Raygun Gadabout cover
Raygun Gadabout screenshot
Linux PC Mac Steam
Genre: Platform, Hack and slash/Beat 'em up, Adventure, Indie

Raygun Gadabout

Raygun Gadabout ALPHA Devlog #33

Hi there Space Cadets!

Hope you're doing fantastic today. Glad to be back, haven't posted one of these in a while.

Hey why don't ya come join the Discord


In case you want to keep up with all the comings and goings related to Raygun Gadabout you should join the Official Discord. There's cool people and e-cake for one and all.



Space Make-over



Been hard at work improving the look of outer space. Space is dark and empty and terrifying and is death incarnate. What it needs is more ribbons, glowy lights and party streamers. Unfortunately, we're all out of party decorations. So, we'll have to make due with murderous space pirates and deadly smash-your-face asteroid fields, oh don't forget radiactive nebula and potentially giant space monsters.



Check out these asteroids, don't you just wanna smash into them?



This space station is probably filled with agreable alien folk.



A sure fire way to pretty up space is exploding Space Pirates. So much wonderful and colourful debris!



A secret station wherein horrible experiments and technological abominations are fabricated with love and care.



It may be pretty but purple air tastes really gross. Trust me.


Thanks for stopping by, why not wishlist the game?




Hey! If you haven't wishlisted now's the time. It helps us greatly. Much appreciated. Well that's all for now Space Cadets, please stop by for the next exciting episode of errr.. Steam Event Post.


https://store.steampowered.com/app/757940/Raygun_Gadabout/


--Keep your eyes on the stars.

Your pal Marcel.

Raygun Gadabout ALPHA Devlog #32

Hey there Space Cadets!

It's been a while since the last alpha update post, but rest assured we've been hard at work on Raygun Gadabout, filling it with all kinds of gooey-spacey goodness.

Today we're going to talk weapons. Specifically Plasma Weapons! yum, ionized gas fired at high speeds.

They are useful for clearing a path, especially when that path is blocked by vile Space Pirates! Other potential uses are... weeding your garden, grinding your coffee and removing pesky stains from your teeth.

We're going to look at a selection of weapons from the game. All weapons (except your trusty Raygun) use energy to fire. You can find energy hidden all over the place. Also enemies can drop energy when they are defeated.

Raygun



The Raygun, tried and true. Nice curves, doesn't use any Energy. matches your outfit. Always a good fallback option for getting out of a sticky situation.


Laser Repeater



Highly concentrated energy beam, can hit multiple targets. Great for crowd control. Not recommended as a pointer during your office presentations though.


Blast Gun


Slow shooter but high damage, added bonus of knocking back your foes or helping you move furniture.


Heavy Plasma Repeater


When you have Energy to spare the Plasma Repeater is the way to go. High rate of fire guarantees that anything standing before you is sure to be obliterated.



That is a quick look at some of your options when dishing out violence and causing destruction to the various baddies of the galaxy. Stay tuned in the future for more ways to bring the hurt to your foes.

See you next time Space Cadets!



Alpha Devlog #32: WEAPONS!? You want 'em? We got 'em!

Hey there Space Cadets!

It's been a while since the last alpha update post, but rest assured we've been hard at work on Raygun Gadabout, filling it with all kinds of gooey-spacey goodness.

Today we're going to talk weapons. Specifically Plasma Weapons! yum, ionized gas fired at high speeds.

They are useful for clearing a path, especially when that path is blocked by vile Space Pirates! Other potential uses are... weeding your garden, grinding your coffee and removing pesky stains from your teeth.

We're going to look at a selection of weapons from the game. All weapons (except your trusty Raygun) use energy to fire. You can find energy hidden all over the place. Also enemies can drop energy when they are defeated.

Raygun



The Raygun, tried and true. Nice curves, doesn't use any Energy. matches your outfit. Always a good fallback option for getting out of a sticky situation.


Laser Repeater



Highly concentrated energy beam, can hit multiple targets. Great for crowd control. Not recommended as a pointer during your office presentations though.


Blast Gun


Slow shooter but high damage, added bonus of knocking back your foes or helping you move furniture.


Heavy Plasma Repeater


When you have Energy to spare the Plasma Repeater is the way to go. High rate of fire guarantees that anything standing before you is sure to be obliterated.



That is a quick look at some of your options when dishing out violence and causing destruction to the various baddies of the galaxy. Stay tuned in the future for more ways to bring the hurt to your foes.

See you next time Space Cadets!



WEAPONS!? You want 'em? We got 'em!

Hey there Space Cadets!

It's been a while since the last alpha update post, but rest assured we've been hard at work on Raygun Gadabout, filling it with all kinds of gooey-spacey goodness.

Today we're going to talk weapons. Specifically Plasma Weapons! yum, ionized gas fired at high speeds.

They are useful for clearing a path, especially when that path is blocked by vile Space Pirates! Other potential uses are... weeding your garden, grinding your coffee and removing pesky stains from your teeth.

We're going to look at a selection of weapons from the game. All weapons (except your trusty Raygun) use energy to fire. You can find energy hidden all over the place. Also enemies can drop energy when they are defeated.

Raygun



The Raygun, tried and true. Nice curves, doesn't use any Energy. matches your outfit. Always a good fallback option for getting out of a sticky situation.


Laser Repeater



Highly concentrated energy beam, can hit multiple targets. Great for crowd control. Not recommended as a pointer during your office presentations though.


Blast Gun


Slow shooter but high damage, added bonus of knocking back your foes or helping you move furniture.


Heavy Plasma Repeater


When you have Energy to spare the Plasma Repeater is the way to go. High rate of fire guarantees that anything standing before you is sure to be obliterated.



That is a quick look at some of your options when dishing out violence and causing destruction to the various baddies of the galaxy. Stay tuned in the future for more ways to bring the hurt to your foes.

See you next time Space Cadets!



Alpha Devlog #31

Hi there Space Cadets!

I hope you are all taking care of yourselves during the difficult time.

I haven't posted an update in a while but rest assured I've been busy rolling this ball forward. I've spent a large portion of the previous months locking down the gameplay and level structure. Testing things and generally moving towards making the game feature complete with the hopes of going full steam on bugs, polish, art, etc.

Part of that has been getting a grip on the gameplay progression loop. This can be quite daunting when a game allows you multiple paths, the game has become so large that I have a hard time keeping track of everything.

Charts and spreadsheets to the rescue!!!!! So exciting!!?!?





This has helped me have the confidence to start locking things down, I can always refer to a doc to remember where things are and what needs to be done. I guess it's the very unsexy part of gamedev but very necessary and helpful.

What's new?



Shield break mechanic



Don't abuse your shield, if you hit zero energy it'll break and won't be available until it refills. You can still dodge to get out of harms way in the meantime.



To mitigate this there are Badges you can equip and your shield can be upgraded. But your best bet it to tap tap tap the button! Tapping at the right time is of course how you get a PERFECT REFLECT, which causes more damage and doesn't get any ricochet effect.

New Lighting





The game was upgraded to Unity 2020 to take advantage of all the fancy 2D lighting effects. woo!




Projectiles can now light up the surroundings as well as the enemies.


The decision to port the game over to the new engine was a tough one, it did take a bunch of time to get everything working properly, the game was moving from Unity 2017! So there was a few years there... But now it's all working, shiny and glowy! I'm glad I took the chance there.

Sub weapons



You can see in the bottom left corner the temporary UI for the new sub weapons! You can pick them up hidden in the environment or dropped by enemies, there's also a new energy/ammo drop that works with these weapons.



They are pretty powerful so you might want to save them for when you really need them. Some of the weapons have special properties, for example extra damage against enemy shields and poison-type damage!

Tons more stuff



There's way too many little things to list. Suffice to see I'm pretty excited with how things are going and I'm looking forward to you getting to try it out.



As always you can follow more developments on TWITTER and be sure to join the DISCORD. Stop by and say hello!!





Here's a couple more screenshots to tide you over till next time.





Thanks for stopping by!



-Marcel








Raygun Gadabout ALPHA Devlog #31

Hi there Space Cadets!

I hope you are all taking care of yourselves during the difficult time.

I haven't posted an update in a while but rest assured I've been busy rolling this ball forward. I've spent a large portion of the previous months locking down the gameplay and level structure. Testing things and generally moving towards making the game feature complete with the hopes of going full steam on bugs, polish, art, etc.

Part of that has been getting a grip on the gameplay progression loop. This can be quite daunting when a game allows you multiple paths, the game has become so large that I have a hard time keeping track of everything.

Charts and spreadsheets to the rescue!!!!! So exciting!!?!?





This has helped me have the confidence to start locking things down, I can always refer to a doc to remember where things are and what needs to be done. I guess it's the very unsexy part of gamedev but very necessary and helpful.

What's new?



Shield break mechanic



Don't abuse your shield, if you hit zero energy it'll break and won't be available until it refills. You can still dodge to get out of harms way in the meantime.



To mitigate this there are Badges you can equip and your shield can be upgraded. But your best bet it to tap tap tap the button! Tapping at the right time is of course how you get a PERFECT REFLECT, which causes more damage and doesn't get any ricochet effect.

New Lighting





The game was upgraded to Unity 2020 to take advantage of all the fancy 2D lighting effects. woo!




Projectiles can now light up the surroundings as well as the enemies.


The decision to port the game over to the new engine was a tough one, it did take a bunch of time to get everything working properly, the game was moving from Unity 2017! So there was a few years there... But now it's all working, shiny and glowy! I'm glad I took the chance there.

Sub weapons



You can see in the bottom left corner the temporary UI for the new sub weapons! You can pick them up hidden in the environment or dropped by enemies, there's also a new energy/ammo drop that works with these weapons.



They are pretty powerful so you might want to save them for when you really need them. Some of the weapons have special properties, for example extra damage against enemy shields and poison-type damage!

Tons more stuff



There's way too many little things to list. Suffice to see I'm pretty excited with how things are going and I'm looking forward to you getting to try it out.



As always you can follow more developments on TWITTER and be sure to join the DISCORD. Stop by and say hello!!





Here's a couple more screenshots to tide you over till next time.





Thanks for stopping by!



-Marcel








Alpha Devlog #30

Hey there Space Cadets!

This month I’ve been working on finishing up the platforming portion of the game. Getting very close now. None of that stuff is really ready to be shown, plus some of it is end game, don’t want to spoil anything, right?

Since platforming is almost out of alpha, my attention is slowly turning to… Space! The final frontier! I have to say I’m pretty excited about this, lots of ideas and things to implement so be sure to check back here often.

But for now here’s a little taster.

Introducing the SS Stifftail, a nimble craft measuring 55 meters in length, capable of warp speed and armed with a plasma turret.


Here's the model from behind


Here's the model from the front


Here we are flying through space in game


A close up view in Space

Thanks for stopping by!!!

Raygun Gadabout ALPHA Devlog #30

Hey there Space Cadets!

This month I’ve been working on finishing up the platforming portion of the game. Getting very close now. None of that stuff is really ready to be shown, plus some of it is end game, don’t want to spoil anything, right?

Since platforming is almost out of alpha, my attention is slowly turning to… Space! The final frontier! I have to say I’m pretty excited about this, lots of ideas and things to implement so be sure to check back here often.

But for now here’s a little taster.

Introducing the SS Stifftail, a nimble craft measuring 55 meters in length, capable of warp speed and armed with a plasma turret.


Here's the model from behind


Here's the model from the front


Here we are flying through space in game


A close up view in Space

Thanks for stopping by!!!

Alpha Devlog #29

Hello Space Cadets,

I hope January treated you well. Let’s take a quick look at what is new in Raygun Gadabout.

Mechanics


Introduced a Shield Break mechanic to the game. Basically if you abuse your shield and allow it to hit zero energy it will break and you won’t be able to use it until it refills to full again. This should encourage more tapping and less spamming. There is a Badge called unbreakable shield that you can equip to avoid this.

The Unbreakable Shield (not necessarily the final name for this) makes your shield umm. Unbreakable… But also reduces maximum shield energy by 25%.

New Areas


Here’s a new area, it’s a small moon called ZEMIAK orbiting a gas giant. It makes for pretty views but rest assured it is filled with horrible alien creatures that will make your skin crawl and head explode.




New Enemies


Here are some enemies that you may recognize, only they are of the giant space variety!






I suggest you not let them get too close to you… There can be some gnarly effects. What are those effects? Well I don’t wanna spoil it!

And…


As always thanks for stopping by and checking out the update. This is only a small sampling of some of the stuff going on. I’m forced to leave some of it out as I don’t wanna spoil some of it.

If you haven’t wishlisted the game. You probably should! You can do so HERE!



Also feel free to join the Official Discord and take part in all manner of shenanigans.

Devlog #28

Hello Space Cadets,

This update is coming a bit late. Been very very busy.

December being the holidays things slowed down a tad but I’ve been focusing on greyboxing out the the last parts of the game.

What is greyboxing you might ask??? It’s the process of roughing out a level using basic shapes and often unfinished art. It’s really important for testing and allows quicker iteration. You also don’t risk wasting time prettying things up with art that you end up having to trash when your level turns out to be total cr@p.

Here’s a quick look at my process.

Designing it


First things first. A sketch made in Photoshop. I have a list of enemies of mechanics that’ll be on a particular planet, that helps me plan things out to keep a nice variety. You wouldn’t want 3 puzzle rooms in a row right?

Here’s a couple rough level sketches.







Building it


Below is a greyboxed “room”. It’s not very pretty but it gets the job done!




Now Some Art


Here’s an NPC. She’s going on an adventure. Will you join her?




Some concept art for a planet.




That’s All Folks
Stay tuned for the next update. Coming soon!