you plan to replace them with custom models which is fine since I was going to say they are out of place style wise; and the custom ones are higher quality!)

I played for an hour as the ranger and got to level 15 and collected 80% of the images inside the HUB(Safe Zone) (I skipped out on reading about collecting hearts and thought those only refilled your health) and can definitely see tons of promise in Bunga Mission!. I went into this partially blind after an hour and could tell that at the current stage of development has a small/limited amount of content, and is more about showing off the programming feats. I think you have something bigger here than just a collectable game about unlocking 2D images. The real content unlock could possibly be 3D animations which was not present in the current build available (but hinted at for future builds at the start). You have a nice custom attack animation in the spoiler of your main post (read after playing) and should definitely consider focusing on bringing your high quality models to life 'in many ways.'

Your programming/UI is nicely done and the makings of an action RPG are present in what I assume is being done the ORK RPG Engine. I found most of my time spent grinding exp versus collecting the heart containers. If I knew collecting those heart containers was the objective-- id probably just sprint past the monsters and collect and call it a day. Perhaps lock the hearts behind X amount of mobs and spawn it to promote actually using your RPG system that you combined. Firing a bow at a long distance requires you to aim down to hit your target, and shooting past walls is something to focus on fixing. Balancing needs done since you can almost one hit enemies at level 15 with all the spent points going into ATK. I hope in future builds you'll make leveling up more rewarding, since the stores in the HUB/Safe Zone only contained swords (which were far weaker than the bow).

One important reason (IMO) to play Bunga Mission! (any adult game;really) is missing (which is the writing/story) and In order to breathe life into the things you create, a script is absolutely necessary to explain as to why the main character and her ship are on the bigger spaceship. Why is she fighting goblins and giant spiders to unlock the 'sexy' 2D image collectibles. Just why? Bunga Mission! in title sounds like a light simple game- (jump in, action packshon, jump out...) but you can easily surprise and turn it into something heavier with an interesting plot story/backstories for all the characters. You'll benefit quickly if you put love and care into the characters you create with even the simplest backstories. "One cannot create something, without first putting love and care into the things H/she creates- for when you're creating something, you must create something with purpose, because without purpose there is no point." - SlaveCurseLea

The 'Danger Zone' second map has major optimization problems. I'm not joking about the danger zone... I have a very strong rig (i7-7700k @4.6Ghz, GTX-1060 6GB, 16GB DDR4 3200Mhz, SSD) and to only get around 30-32fps (which is terrible.) You said you managed to get the HUB (Safe Zone) working in WEBGL and this is because the game runs at a smooth 60fps (frames per second) and is highly optimized. Whereas the other map (Danger Zone) starts you off at very low 30-34fps. This is because the goblins and spiders on the entire map are loading at once (you can see them all in the distance through the windows) and as you kill one goblin you gain 0.5fps (so every 2 goblin kills you gain 1fps) and after clearing the first area my fps went from 30 to about 42-45 which was way better. A quick solution is to reduce the amount of monsters and simply make them a bit harder to kill, and also despawn the mobs that are dead (spiders remain after being killed) and other permanent solutions may include occlusion culling and 'other' optimization techniques found online.

Final things that I noticed:
- The Knight & Ranger struggle to go up the first stairs in the HUB (Safe Zone)
- Item loot bags remain on the map if they aren't looted after x amount of time
- No store upgrades for bow

Final words: I noticed you could equip a sword as the ranger from buying it at the store- and think you should just allow the creation of one character that can equip weapons and turn into a knight/ranger or whatever else (so you don't have to create multiple class characters) and make it easier on yourself. I really do believe you have something special here and cannot wait for future builds of the game. You need to shift your focus in other area's after finalizing the basic RPG structure (and that goes beyond adding 2D Art Collectibles as mentioned above) make the functioning action rpg system more relevant. 3D animations are cool as a reward- and keep looking into more ways to reward the player --- Had some fun!
User avatar
SlaveCurseLEA
Newly Registered
 
Joined: Sun Sep 10, 2017 12:59 pm

Re: Bunga Mission! (EXE/WebGL in the future)

Postby SlaveCurseLEA » Tue Sep 26, 2017 5:29 pm

I cant believe I forgot to mention AUDIO which was missing from the game entirely!

I watched your video in the main post and can tell you that it doesn't fit the game that you're trying to build. It's better than anything I could ever create but you should definitely look into some paid or commercial free sounds and music. Audio is a huge part of building a good atmosphere and is (imo) equally as important as good writing... so yeah don't add your audio from the video or risk ruining your atmosphere. Haha^^

Edit: (You can make edits!) I suggested audio from the site because I'm working on an RPGMaker MV project (but I honestly wasn't aware of whats allowed or not) since I'm very new to the game making scene and on this forum) I'm also digging into some 3D animations, and using ORK for a much bigger project (because I'm also terrible at programming) (and it saves a-lot of time) Your artwork for the collectables is very high quality (love the coloring)- and I wish I could make adorable 3D characters like you can! Looking forward to your future animations.
Last edited by SlaveCurseLEA on Wed Sep 27, 2017 7:28 pm, edited 1 time in total.
User avatar
SlaveCurseLEA
Newly Registered
 
Joined: Sun Sep 10, 2017 12:59 pm

Re: Bunga Mission! (EXE/WebGL in the future)

Postby AcetheSuperVillain » Tue Sep 26, 2017 9:52 pm

Thanks for the lengthy review, I'll try to address some of your points.

Let's talk plot, I do have a minor story in my head. I want to keep things loose and cartoony, so don't expect everything to make perfect sense. The Knight and Ranger come with the ActionRPG engine, they won't be in the final game. Eventually you'll play as Cascade the shark, but I'll probably be able to give you a selection of starting packages, like melee, ranged or summoner. Cascade is a Sharkoid Astro Corps Cadet who receives a distress call from a science station. The science station had found a data drive (porn) from an Ancient Civilization and brought it aboard to study it. Alien Goblinoids attacked the station to try and steal the information for themselves. Goblinoids boarded the station, but Sharkoid scientists managed to destroy or disable the Goblinoid ship before it could escape. So now, Goblinoids are crawling around the ship, hiding the data drives and waiting for another ship to come in and save them. The Astro Corps are such badasses that even a rookie cadet like Cascade is expected to destroy the goblin invasion and save the data disks on her own.

But I'm not entirely happy with that plotline, because that's just a bunch of events that happened before the game. I don't want to hit the players with a giant info dump at the beginning, so I'm working on a variation of this plot that IS happening instead of HAS happened. As I get more of a feel for the story, I'll try to think about ways to explain what to do in-game.

Also, my $100 Patron, Gray, is going to appear in the plot at some point, since that's the deal for donating $100 at once. I have some ideas about this, but I'm going to keep them secret since the situation is fluid.

The RPG isn't ORK, it's Hitbear Studio's. I haven't had to do much programming with it, which was the main attraction, but it means I don't really understand what's going on under the hood. So when the AI has trouble with walls, I really have no clue what to do about that. There's actually also a lot more stuff that these engines can do that I haven't gotten around to yet. Check out https://www.assetstore.unity3d.com/en/#!/content/9076 and https://www.assetstore.unity3d.com/en/#!/content/88686 for free demos of the engines in their complete glory.

There's not a lot of support for the bow because Cascade isn't going to have a ranged weapon option in the final game. Having free ranged attacks can get pretty broken. There will still be ranged skills that cost MP, but not ranged normal weapons.

Like I said, I think having smaller dungeons will fix the framerate in the Danger Zone.

Audio is definitely going to be something that I have written. Not necessarily the songs in the demo video, I really like the first song, but I know Samurai Typhoon which plays later can be an ear-sore. I've got like 100 songs in my vault that are free for me because I wrote them, and there's just a lot of icky legal business if you try to use something someone else wrote. Bunga Mission! is still a commercial project, since I expect to get paid via Patreon (there will be some sort of Patron-only content, eventually), and you can't legally use any asset from RPGMaker or RPGMaker's website unless you're using it in RPGMaker.
User avatar
AcetheSuperVillain
 
Joined: Tue Feb 03, 2015 9:27 pm
Location: Space

Re: Bunga Mission! (EXE/WebGL in the future)

Postby AcetheSuperVillain » Sat Oct 07, 2017 2:08 pm

Hi everyone, I just wanted to share a new Patron-only behind-the-scenes video about walk/run cycles: https://www.patreon.com/posts/get-inside-bunga-14740746 and to assure everyone that I am slowly but surely still working. I've had a cold for over a month now, and it's still kinda dragging me down. Hopefully a little caffeine therapy will get us a game update sometime soon.
User avatar
AcetheSuperVillain
 
Joined: Tue Feb 03, 2015 9:27 pm
Location: Space

Re: Bunga Mission! (EXE/WebGL in the future)

Postby AcetheSuperVillain » Wed Oct 11, 2017 5:05 pm

Okay, I'm still getting a lot of behind-the-scenes work done, but it will be a while before I have enough done to merit a new update. So I've made my latest behind-the-scenes video free for everyone: https://www.patreon.com/posts/free-get-inside-14817340

My next goals are to get Cascade fully integrated into the game, all animations working (although the full list of skills & items, will still be unfinished), and I want to switch to the smaller danger areas so that the game works on WebGL and slower-than-mine computers.
User avatar
AcetheSuperVillain
 
Joined: Tue Feb 03, 2015 9:27 pm
Location: Space


Return to Non-Flash Projects



Who is online

Users browsing this forum: Bing [Bot]