Model-5C by William Corrin

Model-5C
In the year 2148, the passengers of space cruiseship "Deluxia" have been enjoying their party cruise for over 6 months.
Unbeknownst to them, the captain has been neglecting waste management altogether.
As the last functioning Model-5C trash collecting robot, you must do what you can to salvage the lives of everyone on board - if you cannot dispose of the waste in time, everyone on board the ship will plummet into the nearest dark star planet.

### Push buttons and stuff

### Post-apocalyptic atmosphere

### Hostile AI fight sequence
NOTE: Game looks MUCH better on Windows. Highly recommend the Windows build. Lighting + SFX are both a little janky on HTML5.
Controls:
WASD/Arrow Keys: Move
Mouse: Aim
Left Click: Fire
Spacebar: Interact
Known Issues:
- Engine motor loop stutters on WebGL version. Can't do anything about this, Unity versions earlier than 2021.1.X have this issue (https://issuetracker.unity3d.com/issues/webgl-audio-stutters-slash-distorts-when-played-for-a-while)
- Lighting is essentially missing on WebGL version
- Camera freaks out occasionally
- Post Process effects broken in WebGL build (working on a fix)
| Link | https://github.com/williamdewaynecorrin/LudumDare50 |
| WebGL (Worse - see bug list)) | https://wdc.itch.io/model-5c |
| Windows (Best) | https://wdc.itch.io/model-5c |
| Original URL | https://ldjam.com/events/ludum-dare/50/model-5c |
Ratings
| Overall | 107th | 3.805⭐ | 43🧑⚖️ |
| Fun | 212th | 3.561⭐ | 43🧑⚖️ |
| Innovation | 323th | 3.268⭐ | 43🧑⚖️ |
| Theme | 485th | 3.195⭐ | 43🧑⚖️ |
| Graphics | 62th | 4.171⭐ | 43🧑⚖️ |
| Audio | 44th | 3.939⭐ | 43🧑⚖️ |
| Humor | 162th | 3.354⭐ | 43🧑⚖️ |
| Mood | 104th | 3.72⭐ | 43🧑⚖️ |
| Given | 43🗳️ | 66🗨️ |



I don't know if this is a bug, but when I reached the huge trash room, I got a message saying that I couldn't process the trash weight and then the screen went black and I couldn't do anything. Is this the end of the game? Did I do something wrong? If so let me know what to do different and I'll give the game another go.
Overall pretty neat entry.
Yeah, I struggled a lot with the camera. It was coming down to the wire and I was trying to fix the jank, but there is a few issues with it still.
Hahaha yeah, that was just the end of the game...I wanted to do something more but it was pretty much 6pm at the time so thats just the end :stuck_out_tongue_winking_eye:
I tried to have it be "you're just one robot trying to save the ship, but there's too much trash and its inevitable that you will fail", for the theme. I could have conveyed that more through the dialogue though :)
Thanks for playing!
Nah, its okay to critique other people's projects even if you didn't do it yourself. I do that as well - we all know what SHOULD be good, we just don't all have the time to do it ourselves, hah!
I appreciate the feedback. I wanted to light the room a little more, but I had to choose between taking another lighting pass and getting the rudimentary AI/combat room in...I chose the latter. I agree though!
Thank you!
I think i found a bug on the webGL version: when I walked into the big piles of trash, i got the funny dialog saying the trash was too much -- but then the "death" screen was a bit abrupt, and I was unable to leave without refreshing the page (image attached) 
I also found it a bit tricky to determine where my projectiles were going to be launched, but maybe thats a feature to add a bit more challenge!!
All in all -- super cool :)
I appreciate the praise, I spent a little bit too long on writing the shader for the line pulsing, but I'm glad you think it came out cool!
Ugh, yeah, thats actually just the end of the game...its not even a bug :grimacing: I spent a lot of time doing other things (like music/sfx, shader stuff, etc) so when it came to the end of the game it was like 5:50pm and I chose to kill the application at the end of the game. So thats actually intentional :laughing: not the best decision on my end...
Yeah, I tried lots of different things for the projectile direction determination. Its absolutely not perfect, you are right.
Thank you for all the feedback!
[EDIT]: I actually decided to make a quick fix for the ending since multiple people are thinking the game is crashing. Thanks again for the feedback :)
there were a few times were I felt like I was fighting the camera to get a bead on something I needed to shoot at.
I was able to basically bypass the combat arena by standing in the door way and shooting the first 2 enemies before they activated, and I was able to get off a burst of 5 shots on the last before rolling in and killing it before it activated also.
I missed 2 of the bots to scan and got crushed under all the trash, so not sure if I missed some of the story there - it wasn't very clear what to do once I got to the huge pile of trash.. just got a lot of 'I see....' responses to scanning stuff.
the point were you need to fake the finger print, I figure out on accident by just hitting space randomly and something happening when I got near the scanner.
Yes, I am unfortunately aware of that problem. I'm assuming you played the WebGL version - I used Unity 2019, and even though I'm looping properly (and its a .wav file) it appears its just flat out broken in < 2021 versions.
(see: https://issuetracker.unity3d.com/issues/webgl-audio-stutters-slash-distorts-when-played-for-a-while)
FWIW, it loops fine on Windows version. And the lighting is better too. WebGL caused me all sorts of problems this time around, but I know its important to get a version online since ppl play it more. Ohhh Unity sometimes :upside_down: hahaha
Hey, thanks a bunch for playing and critiquing! :)
- Loved the atmosphere. The music went so well with the dark/mysterious tone of the story (groovy too).
- Art was great. The lighting was super moody and the levels looked great, both of which I could look at cause of the neat camera movement.
- My only issue was with the aiming. Sometimes it felt a little weird the way it aimed in 3d.
Awesome entry :)
VERY impressive game, especially for 48 hours as a solo dev with all original assets! Where do I even start... super cool visual aesthetic, an environment that keeps things fresh and interesting, tons of neat effects and visuals, great soundtrack, overall a very cohesive and fleshed out piece. Really it leaves me wanting more! Which is fantastic!
Some stuff that could be improved:
* The automatic camera system was a bit hard to have a grasp of. Sometimes the automatic camera positions hid important stuff, so I had to go back a few times to look for more, and lining up some shots was hard (freely rotating with the mouse would be really nice).
* The ramp up/ramp down audio sounded a bit funny on the robot when ramping up and down. Some sort of scrolling/ticking sound would probably fit better with the treads (like the ticking when aiming a mario 64 cannon)
* Having an x/y found *per area* rather than overall (especially if there were one for the buttons) would help against feeling stuck. There was one time when I thought I had the game softlocked when in reality there was a button I hadn't found yet.
* Just having a longer game with more areas would be really nice I want to play it more :smile: (of course there's only so much that can be done in 48 hours by one person!)
You make some really solid feedback here. The decision to do an autocam versus free floating was maybe not the best, because you’re totally right, it obscures objects sometimes and can cause difficulty for completing the button puzzles.
I know exactly what you mean about the Mario cannon lol. Yeah, I was struggling a lot trying to create the tread sounds. I definitely agree they could use some work!
Thank you again for playing and taking the time to leave such meaningful feedback!
The visuals were really nice as well, but it was hard for me to see things. I think this was due to the repeating pattern on the floor and the dark atmosphere. A few times I just drove straight over one of the broken robots and only noticed it because of the green exclamation mark that popped up. Maybe this is what you were going for, but just to let you know :D
Great job with this! I enjoyed it!
@wuppos haha! yeah, i won't tell you where, but one of them is hidden in a pretty hard place to find. I wish I had made the camera a little better but i ran out of time. Yeah, lighting is another thing I didn't work on a ton - thank you for the feedback!
@caeonosphere so close! haha, thank you! I have been working on shader programming for the last year so I wanted to test out my skills :)
@stuntcomposer I'm unworthy of your praise :bow: thank you so much!
@agyrzstar thank you sir o7
@jackaljk thank you! ah, it is definitely there - i just always push to master instead of main (old habits die hard). If you click on branches you can see the code. Or just use this link to the shader (there are two variants, one for one color and one for 2 colors with distortion: https://github.com/williamdewaynecorrin/LudumDare50/blob/master/Assets/src/shader/EmissionFlow.shader )
[EDIT]: @jackaljk to be honest, I'm pretty sure the way I created the emission flow maps isn't the best practice. It results in a lot of jaggies (aliased pixels). Just a note, that if you try it yourself, make sure your flow/emi maps have mipmaps disabled. its impossible to see the emission flowing from far away if they are enabled!
Also, the way the flow map works is a grayscale image from black->white, with black->white being the flow direction. Using gradients usually makes easy best results. For some of the tiles in-game, you can sort of visualize what I'm talking about with these two texture examples:
**Regular emission texture**
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**Emission flow texture**
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The github repo is empty.
GitHub repo isn’t empty! Check the other branch :)
Played the webGL version and haven't got any problems :)