Impulsehazard Devlog #1


I, N. Raskovskiy, believe I should share some things concerning Impulsehazard...


Game design:

If you couldn't already tell, this game was in absolute development hell. Most of it was due to me wanting to make the game as amazing as possible, and as such I would slave away over five years of my life on this project. It wasn't until recently that I had finally released a build publicly. Two factors played into this: A. Impulsehazard, at the time, was a mess and B. I was absolutely unaware of this website until 2019. But hey, at least it's released, in a playable state.

Interestingly, Impulsehazard was not first developed on Unity, hence why it took so long to release. Rather, it was first developed on the same engine my first game, Joey 3D: Corruption Class, was developed on: AgentCubes. However, I would change to the Unity engine due to how ambitious I was at the time. Years later, I would still fiddle around, making what I'd believe would be the greatest game ever.

So enough of the history of Impulsehazard, let's get onto how the game is developed. The game uses an art style I like to call "Ico-Art," named so for the abundance of icospheres. Why did I choose this art style? Simple, I wanted it to look "retro," or at least something that would look passable in 1998. However, unlike the games of the 90's, I use normal mapping just so Impulsehazard looks more weird. Almost all 3D models were made in Blender, along with their textures. However, terrain would be made through the built-in Unity tool and structures would be made with ProBuilder.

The scripts in Impulsehazard are bizarre. Essentially, I combine both C# and JavaScript. It works sometimes, while other times it doesn't. For me to use only a single programming language would force me to delete almost half of all scripts.


Name of the Game:

You may be wondering, "Hey, where did you get the name of Impulsehazard from?" You may think I might have stolen it from an unscrupulous person, yet the name was an original idea of mine. Here's the story of the name...

I was trying to think of a cool name for my Metroid-looking AgentCubes game. After some ideas, that I can sadly no longer remember, I would go for the name Biohazard. However, I thought the prefix bio- was played out in the realm of video games, along with this I would recently learn of a game really called Biohazard, so I went onto thesaurus.com to look for synonyms for bio. Turns out looking up bio- netted nothing, so I had this revelation: bio means life, so I need to look up life. So I did, and the word impulse just sounded so cool and futuristic. As such, I've named the game Impulsehazard, and it has stuck ever since. (Side note, I intended to name Impulsehazard, for the Europeans, Vorbit, but it sounded stupid.)


Levels:

Surprisingly, Impulsehazard is not supposed to be a three level game. There are actually more levels in development! So, here's a comprehensive list of these levels:

Chapter 1: Snag

  •  Cyreous Beach: Seen in demo.
  • Cavergeous Canyon: Seen in demo.
  • Flurgric Tundrays: A snowy wasteland populated by the dreaded Alpha Pyranonics (Blue reptilian guys from Virulient Ravine) and the Xynaxfourms (The Xenomorph dudes). You must traverse a lake of damaging water and reach Camp Gulf, where you must defeat all Nebulaqs stationed there.
  • Virulient Ravine: Seen in demo.

Chapter 2: The Pyranonics

  •  Gilleous Sea: Traverse the underwater Nebulaq labyrinth to gain access to the Nebulaq base. The Nebulaqs, however, have Pyrax-infused Barracuda and Octopus warriors stationed there.
  • Antecedent Base: After the Nebulaqs stationed there mysteriously vanish, along with a GBAC platoon, you must investigate what might've caused the disappearances.
  •  Scarian Sanctuary: This lava-filled land is home to Xzeness (Green lizards from Virulient Ravine) ruins and the volcano Mount Doom. You must raise the bridge to escape, and defeat an oncoming squadron of Nebulaq fighters.
  •  Pyrax Mines: Main source of Pyrax, the core ingredient for Nebulaq supremacy. You must halt all mining of the ore, and defeat the Queen Pyranonic, source of the Pyranonics.

Chapter 3: Quazarlc

  •  GBAC HQ: HQ has been invaded and now you must defend it from an oncoming horde of Nebulaq troops.
  •  Nebulaq Base Eridanus: Invade the base so you can catch a ride on the Vectorgraphion Glyph ship.
  • Vectorgraphion Ship Glyph: Traverse the ship to get a Cathode Ray Fighter, and defeat a squad of Nebulaq fighters.
  •  The Jysat: The HQ of the Nebulaqs. Traverse the vast lair and assassinate Quazarlc in a one-on-one battle to the death.

You'll experience these levels, I promise. However, the full game I intend on selling for a price.

Files

Impulsehazard.zip 124 MB
Jan 12, 2020

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