Archive for the 'Unity' Category

Someone else’s video of Not the Robots

Apr 21 2013 Published by under Unity

Hey guys – a chill bro who calls himself ergman3 recorded a Let’s Play video of the Not the Robots gameplay alpha.  This is the first video of its kind, so I’m pretty excited about it!  He also gives some really useful feedback – a few of his suggestions have already been implemented.

This video shows the game pretty early on in the unlock progress, so there’s only a few of the enemies/items available.  Who can make one farther in, with more content to show off?

4 responses so far

The mystery of the missing TitleBar

Mar 26 2013 Published by under Unity

Happy Tuesday!  It’s been a couple weeks, so here’s a new alpha build for you.  This might end up being the last of these testing builds with a significant list of changes…a lot of the remaining stuff is the “top secret” part of the game that I’m not going to show until release day.  Maybe I’m wrong, though, and there’s still a shitload of things to fix up.  Time will tell!

 

Downloads:

Windows

Windows (64 bit)

Mac

Linux

Web

 

And if you’re the curious type, here’s the full list of changes:

 

Noteworthy features

- Added “object is about to be eaten” effect for clarity

  • Effect is disabled when rendering in VertexLit mode (lowest lighting quality setting)

- Implemented wall decorations

- Secret things that can’t be shown yet

 

Bug fixes

- Fixed a bug causing certain furniture to become invisible when eating something else

- Fixed a bug causing Stun traps to occasionally pick invalid targets

- Fixed a bug causing Sprint timers to remains visible after player death

- Fixed bug causing exterior walls to be invisible at certain (incorrect) times

- Fixed bug causing player lights to remain visible after losing

- Fixed bug that caused an unlock to trigger a level later than intended

- Fixed bug that allowed enemies to teleport items into Blocks

- Fixed bug causing sentries to teleport items less than intended

- Fixed bug causing buildings to be labeled incorrectly during Intermission

- Fixed some bugs regarding secret things that can’t be shown yet

 

Minor changes

- Backs of desks are slightly thicker (fixes clipping problem)

- Furniture tutorial triggers when close to first furniture, not touching it

- Lasers can no longer change direction after key is taken

- Trapped sentries rotate in place

- First level including sentries is forced to only spawn one

- Spotlight with no room to spawn reverts to two lasers (instead of a sentry…d’oh)

- New carpet and tiled floor textures

- Adjusted Little Bird’s intro monologue slightly

- Permawalls use nicer furniture shader instead of default Specular

- Elevator lights flicker with player/food meter

- Dialed down difficulty of later Campaign levels

- Made sure that only one gadget box spawns at a time until one has been taken

- Swapped unlock positions of Easy Wall and Hard Laser (wall comes first now)

- Eating is blocked until furniture tutorial is shown

  • Also means crouch must be learned first

- Easy Lasers are still green for high beams, but blue for low

- Main Menu’s “Story Entries” button doesn’t show up until one is found

- Improved some secret things that can’t be shown yet

5 responses so far

New alpha build!

Mar 11 2013 Published by under Unity

Happy Monday!  Got a significantly updated version of the public gameplay testing build for you.  If you’re not too far into the unlock progress but already have old save data, I recommend starting off by going to the Options and erasing your progress.  The new version of the game starts with a bit more default content than the old one, so it should be a little more engaging a little earlier on.

This version also includes some of the Story Screen interface mentioned in the previous post, but all of the actual story content will be hidden away until the game’s release.  For instance, here’s a picture of the player character encountering a snippet of the storyline in the wild.

In a strange turn of events, this new alpha build includes the first changelog that I’ve ever kept for myself.  Only took ten years!  The full list of updates is right after the download links.

Windows

Windows (64 bit)

Mac

Linux

Web Player

 

The Campaign difficulty curve is changed significantly, and part of what that means is that it’s based on some amount of guesswork, so letting me know how far you can get (along with how long you’ve played the game so far) would be super helpful.  Who’s a bad enough dude to finish Building 6?

MARCH 11 CHANGELOG

Noteworthy

- Two floors per building instead of three

- Odd buildings only have traps (no Sentries), even buildings are normal

- Different floor types for different rooms of one level

- Possibly finalized unlock progress!

  • Removed first three levels of unlocks
  • Start with Sprint, Dig, Invisible, Blocks, easy laser, easy floor, and sentries
  • Removed first Difficulty unlock (too insignificant of a difference)

- “Surveillance” screen overlay before player spawns

- New Huge Table and Black CRT props

- Began work on Stories screen

 

Bug fixes

- Fixed an issue with binding actions to a mouse button

- Fixed a problem with using selected items while deactivating teleport+/invisible

- Player character’s Status Lights were visible in elevator before spawning

- Player character was unintentionally invisible during Teleport+

- Fixed problem that caused Easy Sliding Walls to turn permanently white after hitting the player

 

Tweaks

- Adjustments to overall Campaign difficulty curve

  • Should be tougher, but more succinct

- Food meter blinks with player lights when objectives are complete

- Level generator will no longer spawn two upgrades in one level until all three have been seen

- Intermission screen is a smidgeon faster

- Easy Laser traps pick either a single high or low beam instead of always using a high beam

- Keyboard users can select items with the number keys

- Better furniture-by-rooms selection

- Slightly improved “Eating” particle effect

- Optional tutorial in first level to explain how to use the elevator

- Can crouch/uncrouch before spawning (shown through camera movement)

- Bonus ticks in Campaign’s Progress screen indicate how they were earned

- Campaign difficulty levels have six possible sets of eight names (“Regular,” “Peppery,” “Medium”, “Spicy,” etc. – no more percentages)

- Rebalanced Challenge 9:  The Juggernaut

9 responses so far

The Story Screen

Mar 07 2013 Published by under Unity

No responses yet

Gameplay Alpha Number 3

Feb 28 2013 Published by under Unity

Some more updates for you:

  • Some new types of furniture

Two new desks

- Two new PCs and a new computer monitor

- Two new floor lamps (removed that awkward rectangular one)

- An update to the vending machine

  • Some new decorative props (little desk plants, pencils, stacks of paper, etc)
  • Heavily revised furniture spawning code

- Significantly more accurate furniture density

- Buildings pick a personal subset of the overall furniture list

- Individual rooms inside of a level pick a subset of the building’s subset of the overall furniture list

  • Challenge levels unlock earlier:  Levels 1-4 unlock at Progress Level 2
  • Various other minor bugfixes, tweaks, and optimizations

Download links:

Windows

Windows (64 bit)

Mac

Linux

Web Player

3 responses so far

New alpha build for you

Feb 23 2013 Published by under Unity

Got some little updates for you – if you played the alpha before, your content unlock progress and settings and such should still work with this new version.

Some of the stuff that’s new:

- Some new furniture and doodad models

- Amount of furniture placed in a room is much more consistent than before

- Each building selects a small set of furniture pieces and only uses those

- Sentries now only teleport furniture around when their red light is flashing

- Various other minor tweaks/bugfixes/clarifications

Windows

Windows (64 bit)

Mac

Linux

Web

5 responses so far

And one for Thursday, too

Feb 14 2013 Published by under Unity

Here are the links to the public testing version of Not the Robots.  About time!

Windows

Windows (64 bit)

Mac

Linux

A very special prize will be awarded to the first person who can play the alpha version enough to unlock all 24 levels of gameplay content and tell me about their experience.

I’ve heard that there are some issues when running the game with more than one monitor – if you can give me any information about running it with a setup like this, please let me know!

Oh and that video should still be coming along soon, too.

2 responses so far

A little surprise for your Wednesday

Feb 13 2013 Published by under Unity

I’ve had less stuff to work on lately than usual because the stealth game is still approaching its testing milestone, so I’ve got a bunch of to-do lists that I can’t work on quite yet, and instead I’ve had some extra working time left over.  So basically, during this past week I made a little micro-project.  It’s up on Kongregate and it’s called “TURBO GORE RATED M.”

Enjoy!

 

 

 

 

 

3 responses so far

Whoops

Feb 05 2013 Published by under Unity

These things happen.

2 responses so far

The title of the game is “Not the Robots”

Jan 31 2013 Published by under Unity

4 responses so far

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