Nostalgia is something all too common for me and in my most recent bout of it, Playstation demo discs attacked. Going through many of my older ones, I yearned for the exciting days of getting a new one. I discovered countless games I otherwise never would have thanks to them; Ape Escape, Tony Hawk’s Pro Skater, and Bloody Roar just to name a few. With broadband internet as common as it is and demos becoming less and less common for games, they are certainly a dying (already dead?) breed. I wanted to change that, or at the very least, revisit my nostalgia.
To do so, I decided to use my engine of choice: Unity. Thanks to the System.Diagnostics namespace, I am able to open external executables from the “launcher” using: Process.Start(path to exe). But before launching the demo, I open a brief description of the game and give the user the chance to back out or start it. Upon doing so, I pause the music and bring up a new UI message to indicate a demo has been launched. To keep the “optical disc” feel of the Playstation demo discs, I make extensive use of Movie Textures to showcase the currently selected item as well as to play a full screen movie (but this is done an a separate canvas).
Overall I am very satisfied with the feel of it all and even designed it so demo configurations, videos, descriptions, and titles can easily be swapped out for other games and/or specific game studio collections.
Just under a week after launching the Steam Greenlight campaign for Crash Co., I am proud to present a new playable beta demo! Nearly 5 months since the last playable preview was released, there have been a number of changes, ranging from bug fixes to gameplay tweaks!
This demo features a total of 12 playable levels (7 main demolition levels and 5 hidden bonus levels), allowing you to control 5 main demolition vehicles as well as a handful of transport-only ones; from a train to an ATV.
If you find any bugs, have any suggestions, or would just like to share your opinion on the game, please let me know!
It’s been a few months since my last update but that doesn’t mean there haven’t been a number of improvements to Crash Co! Starting things off, let’s face it, the buildings in Crash Co. were due for some refinement. These were still the original buildings from my prototype days so suffice to say, they were a bit ugly. Being nothing more than cubes with a texture meant everything about them looked flat. They got the job done, but there’s no reason that I couldn’t add more detail; so that’s just what I did. Below you can see the transition from old (right) to new (left).
Despite having added more detail to them though, they still seem a bit lifeless. Enter reflections! After having (finally) decided to learn about Reflection Probes, I decided to put them to use and generate a reflection at initial runtime (not in realtime though as that is far too expensive). Despite the lower quality of the video below, I am quite satisfied with the final effect.
I am proud to introduce the second playable preview for Crash Co. In this update you will find 2 new levels (one of which features the fist-firing mech Ricochet) while the other will afford the player a more comfortable opportunity to try out the helicopter and crane vehicles (after traversing the quarry canyon on an ATV) before being required to use them to clear the path in the subsequent level.
This level will also require the use of TNT crates (another staple of Blast Corps) in order to do so.