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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 No Momentum 

 

Developer

 Evan Donald 

 

Publisher

 Evan Donald 

 

Tags

Casual 

 

Adventure 

 

Simulation 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 2022-06-30 

 

Steam

 € £ $ / % 

 

News

 3 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1808880 

 


LINUX STREAMERS (0)




BIG UPDATE ON NO MOMENTUM PROGRESS!

Hey Everyone,

Glad I can post something here again! I have been making a fuckton of progress on the game and am thinking this title may be a 2023 release! WOW! Now, I wanna go over the three biggest things I have made huge progress on and then we can get into the bad news or the "oh well, tough luck" news.

Firstly, I wanted to discuss the transition of this game from Unity's Built-In Render Pipeline to Unity's Universal Render Pipeline. The reason it has taken this long to do so is the asset package I bought for the portal mechanic was built exclusively for the Built-In Pipeline and why that can't be ported to URP because Built-In only supports CG shader code while URP only supports HLSL shader code. There are probably some details I'm missing but converting this code is extremely tedious for a shader beginner. However, throughout the past 3 months, I've been slowly learning how to translate the code over to HLSL. It's quite simple but easy to get very lost. I will leave some blog posts about converting if anyone else needs help:

- https://developer.arm.com/documentation/102487/0100/Migrating-built-in-shaders-to-the-Universal-Render-Pipeline
- https://www.cyanilux.com/tutorials/urp-shader-code/

Then, after all that work, I realised that the shaders were built with Amplify Shader Editor - a Unity package on the Unity asset store. I forked the cash for it and I'm glad I did. It's like Unity Shader Graph but with more customizability. ASE easily converted it without any errors. And then I just ported the rest of the materials into URP. Took a while but we got there. Now the project is running a tad bit better with a fuck ton better lighting and graphics.

Secondly, The player controller has been finalised! It is snappy but smooth. All functionality wanted like sliding, jumping and sprinting have been fleshed out and been well made! The camera controller is quite snappy with barely any input delay (there's a frame-worth input delay due to tiny smoothing).

Thirdly, The URP upgrade is been surprisingly great for Steam Deck Compatibility. Now yes, I know it isn't the biggest concern. However, looking at the performance of the game on a handheld gives me a great idea of the FPS range of the game, on a mid-range PC rig. As for the actual FPS results, The game runs amazingly well at 60FPS stable throughout the game. This may be because I had V-sync on (I May have to check that tomorrow). There is a noticeable dip to 20 FPS when using one of No Momentum's main mechanics. I won't spoil but the good thing is that this mechanic isn't meant to be used for short periods. So that the 20 FPS output is only there for a few seconds at a time. And this also may sound weird but the 20 FPS aesthetic goes sorta well with the mechanic. Again, Won't spoil too much but yeah, I might try to fix the dip but then again, isn't a massive deal.

And Finally, I HAVE FIXED THE LIGHTING. Baking lightmaps in Unity is one of the most frustrating and error-inducing things ever brought to Earth. I had multiple issues. Including random triangle-shaped shadows appearing, lights just never baking**, Unity using my CPU for GPU baking etc. However, After one Unity Forum post, some sketchy workarounds, and realising that I am a fuckin idiot (**mainly for this one) and finding out a custom shader was sending trillions of light rays everywhere, the lighting is looking very nice!

Now for the bad,

The main one is that the lighting is very nice... for the first level. The rest of the levels are nowhere near done. Not even the first level is fully done with the main objective of the level not even being present yet. But, this is mainly due to my brain being swarmed with so many ideas that I've been trying to cram in so many of them that it all falls apart. That being said, now I have a basic idea of every mechanic, the level design, objectives etc. The game will be based in an Ikea-looking building where every room and level are connected either normally or by using portals! Then I wanna have the player grab an item from each level to upgrade their portal device to further the story. I won't spoil everything but that's about the jist. And I feel like once I'm done with the first level, the rest should come easy. I hope...

But that is the only one MASSIVE bad thing at the moment, I think that No Momentum has its charm and I feel at least many of you will feel entertained once it has been released. Released with multiplayer and VR that being said. That may be released separately but who knows yet?

Anyway, thanks for reading,

Much Love,
Very tired Evan.

P.s. it's fucking midnight when I'm writing this up. I needed to share this though.


[ 2023-04-21 00:31:46 CET ] [ Original post ]

Linux support for No Momentum

Hey Everyone,

Before I start, I just wanted to say a massive thank you with the support and wishlists of this game. For anyone who doesn't know, this game is undergoing massive reevaluations. Most, if not all, levels are being redesigned to feel a lot fuller. This means that the game doesn't yet have a release date, however I am aiming for a Q1 2023 release.

So, this whole post will be about the future of Linux releases for No Momentum. At the moment, Linux builds have been halted during development as we will be switching to a IL2CPP system instead of Unity's main Mono system. This means a lot more security when it comes to cheating/hacking in-game. And yes, there will be multiplayer. That's why we are doing this. The only main issue of using this IL2CPP system is that we need to build binaries on their native systems. For e.g., to build a mac build, I need to build the game on a mac or on macOS. This is ok because I own a mac and a windows PC. I can bet you know where this is going... I am exploring different portable Linux versions that can be stored on USBs so that I can build Linux builds. I have also been looking into Unity Cloud Build for Linux builds and that seems like the more likely option.

But yeh, at the moment I will be halting Linux builds. However, Linux builds will definitely be returning for release as I would love to see the performance on a Steam Deck or any Linux PC.

This post may seem irrelevant to you guys but some of you have dev build access and I wanted to make sure those guys got the message loud and clear. So, if any of you have Linux builds installed, I would definitely recommend switching to the Proton + Windows combo.

Last note on this post will be just recent news or any progress update to the title,

First bit of news is I AM TRYING TO GET NO MOMENTUM FOR NINTENDO SWITCH. However, Nintendo needs the game to be a little further developed before agreeing for NS support. Xbox support will be coming to Series X, S and the One Series.

Second bit of good news is that the first half of the game is nearing completion. And if you guys want to look at the steam screenshots - they look amazing. I'm so proud of how nice this game plays and feels to look at. I will be revisiting every level when the full game is near completion, just to touch up various environmental aspects.

Last piece of news is that,
No Momentum has been upgraded to Unity 2023.1.0b17. This basically means that this has a lot more compatibility with DX12 and the game will not be so crunchy and skippy for new GPUS. However, this version is in a very early beta, and I get crashes quite often. But this isn't anything new. In fact, I'm experiencing less crashes than I was with a more 'stable' version of unity.

And that's all the news. Thanks everyone for reading, I will try to keep everyone updated on this game asap. Again, thanks for the support and if I don't post again before xmas, Happy Xmas!!

- Evan


[ 2022-11-16 10:42:33 CET ] [ Original post ]

No Momentum Dev Update

Hey Everyone,

So... the game is doing ok...

So for context, I was rigging up Unity's Cloud Build and needed to upload the source files to gitlab. Unity Cloud Build wasnt working so I, for some reason, deleted the repo. 2 days later, USB gets formatted by accident and unlike last time, unfortunately, the partition was rewritten. Meaning if the files were still on the usb, the recovered stuff would be heavily corrupted. I didnt mind of course except for the No Momentum source code. WHICH I WOULD OF HAD A BACKUP OF!!! So the only way I recovered all files was by decompiling the last steam build I made before 'the incident no. 2'. And yes it happened before. But wasnt re-partitioned so i recovered everything no problem.

So what state is the game is right now... well... limbo.

I'm, at the moment, working on my YouTube channel and a new project where I can make unity games into 3DS. How Exciting! But that meant No Momentum has been pushed to the side. HOWEVER, after my holiday (Aug2nd-Aug16th), I will be recontinuing with No Momentum. Only downside of the decompiling was that everything in the unity editor is not connected. So i have to go level by level, linking stuff up.

But for the good news, No Momentum was HEAVILY RUSHED! And because of this incident, I have decided to redo 50% of all of the levels and put some TLC into them. And hopefully this means I will be able to create a game that feels GREAT!

And now the bad side effects off this. IT WILL TAKE TIME. A LOT OF IT. Maybe september release earliest. Maybe a beta program or something.

But for now, THIS GAME IS NOT ABANDONED. IT WILL GET DONE.

I promise.

Thanks for all the love,
Evan Donald - Evan Donald Games - Quiqqy (YT)

[previewyoutube=F-K0-8XeGzc;leftthumb][/previewyoutube]


[ 2022-07-24 18:59:45 CET ] [ Original post ]