Playmaker Forum
PlayMaker News => Work In Progress... => Topic started by: marcos on January 17, 2015, 06:56:34 AM
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Hey there,
Been working on another little prototype, this time a small arcade platformer. The goal is to make a simple high score game with gameplay that is something like a single-screen Donkey Kong Country.
Here's a video of the current build:
Still early days, but got the basics in there for now. The one-way platforms were a bit of an adventure to do, but I'm happy with how they work.
I've got a rough idea of what sorts of other enemies I want to have, but I'm going to spend a bit more time fleshing them out so that they each feel distinct. I want there to be a little bit of strategy involved in defeating the enemies, instead of just jumping on their heads blindly.
Mark
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I keep thinking of small arms or a super smash bros game when I watch this video.
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Super Smash Bros. is the main influence behind the sort of level I want to make.
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I see. This was the second thought I had after I watched your video.
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Oh cool! I hadn't seen this before :)
Here's a webplayer of the current build:
https://dl.dropboxusercontent.com/u/82743416/Avoision/Avoision.html
Let me know what you all think :)
WASD/cursor Keys to move, space to jump, left shift to restart.
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Oh cool! I hadn't seen this before :)
Here's a webplayer of the current build:
https://dl-web.dropbox.com/get/Avoision/Avoision.html?_subject_uid=82743416&w=AADXIpEgovelnqJ3a1qFYruOD8OCPGSQQNrt_mgXiV-SpA
Let me know what you all think :)
WASD/cursor Keys to move, space to jump, left shift to restart.
Wont load.
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Oh cool! I hadn't seen this before :)
Here's a webplayer of the current build:
https://dl-web.dropbox.com/get/Avoision/Avoision.html?_subject_uid=82743416&w=AADXIpEgovelnqJ3a1qFYruOD8OCPGSQQNrt_mgXiV-SpA
Let me know what you all think :)
WASD/cursor Keys to move, space to jump, left shift to restart.
Wont load.
Fixed.
https://dl.dropboxusercontent.com/u/82743416/Avoision/Avoision.html
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Fixed.
https://dl.dropboxusercontent.com/u/82743416/Avoision/Avoision.html
I get the unity plug in screen, but it doesn't load still. I will try it tomorrow though.
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Try now, I'm the mayor of Struggletown at the moment.
Here's an updated gameplay video:
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When you play tested the game, every time you destroyed or jumped on the orange red squares, did a coin appear after it's destroyed?
Plus, what do you feel about the speed of each object, does it feel right to you? I thought in the beginning, they seem a little to fast for me to keep up.
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When you play tested the game, every time you destroyed or jumped on the orange red squares, did a coin appear after it's destroyed?
Plus, what do you feel about the speed of each object, does it feel right to you? I thought in the beginning, they seem a little to fast for me to keep up.
Yep. When you bounce straight up and down on a walking guy it looks like one doesn't spawn because you collect it instantly. It'll be more obvious with particle effects and sound effects.
At the moment it's super hard, and also the gameplay isn't where I want it to be. It needs to be more about avoiding enemies and taking them out at a good moment, rather than just bouncing constantly on their heads. But I will tweak the difficulty and so on once I've implemented the other enemy types.
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And when many of these objects spawns is it done with one FSM plus arraymaker? Or is it multiple FSMs?
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And when many of these objects spawns is it done with one FSM plus arraymaker? Or is it multiple FSMs?
I just have an FSM that spawns them from a pool using Pool Manager 5. All the behaviours and so on are just contained on the enemy prefabs.
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And when many of these objects spawns is it done with one FSM plus arraymaker? Or is it multiple FSMs?
I just have an FSM that spawns them from a pool using Pool Manager 5. All the behaviours and so on are just contained on the enemy prefabs.
Isn't there some way I could pull something similar to that with playmaker or write a c# script? Just in case I start experimenting with gameplay mechanics that are like a bullet hell or shmup?
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And when many of these objects spawns is it done with one FSM plus arraymaker? Or is it multiple FSMs?
I just have an FSM that spawns them from a pool using Pool Manager 5. All the behaviours and so on are just contained on the enemy prefabs.
Isn't there some way I could pull something similar to that with playmaker or write a c# script? Just in case I start experimenting with gameplay mechanics that are like a bullet hell or shmup?
I think someone made one in Playmaker and put it on the asset store, so it's definitely doable.
Latest webplayer:
https://dl.dropboxusercontent.com/u/82743416/Avoision%20New/Marky%20Bola%20-%20Avoision.html
New Features:
- More enemy types
- Gradual difficulty increase
- Removed timer
- Removed score multiplier, each enemy you defeat is worth 1.
- Added some basic sound effects
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How do you feel about the audio in this build? Too loud, or good enough?
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How do you feel about the audio in this build? Too loud, or good enough?
Some bits were too loud, some were fine. Not really going to touch the audio levels until all of the sound is in the game. Though having said that, I did lower the volume on some things that got annoying whilst i was testing ;D
Managed to do a little bit of work over the weekend:
- Blocked out some graphics
- Changed bird AI, they now fly to the side, swoop after you, then fly to the other side, whilst firing birdlasers at you
- The immune melee guy didn't fit in with the gameplay, so I changed him to be an enemy that requires one hit to weaken before you can bounce a second time to defeat him.
- Boulders have graphics + particles. Will likely repaint the texture once all of the graphics are in place and I need to think more carefully about colour scheme.
Latest Webplayer:
https://dl.dropboxusercontent.com/u/82743416/AvoisionULTRA/Marky%20Bola%20-%20Avoision.html
And an updated gameplay video:
Next up is figuring out what the theme of the game should be, and then letting that guide the character design and so on.
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Then theirs setting up a key frame animations for the characters. Had a play. So are planning up making your own textures to finalize/complete the water physics?
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Everything will be hand painted in the final. Not entirely sold on the BG, so I don't yet know what it will be :)
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Is it complicated for a person to create water prefab? Or would it be as simple as attaching the premade water sample c# script and adding a few textures to animate?
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Not entirely sure, that water was just from the particle FX pack I used.
Gotten a bit done, migrated the project to Unity 5 and added a bunch of little things like particles and so on. I've also been working on this little guy:
(http://i.imgur.com/MXRGPCb.jpg?1)
This will be the enemy that you have to bounce on twice to defeat. Still very WIP, lots of lookdev to be done. Ideally I want to find a nice place between hand painted texturing and PBR surfaces.
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With the face of each enemy, is the polycount pretty medium or is it lowish, around 1,800? To tell you the truth, I haven't done much with modeling character faces compared to basic objects and pretty basic textures.
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Snail is 1136 verts I think, might go higher on PC, and lower on mobiles.
Here's a new web player, would love some feedback:
https://dl.dropboxusercontent.com/u/82743416/Avoision5/Marky%20Bola%20-%20Avoision.html
Updates:
- Changed the one-way platforms to be Unity 5 Platform Effectors, they feel a lot nicer now.
- Made the camera feel a lot better
- All the sounds now use the Unity 5 system, instead of Sound Manager Pro (which was awesome, thanks AntiLunchBox!)
I'm yet to find a spot on the level that you can exploit to get a higher score, but if anyone manages to find a sweet spot, let me know! ;)
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Being frustrated with unity bugs on my end, took a look at this live demo you posted.
Did you make the number fonts yourself? I have inkscape sitting around my computer but couldn't figure out how to properly make my own fonts.
I think it is interesting. Have any other ideas for enemies in game?
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Based on the level design, i thought it was super crate box/Muffin Knight.
I was quite surprised when I played. The gameplay feels similar to the above, however without weapons the challenge of "jump" only feel appropriate.
I did notice that, when you single jump on an enemy the enemy does not despawn until you basically land. Thats not really a big deal until you reach the point around 15-20 coins in and the gameplay begins to ramp up.
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Being frustrated with unity bugs on my end, took a look at this live demo you posted.
Did you make the number fonts yourself? I have inkscape sitting around my computer but couldn't figure out how to properly make my own fonts.
I think it is interesting. Have any other ideas for enemies in game?
Font is just a free one from the internet.
Got some ideas, have to wait to see though ;)
Based on the level design, i thought it was super crate box/Muffin Knight.
I was quite surprised when I played. The gameplay feels similar to the above, however without weapons the challenge of "jump" only feel appropriate.
I did notice that, when you single jump on an enemy the enemy does not despawn until you basically land. Thats not really a big deal until you reach the point around 15-20 coins in and the gameplay begins to ramp up.
Thanks. Yeah, it's basically a risk/reward thing of clearing out some enemies to give yourself more space, but there's obviously a chance that you'll miss a jump or something. :)
The delayed despawn is so that when the final models are in I'll play an animation before they pop. The enemy itself gets moved to a different layer which can't collide with the enemy, so it has zero impact on the gameplay aside from a bit of a visual distraction.
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Tried making it 2D, but didn't like it, decided it's time to knuckle down and smash out the 3D art in my spare time.
In the meantime, here's a new high score! (And I suppose the 2D character I made to try that style out):
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Tried making it 2D, but didn't like it, decided it's time to knuckle down and smash out the 3D art in my spare time.
In the meantime, here's a new high score! (And I suppose the 2D character I made to try that style out):
Do you plan on expanding length of the levels? Or do you feel it works just fine with the small donkey kong smash bros stage approach?
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Zero plans. That would be an entirely different game. I might make more stages if it actually gets a player base.
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Blocking out some graphics, slightly prettier now.
(http://i.imgur.com/rd7ryLk.png)
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Put my turtle in to transition to a new Animator Controller:
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Looks really cool, tnx for sharing.
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Playing around with modularity:
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Can you put the link to the video because when i try and watch it, it says not available