
Bloody Cell
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Hey guys, I am new to this competition and bring this little product.
I don't want to be boring, so let's make it short:
>> You are a T-Cell in a human body and fight against the cancers.
Ya, deadly simple! That's it!
Of course the mechanism is a bit more complex, but, no worries.
(If you are bored, then just skip the following lines and download the game)
Here comes's a complete mechanism explanation:
>> 1. There will be cancer tumors randomly generated in the area every time period.
>> 2. Cancer tumors will block your way meanwhile some of them will spawn cancer cells.
>> 3. Cancer cells may rush to you and explode or just swipe, trying to make you dead.
>> 4. You can shoot both tumors and cells but tumors usually takes more damage.
>> 5. You can also call for a Chemotherapy which gives a map-range attack, but be careful -- this will hurt you too!
>> 6. You just can't win.
And now let me explain, well, the assets I created (due to competition policies).
So, let's first begin with audios.
It is my first time so I am really deadline-catching. I soon figured out that I have not much time for musics, so you can see there are only two sound effects. The gun shot sound is a bit weird because it was created by swiping my bath towel real fast. And the blood splatter sound was from drinking Orange Finda. Haha, creative as I am. The BGM is somewhat my favorite factor of this game. I used Garageband and only spend 3 hours to get the final product. Quite Japanese style right? I got the original idea from BioHazard, then came out this stuff. Hope you guys like it.
About art, no, my pain!
As you are going to see, there are only cubic stuffs in the game. This is because they are all created by the primitive cube meshes. What's more? There is also no animation. I hate to use animations, making the process unpredictable and debug-unfriendly. I code all the animation work -- lerp, slerp, damp, then everything is in control but wasted quite a lot of time. Most of the textures, or the ui sprites in the game were created through PowerPoint. I am a good PPT artist. The only thing that was difficult was the blood splatter pattern. I tried multiples ways, and finally I procedurally processed the texture from the Photoshop (you know, combinations of different brushes), sharpen the edge just a little bit. So you could see the resolution is terrible.
Then the source code. Cinemachine is what I used for Unity's camera management, and I also learned some new knowledges of it this time. The movement of the enemies comes from the new Unity Navigation sets. It is way more convenient than before -- such as runtime baking which is extremely helpful this time. The optimization of this game isn't too bad. I mean, I try to pool everything that I can -- explosions, particles, bullets, enemies -- but you will understand my pain if you could insist for several minutes in the game.
I really enjoyed this match. I was first killed by the theme because I thought that it was too limited. Soon, just half an hour later, I came up with this idea. But time, emmm, really a catchy thing. It is now 4 am in the morning in my country, and I'm a high school student and no sleep. Jesus, I even have another report to hand in this afternoon. Why so unfair>>>just kidding, but I did get entertained by the experience, hope you guys too! Good luck to all the participants! Maybe you could get a nice ranking, who knows?
Finally!
Read after me >>>>
Bloody Hell? Bloody Cell!
Now, enjoy your time!!!
Why No WebGL Build?
I've tried to build one but found two issues. One is that the initial loading time is toooooo long -- about 4~5 minutes, which is pretty enough for a download.
The second thing is that there is performance issue for runtime navigation calculating. I experienced regular stuck during playing. Therefore, I gave up to offer a html version. Really sorry for that.
================ Bug Fix ================
1. The UI problem is fixed! No worries for resolution now!
2. Th bug of Chemotherapy is fixed!
3. Optimize a bit of the performance!
4. Player movement bug has been fixed!
5. Cannot fire after Chemotherapy has been fixed!
================ Bug Still Exist ================
1. Undiscovered yet......
================ Other Updates ================
1. Move the source code from Itch.io to GitHub
I don't want to be boring, so let's make it short:
>> You are a T-Cell in a human body and fight against the cancers.
Ya, deadly simple! That's it!
Of course the mechanism is a bit more complex, but, no worries.
(If you are bored, then just skip the following lines and download the game)
Here comes's a complete mechanism explanation:
>> 1. There will be cancer tumors randomly generated in the area every time period.
>> 2. Cancer tumors will block your way meanwhile some of them will spawn cancer cells.
>> 3. Cancer cells may rush to you and explode or just swipe, trying to make you dead.
>> 4. You can shoot both tumors and cells but tumors usually takes more damage.
>> 5. You can also call for a Chemotherapy which gives a map-range attack, but be careful -- this will hurt you too!
>> 6. You just can't win.
And now let me explain, well, the assets I created (due to competition policies).
So, let's first begin with audios.
It is my first time so I am really deadline-catching. I soon figured out that I have not much time for musics, so you can see there are only two sound effects. The gun shot sound is a bit weird because it was created by swiping my bath towel real fast. And the blood splatter sound was from drinking Orange Finda. Haha, creative as I am. The BGM is somewhat my favorite factor of this game. I used Garageband and only spend 3 hours to get the final product. Quite Japanese style right? I got the original idea from BioHazard, then came out this stuff. Hope you guys like it.
About art, no, my pain!
As you are going to see, there are only cubic stuffs in the game. This is because they are all created by the primitive cube meshes. What's more? There is also no animation. I hate to use animations, making the process unpredictable and debug-unfriendly. I code all the animation work -- lerp, slerp, damp, then everything is in control but wasted quite a lot of time. Most of the textures, or the ui sprites in the game were created through PowerPoint. I am a good PPT artist. The only thing that was difficult was the blood splatter pattern. I tried multiples ways, and finally I procedurally processed the texture from the Photoshop (you know, combinations of different brushes), sharpen the edge just a little bit. So you could see the resolution is terrible.
Then the source code. Cinemachine is what I used for Unity's camera management, and I also learned some new knowledges of it this time. The movement of the enemies comes from the new Unity Navigation sets. It is way more convenient than before -- such as runtime baking which is extremely helpful this time. The optimization of this game isn't too bad. I mean, I try to pool everything that I can -- explosions, particles, bullets, enemies -- but you will understand my pain if you could insist for several minutes in the game.
I really enjoyed this match. I was first killed by the theme because I thought that it was too limited. Soon, just half an hour later, I came up with this idea. But time, emmm, really a catchy thing. It is now 4 am in the morning in my country, and I'm a high school student and no sleep. Jesus, I even have another report to hand in this afternoon. Why so unfair>>>just kidding, but I did get entertained by the experience, hope you guys too! Good luck to all the participants! Maybe you could get a nice ranking, who knows?
Finally!
Read after me >>>>
Bloody Hell? Bloody Cell!
Now, enjoy your time!!!
Why No WebGL Build?
I've tried to build one but found two issues. One is that the initial loading time is toooooo long -- about 4~5 minutes, which is pretty enough for a download.
The second thing is that there is performance issue for runtime navigation calculating. I experienced regular stuck during playing. Therefore, I gave up to offer a html version. Really sorry for that.
================ Bug Fix ================
1. The UI problem is fixed! No worries for resolution now!
2. Th bug of Chemotherapy is fixed!
3. Optimize a bit of the performance!
4. Player movement bug has been fixed!
5. Cannot fire after Chemotherapy has been fixed!
================ Bug Still Exist ================
1. Undiscovered yet......
================ Other Updates ================
1. Move the source code from Itch.io to GitHub