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CULTIC Dev Diary - Gamepad Support



CULTIC was designed to be played with a mouse and keyboard. That's what I've always used for shooters, so I didn't really even think about gamepads until the first demo came out and folks were asking me about gamepad support. I hadn't really even thought of using a gamepad for a shooter on PC when you've got a perfectly good mouse/keyboard available!

However, clearly there are users who prefer to play this way. In fact, Steam reports that 10% of total game sessions are played on gamepad:

https://store.steampowered.com/news/group/4145017/view/3061855517864424914

I want folks to be able to play CULTIC however they're comfortable, and it would need to be done eventually if I wanted to ever port CULTIC to consoles, so here's what I've been working on:



There was so much that went into gamepad support. I've never been a huge fan of Unity's legacy input system, so I wrote my own that was based more around "actions" rather than key presses. For example, instead of the code polling to see if "Spacebar" was pressed, it instead polls to see if the "Jump" input was triggered, and whatever button or key was assigned to that "Jump" action would cause that to trigger. This made rebinding much easier and more accessible, but I still hadn't ever implemented gamepads to this, or even looked into how to capture raw gamepad input.

Then I stumbled upon Unity's new Input System -



I remember reading about the new Input System a few years ago, but it was very much "in progress", and wasn't part of Unity's official packages, just something you could download from Github and install manually. Since that time, it has grown massively and has several stable releases out, and toted out-of-the-box support for hardware polling and automatically detecting and processing connected gamepads - even telling what kind of gamepad is plugged in, and reflecting the proper keycodes (Square vs. X, etc.)



The best part? This new system was also "Action" based, like my custom system, so after a couple of days of reading and trying to learn this new system, the actual implementation was super easy. It took a big overhaul to get my existing rebind system to work with the new Input System, but in the end it was definitely worth it, and something I'd recommend Unity devs check out if they are struggling with input systems!



With a game that was designed for mouse/keyboard, it became apparent almost immediately that my control scheme was not entirely compatible with a gamepad. There were simply too many different commands the player could input to fit onto a gamepad without convoluted input combinations or heavily contextualizing inputs. This somewhat forced me to take a look at some gameplay elements that I had been waffling on, as I needed to decide for sure what the total roster of player actions would be so I could build a control scheme for them.

Some changes included:

  • Inventory Wheel scrapped, replaced with a static directional "pad" of icons.
  • Keys switched to auto-use, removing the need for a key/item radial
  • TNT/Molotov controls modified to work better with gamepad
  • Weapon radial changed - tap to swap to previous, hold to access radial


... among others.



Surely with these changes, the game would be playable on a gamepad now... right?



I guess part of being primarily a PC gamer for the better part of 15 years is that my aim with a joystick is terrible! Beyond that though, target acquisition in a classic style shooter without ADS was kind of rough - especially in frantic combat situations. So I asked some fellow developers how they combat this kind of thing, and of course, the answer was that most shooters played with gamepad employ some kind of aim-assist.



This was actually a pretty fun learning experience. I chatted with some developers about how they'd gone about doing aim-assist, and watched a couple of videos from AAA developers about it as well, and settled on a fairly simple system that does two things:

Soft Aim Magnetism
If your crosshair sweeps over a target within the range of the aim-assist, your turn speed will lower while you're sweeping over them, making target acquisition easier. This will be an optional assist, modifiable in Settings.

Aim Assist
When your aim falls within a certain margin of error around a valid target, the game will make an "estimate" (the red box in the above GIF) of where shot was intended to land. This estimate is based on the nearest point on the enemy collider relative to where your aim ray crossed the aim-assist threshold (the white box in the GIF). Then, depending on how far off your aim is, the resulting shot will be nudged towards the "intended" target. If your shot was only off by a little, it will be nearly fully adjusted to the intended target. If your aim was farther off, it will only be adjusted somewhat, but enough that your weapon's spread may still result in a hit.

This system seems to work well, as I'm actually able to clear a level while using a gamepad, and I am -awful- with gamepads. Hopefully I'll be able to get some feedback from the testing team and folks who are more used to gamepads to see what future improvements can be made!

Thanks for checking out this article! For the most up-to-date CULTIC info, follow the project on Twitter!

https://twitter.com/JasozzGames
https://twitter.com/3DRealms

Wishlist CULTIC and try the free demo!

https://store.steampowered.com/app/1684930/CULTIC/

CULTIC Dev Diary - Art Updates



Hello everyone! For those that don't know me, I'm Jason, the developer behind CULTIC. If you've been following the project on Twitter, you are probably pretty familiar with the history of the project. If not, and you'd like some background on it, you can pop into my Twitter page and see all of the updates there!

https://twitter.com/JasozzGames

There are also some existing dev diaries on YouTube, which can be viewed here:
https://www.youtube.com/playlist?list=PLbMfwVGoBzn9muvFiudQGTEyn5KyIkbbB

I'd like to start putting some of this information on Steam, now that CULTIC has a proper Steam presence and Store Page, so to kick things off, I'd like to talk about the -



The art style of CULTIC has evolved significantly since the beginning of the project. Some of that has just been me growing as an artist and improving my processes and skills, and some has been responding to player feedback on things that work and don't work - primarily the readability of the visuals.

One of the earliest changes was an expansion of the color palette, as there were gaps in the palette where things would just get lost because there weren't enough colors available to make them visually distinct. See this example below, where the excavator in the background was almost getting completely lost against the scenery. About 10 new colors were added during this change, expanding the palette by 25%.



The next major change in the pipeline was updating some placeholder assets that I had used early on in CULTIC's development to try and get a playable demo ready as soon as I could, and with Realms Deep being only 8 months into CULTIC's lifetime, I didn't have time to revisit them before. The cultist model, for example, was actually an older model of mine from the last time I tried to put together a concept for CULTIC. It worked great for the demo and I really got attached to the original look for the cultists, but the vision and artstyle for CULTIC grew past that goofy, low-poly model, so the cultist sprites got a facelift across the board!



The player weapon sprites went through an upgrade too, as I wasn't satisfied with the quality of the arm/hand models, and the resolution of the weapons was a bit lower than intended, since it was rendered out with the original 256x144 resolution in mind.



These art updates, while a grand undertaking, have helped to build a much more cohesive visual style across the game. The art is more readable, and changes to the lighting and enemy shaders have helped to make sure your foes always stand out and aren't getting lost in darker environments.

For more CULTIC info and news, follow @JasozzGames and @3DRealms on Twitter!

[h3]Wishlist CULTIC and try the free demo![/h3]

https://store.steampowered.com/app/1684930/CULTIC/

CULTIC Demo Update v009d

CULTIC Demo Update v009d


A new update has been released for the CULTIC demo, bringing some balancing changes to the Survival mode, some requested QoL changes, and a handful of bugfixes!

This update also completely reworks the save system, so if you have existing saves that are buggy, you may need to delete these.

Manual saves can be deleted in-game, and all saves can be found in
Steam\steamapps\common\CULTIC Demo\CULTIC_Data\Saves


[h2]ADDITIONS[/h2]

  • There is now a spawn quantity target in Survival, and a spawn quantity max. Until the target number of spawns is hit, the time between spawns is halved, meaning there will be far fewer instances where only a couple of enemies are on the map, as the game more aggressively spawns enemies until the target is met. This should also alleviate instances where the timer runs down because there aren't enough enemies on the map to kill to restore time.
  • The last 5 enemies in survival will now have a marker placed above them, making them easier to find.
  • Basic 32:9 ratio support
  • Crouch toggle option
  • Pressing the Run key will now make the player walk if Always Run is enabled


[h2]CHANGES[/h2]

  • Save system has been completely re-built from scratch, and should be more stable
  • Loot drop rate reduced overall - majorly for Casual/Standard, and only minorly for Hard/VH
  • Health drop rate reduced when player health is >50%, and increased when health is
  • Shop now has a higher quantity of ammo available for purchase
  • Ammo in the shop costs less
  • More ammo is granted when first buying a weapon
  • Shotgun spread decreased by ~20%
  • Shotgun damage increased by 1 per pellet
  • Shotgun pellets can now penetrate one enemy, making it more useful for crowds


[h2]FIXES[/h2]

  • Included a potential fix for camera stuttering
  • Fixed a bug involving particle rendering when Dithering/Filtering were disabled
  • Adjusted the dithering filter so it should never be dithering at a 1x scale, which would cause flickering on some monitors
  • Fixed a bug where the pathfinding failsafe from Survival mode would trigger in campaign mode
  • Fixed a bug where dynamite was not detonating on contact
  • Fixed a bug where the damage curve for TNT sticks was causing it to not deal enough damage
  • Fixed a bug causing un-exploded TNT/Molotovs to be unrecoverable
  • Fixed a bug where the player could shoot enemies through walls (seriously)
  • Fixed a bug where you couldn't switch to secondary slot weapons (Molotovs/Fists) if the primary weapon on that slot (Axe/TNT) hadn't been acquired

3D Realms announce explosive retro shooter Cultic and its demo


If you're hungry for throwback shooters, don't you worry. We aren't done here yet. 3D Realms announced another retro FPS during their Realms Deep showcase called Cultic. Developed by Jasozz Games, Cultic is styled as a shooter of yore about fighting your way through a cult with your arsenal of guns, traps, and excellent dodging skills. Better than just getting announced, Cultic has also dropped a demo for you to load up right now.


Read more

Cultic is a Blood-inspired retro shooter, you can play a demo now




During its digital showcase Realms Deep, 3D Realms ("still putting toilets in games") announced that it will be publishing Cultic, a retro FPS in the vein of Blood developed by Jasozz Games. In Cultic you play a detective who rises from the grave to get revenge on a bunch of hooded cultists with hatchets, taking them on with "a full arsenal of mid-century firearms and explosives"...
Read more.