DOGEcrash - A dystopian cyberpunk procedural death labyrinth rocket jumper

Looks like fun! Was wondering where the video footage was :slight_smile:

This is looking better and better with each new screenshot and video. I can really start to see what you meant about playing w/ distance and perspective in the gameplay footage.

Thank you again for keeping the updates coming! =)

Incredible work! This is coming along very nicely. The music/atmosphere works well together. (What is the song by the way?) Keep it up! =)

I’m so glad people are liking this so much! I promise that my first ā€œrealā€ project is going to be much bigger and much better :slight_smile:

The music is a piece I wrote specifically for this game. With it I was trying to emulate Perturbator’s ā€œ80s Darksynthā€ style (NSFW due to thumbnails with girl nipples). I’ll put the full version up for download when it’s finalized!

Speaking of audio, I put together a quick demo of the nightmarish sounds that two of the drone types make:

https://.com/watch?v=o72bTiViDmY

The first is made from real quadrotor noises; A close mic of the motors operating without the sounds of the propellers or turbulence, found here: Freesound - "dronesounds robot motor" by Eelke

The second is based on a recording of raw data from a SNES cartridge being played through the audio output, found here: Freesound - "Glitch - my SNES Fuer.wav" by KatHakaku

The sounds are great, could use a little more bass but that’s just my humble opinion. I really like the first one. Keep up the good work!

Lots of updates since last time!

https://pbs.twimg.com/media/BndlzdeCYAETiJF.jpg:large

Attack drone shots now launch the player on hit. There’s no health, but they’re still quite dangerous as they can ruin your jump arcs and send you plummeting into the traffic below. If you’re a total pro you can use them for damage boosts.

https://pbs.twimg.com/media/BneH907IYAEJxEA.png:large

Now that there’s more than one type of drone, they needed some visual distinction. I gave the jammers a lightningy particle system that stays roughly within their radius of influence. This turned out to have benefits beyond enemy differentiation; The jammers’ AoE is much clearer now, the causality of the jamming effect is unmistakeable, and it’s much harder to get blindsided by one positioned behind a nearby building:

https://pbs.twimg.com/media/BnfbJkyCAAA01t4.jpg:large

They’re also far more legible at a distance:

https://pbs.twimg.com/media/BnfZt27CEAAxhmb.jpg:large

I added a system for randomizing the city vista as well as the playfield. It’s still one giant static mesh, but each playthrough will get a randomly selected position inside it, plus a random rotation. Maybe the sun will get blocked out! Here are 4 shots all from the same location:

https://pbs.twimg.com/media/BnicDLbIcAAIWNq.jpg:large

Next I added the wallet drones, which you can shoot for a cash bonus.

https://pbs.twimg.com/media/BnizxkTCMAACCkK.jpg:large

Getting them to convey their purpose without making them look too out of place proved difficult:

https://pbs.twimg.com/media/BnnzGXCIcAE4KBn.jpg:large

Eventually I found a good balance:

https://pbs.twimg.com/media/BnoJTPzIAAAGRwV.jpg:large

The coins swarm like bees. A few shoot off into the distance and fade, lost to a far away transaction.

You probably won’t be able to stand on them but I did in testing and it looks very…odd:

https://pbs.twimg.com/media/BnoK--iIEAALDAg.jpg:large

Then just today as I was going to work on an outline shader (to signify which buildings you’ve already stolen from), the stylized content demo comes out and includes one! I modified it a bit and tested it on the whole map. The results are very striking:

https://pbs.twimg.com/media/BntMrPkCIAA0GdA.png:large

https://pbs.twimg.com/media/BntPcx0CMAEemHd.png:large

https://pbs.twimg.com/media/BntSxuECQAA4iCM.png:large

https://pbs.twimg.com/media/BntXkgFIcAAf1XH.png:large

https://pbs.twimg.com/media/Bntk4eaCIAAkuxo.png:large

Another great update, I’m liking the new changes.

Wow!!! This is looking really good man you have a lot of talent. When do you think you will release this game? Is this a short dev cycle??

Thank you so much! It’s going to be out in the coming weeks. Don’t want to make a more specific promise I can’t keep.

This was sort of a ā€œslow jamā€ where I set out a number of objectives for myself:

  • Make a tight, polished game revolving around a couple simple mechanics
  • Procedurally generate the world
  • Make it a risky aesthetic experiment
  • Teach myself UE4
  • Only use Blueprint
  • Only use example/free assets or assets I made myself

The scope of the game has grown far beyond what it originally was (it was going to be a sort of first person Flappy Bird-esque infinite runner with vertical elements), and while this is largely due to my inexperience as a project planner, it’s also because I’ve been going out of my way to learn good Unreal Engine hygiene at every step, and develop durable techniques that I can re-use in my next (and first large-scale commercial) game.

Oh yeah on that note I’m releasing this free, or rather Pay What You Want so that people can leave tips if they like. I’m also going to release the project files and my assets under a fairly open license, music and all. I hope someone else will learn as much from it as I have! Maybe if I’m really lucky Epic would put it on the Marketplace to show off what one person can do with no artists or experience if they put their mind to it :3

I think I would pay money for what I’m seeing. I’m in the same boat. My first project on ue4 I am treating it as a training exercise. Learn the engine/tools. Keep the goals fairly modest and realistic. Thankfully, on the C++ side so much is familiar too me from the UT’ 99 days so that’s helped me gain traction

Wow. Just wow. The visuals you have managed to put together in this game are amazing. Keep up the amazing work. I am looking forward to seeing this released, and this project is definitely something that I would pay money for.

Btw I really think that’s working well putting the outlines on the buildings. Looking forward to seeing a video! But no rush just whenever you have time

No joke when I’m feeling down during the day I come back and read this thread and it’s like a shot of liquid positivity right into my jugular and possibly also the vagus nerve.

Have some eye candy at 1 AM on a long weekend Saturday for being so nice:

I just love this style. Are there any plans to do a mobile version of this? Keep up the good work.

Unfortunately a game so heavily reliant on both post-effects and mouse controls is about the worst suited possible thing to a mobile version, so I’m not going to port it to non-desktop platforms.

However! Dysgraphia, the commercial game I plan to make immediately after this project is finished, will be a cross-platform title that develops on many of the aesthetics of DOGEcrash. Imagine this colour scheme and fusion retro-futurist cybeprunk setting, but applied to impressionistic low res art (not ā€œ8-bitā€ inspired) in a very surreal feeling Shenmue-esque sandbox that shares the certain ā€œnot quite 3dā€ sense that Build Engine games of yesteryear conveyed.

I’m sure that sounds like a Markov-generated ā€œZOMBIE MMOFPS STEAMPUNK JRPG W/ CATSā€ pitch you might find on Indiegogo but trust me the vision in my brain makes it all fit together. As well as it needs to.

[=]
ā€œZOMBIE MMOFPS STEAMPUNK JRPG W/ CATSā€
[/]

That just made my day! :smiley:

Hey SF,

Things are looking great! One thing: when you say this is a game centered around stealing dog money, is it that we’re stealing dogs that are used as currency, or that we’re stealing money from said dogs? Or is it that we’re meant to steal currency typically only used by canines? This bit could really use some polish, as the concept could really go in dramatically different directions depending on your response.

Sorry for the lack of updates, I had a REALLY BAD WEEK and I’ve also been doing some preliminary design work on my first commercial game (which isn’t Dysgraphia because I realized how dumb it was to do an open world RPG right out of the gate). I have been doing more polish work though and am treating the next gameplay video as the first beta-ish milestone!

[=Havoc;55406]
Hey SF,

Things are looking great! One thing: when you say this is a game centered around stealing dog money, is it that we’re stealing dogs that are used as currency, or that we’re stealing money from said dogs? Or is it that we’re meant to steal currency typically only used by canines? This bit could really use some polish, as the concept could really go in dramatically different directions depending on your response.
[/]

uh

[=SF;60092]
Sorry for the lack of updates, I had a REALLY BAD WEEK and I’ve also been doing some preliminary design work on my first commercial game (which isn’t Dysgraphia because I realized how dumb it was to do an open world RPG right out of the gate). I have been doing more polish work though and am treating the next gameplay video as the first beta-ish milestone!

uh
[/]

It was a joke :rolleyes:

Oh I know I just love awkward silences.

I forgot to post eye candy!

Old ones still in the queue:

https://pbs.twimg.com/media/BntrtAyIEAAnLpG.png:large

https://pbs.twimg.com/media/Bnu2FFnIIAA0wa4.jpg:large

Skyscrapers now extend infinitely far down (as far as the player can see anyway) and have solar panels on their roofs. This helped immersion quite a bit:

https://pbs.twimg.com/media/BnyKTu1CcAAlkp0.png:large

I also modified the skyscraper shaders so that they lose colour and detail right around the time they blend into the city vista surrounding the playfield. This looks super spooky in motion and makes the sense of space even more fluid:

https://pbs.twimg.com/media/BnyQjLhCYAA2EgD.png:large

The game will now also try to place the camera at an aesthetically pleasing overlook when the player dies. This will act as a background for the score tally screen. A couple examples:

https://pbs.twimg.com/media/BnytqNeCIAE5fxw.png:large

https://pbs.twimg.com/media/BnzUDfOCYAE62Ts.png:large

The rest of these are just moments I needed to stop and photograph while working:

https://pbs.twimg.com/media/Bn0395nIcAA9ZwY.jpg:large

https://pbs.twimg.com/media/Bn3NkuTIcAAZUOC.jpg:large

https://pbs.twimg.com/media/Bn3TAzHIYAE-J6L.jpg:large

https://pbs.twimg.com/media/Bn3TY0VIMAIEJ8d.jpg:large

https://pbs.twimg.com/media/Bn3UAO8IgAAe9nl.jpg:large

https://pbs.twimg.com/media/Bn4h5LjIcAE2JVs.jpg:large

https://pbs.twimg.com/media/Bn4jsmyIcAE3BB1.jpg:large

https://pbs.twimg.com/media/Bn4nTq1IAAAYG2k.jpg:large

https://pbs.twimg.com/media/Bn4-qtdIUAAUI6q.jpg:large

https://pbs.twimg.com/media/BoNFeY9IUAAT6aK.jpg:large

Today I’m working on recreating all the drones as a single polished blueprint, which activates component groups to become one of the 3 drone archetypes at runtime. This will result in much cleaner editing and level generation, and make a deliberately unannounced feature easier to implement.

ALSO seriously thank you again I keep feeling really ****** and then coming back to see like 5k views on my stupid little learning project and it makes me feel really good <3 <3