E: Undecided 2D action platformer
Updated with playable level, please feel free to give suggestions. I still need an idea where to go with this, but its my first game, so that is good enough for RIGHT now :P
https://dl.dropboxusercontent.com/u/135013282/Desktop.html
I know the graphics are glitchy. I just need to get it out... :D
This my first attempt at making a game and I seem to be running into a lot of "well-what-now" questions.
So I decided to post my entry and ask the questions here, since they'll all most likely be regarding my build.
I don't have a completed prototype yet, because I'm still making the level. Being a 2D platformer, I don't think it would be much help posing a bunch of bricks, rays and collisions to play with...
My game idea is a basic 2D action platformer. Begin to end under 5 minutes. You'll run, jump and gun from start to finish. Working in power-ups and "puzzles" (not really sure if that is what it'll be, more of an obstacle...) just need to figure out how to fit the brief and make it fun to play.
Here is my character design so far. Doodled instead of studying and then took it into photoshop for hours of fun :P
To-do:
[list=]Finish character design
Animate Sprites & code them in
Bullets
Enemies
Level layout and design
Background design
Music[/list]
https://dl.dropboxusercontent.com/u/135013282/Desktop.html
I know the graphics are glitchy. I just need to get it out... :D
This my first attempt at making a game and I seem to be running into a lot of "well-what-now" questions.
So I decided to post my entry and ask the questions here, since they'll all most likely be regarding my build.
I don't have a completed prototype yet, because I'm still making the level. Being a 2D platformer, I don't think it would be much help posing a bunch of bricks, rays and collisions to play with...
My game idea is a basic 2D action platformer. Begin to end under 5 minutes. You'll run, jump and gun from start to finish. Working in power-ups and "puzzles" (not really sure if that is what it'll be, more of an obstacle...) just need to figure out how to fit the brief and make it fun to play.
Here is my character design so far. Doodled instead of studying and then took it into photoshop for hours of fun :P
To-do:
[list=]Finish character design
Animate Sprites & code them in
Bullets
Enemies
Level layout and design
Background design
Music[/list]
character_design.png
1914 x 1080 - 367K
Comments
Find the fun first!
Make a game first!
Not screenshots!
I'm putting it together right now. Designing a level with the different elements in to test.
Just
stomp
on
me @Tuism :P
also Character looks good
I drone on about this a lot :P
I nearly have all the game elements done. Just need to finish moving platforms and then my level is ready :D
Got so much coded last night. Took so long to figure out how to actually get the XBOX controller to work and when I figured it out it was just pure facepalm.
@RickyGC, as far as I know the reset button will reset the values of the current instance of an object back to the prefab values of that object. I'm not 100% sure, but I think this excludes transform position.
https://dl.dropboxusercontent.com/u/135013282/Desktop.html
I know the graphics are glitchy. I just need to get it out... :D
Thanks @Tuism for the bear :D
The controls feel good, except with jumping from a ledge. [url = http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-platformer/]Check out point number 4 in this article[/url]. I didn't manage to reach the end because I kept falling of edges, because I would jump too late :/ but all in all I like it. :)
I really spent time working on the double jump. It works when over ground, but once you go over a gap it doesn't work. It must be inside a loop I might need to rethink. Thanks :D I envision a lot of things, but once I start implementing them I run into issues, so there is still lots to come.
But I think I might have a problem with my player controller jump script :)
Thanks! I know it looks meh :| the glitchy graphics grind me, but I needed to get a proto out so I could get good crit going :)
The double jump animation will be added in due time.
With regard to controls. I will make the fire button 'CTRL' for the sticky button issue. How many guys play using gamepads, or xbox controllers? I just need to go back and add the inputs for the web build then that should be active.
I still need to decide on what direction the game is heading in story-wise. If its more shooting, then I don't think bear/enemy stomping will be added, but if I decide to add a puzzle twist to it I might add that :)
I can suggest some minor tweaks here and there that you could probably implement quite quickly. First off, have you considered re-mapping the jump to "W" instead of space? Your fingers are already on the A and D keys so it feels quite a bit easier and more intuitive to just bind it to that.
Secondly, if we're looking at the constraints of the comp and you need a nice easy idea for a time limiter, there's always the idea of a gradually crumbling game world. I see you've got some Unity physics behaviours going with the crates, could you use those more frequently in the landscape itself to yield interesting mechanics?
There was something else. Which I forgot. I'm sure it'll come back to me. :P
Unity is pretty "easy". I expected it to be hard, but we've been dropped in the deep end with Solidworks and Adams at varsity. So figuring stuff out is what I do...
W for jump makes so much sense :| haha
I sit with my hand all over the keyboard, so it never bothered me.
I like the idea of a dynamic landscape! Thanks :D I'll see what I can come up with!
Is there anyone here willing to chat & give me advice on 3D character modeling and animation rigging? I have an idea for a core gameplay mechanic, but I don't know what goes into character rigging etc.
Edit: might add a "free" in there with the unity asset store models ;)
Basically. The idea I have is to be able to grab onto things. The main idea was to be able to grab onto swinging "vines" that would allow me to clear gaps, or interact with objects etc. like grabbing a crate and dragging it.
Now in my mind a rigged character would allow me to easily make all these different situations a reality... or not?
I know I can check out the web, but I have 0 time to sift through content :(
Alternatively, you can set the values you want on the component and save the GameObject as a prefab. You can then revert the component back to its prefab values too.
For hanging onto vines, you'd be using IK, yeah. But, frankly, if you're just testing whether the mechanic is fun, you can kind of ignore the visuals for now. A platformer prototype I made a while back for an old comp had a single frame for the character, but had things like ledge grabbing and wall-jumping, stomping, and other things I thought were fun.
Also, a good sprite system should be able to handle all this for you. Look around on the Asset Store :)