[Post-GGJ] Super Massive Crate Dash
Here is our entry to the Global Game Jam:
http://globalgamejam.org/2015/games/super-massive-crate-dash
Super Massive Crate Dash is a massive multi-player local single button infinite runner game. In SMCD, people can join on the fly by pressing a button (any keyboard button). Players are tasked to avoid obstacles, pick up power-ups, and avoid falling behind the camera. Dead players can still play by playing as crate obstacles, which can impede existing players.
Here are some links:
Windows - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Windows.zip
Web - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Web/SuperMassiveCrateDash - Web.html
Linux - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Linux.zip
Mac - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Mac.zip
* the links struck out are older builds, I will update when new builds are uploaded
We took part at the Cape Town jam site.
People involved:
@Mexicanopiumdog- Sound design and music
@Pomb - Art and visual effects
@creative630 - Programming
@gryphon - Programming
@BestNickname - Programming
http://globalgamejam.org/2015/games/super-massive-crate-dash
Super Massive Crate Dash is a massive multi-player local single button infinite runner game. In SMCD, people can join on the fly by pressing a button (any keyboard button). Players are tasked to avoid obstacles, pick up power-ups, and avoid falling behind the camera. Dead players can still play by playing as crate obstacles, which can impede existing players.
Here are some links:
Windows - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Windows.zip
Web - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Web/SuperMassiveCrateDash - Web.html
Linux - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Linux.zip
Mac - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Mac.zip
* the links struck out are older builds, I will update when new builds are uploaded
We took part at the Cape Town jam site.
People involved:
@Mexicanopiumdog- Sound design and music
@Pomb - Art and visual effects
@creative630 - Programming
@gryphon - Programming
@BestNickname - Programming
Comments
I would suggest having a distance indicator added tho but other than that the game feels really polished and addictive
@creative630 the web build settings mip down the textures to low quality.
Some sprites seemed broken or something, but it hardly matters as everything is communicated pretty well. Would love to play it multiplayer :)
Probably had nothing to do with the theme, though :P
https://soundcloud.com/mexicanopiumdog/ggj-2015-super-massive-crate-dash-theme-choon
Also, I initially read it as Super Massive Date Dash
@Pomb thanks, I just rebuilt the game without mip-maps. The web link should update in 30min or so (slow internet at home)
@Tuism The theme was quite a stretch yeah :P The idea was that loads of people would get knocked out early and not know what they could do, then they would see the crate of their colour and realise they could knock living players out.
@roguecode I am still trying to figure out what is going wrong with the tiling. Hmmmm
@Merrik It should work as is already, but yes we will.
Thanks everyone! We really had fun making it.
Linux - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Linux.zip
Mac - https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash - Mac.zip
Rad work on every level guys!
would like to see what happens when loads log in at same time.
Co-Op runner, sounds like a great idea to try out
Very very very cool :)
Edit: also they all give a temporary speed boost
New web build:
https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash%20-%20Web/SuperMassiveCrateDash%20-%20Web.html
also classic pot smashing like in Zelda :D even without the loot reward, it's rewarding.
The native Linux/Windows/Mac builds are now up too.
Linux:
https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash%20-%20Linux.zip
Mac:
https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash%20-%20Mac.zip
Windows:
https://dl.dropboxusercontent.com/u/29499659/SuperMassiveCrateDash%20-%20Windows.zip
I have to say that this is a REALLY motivating piece of work in terms of how a simple game can become SO MUCH better once it is polished. It felt natural to get used to the controls of the game no matter which type of scene it was. The only thing that might still be a little bit unclear is what a powerup does but other than that I give this game a 10/10 for fun especially with an entire office/friends that can play with you on the same pc.
I think we will definitely have to work on indicating how the individual powerups work, as you're right, it is not obvious at the moment. I think we might have to make little animated icons or text above the powerup sign. Or if we have a choosing level system, indicate what the main level mechanic and powerups are.
I definitley think we need to have a way for players to see that there a different levels with different mechanics. Hopefully that will prevent a negative bias from starting the game and seeing only one mechanic before levaing the game (especially if the player dislikes a particularly hard mechanic on the first run!).
EDIT: I looked closely and it looks like the font makes the 0 look like an 8
P.S
Please will people stop saying Flappy Bird as soon as they see a runner, it's very disheartening to hear that no one can come up with a creative new approach with out it being refereed to as Flappy Bird.
@Mexicanopiumdog Darn troll. Ged-ouda-heeer!
I'm in the process of learning unity and played around with adding force to my rigidbody for jumps. But my jumps seem very "floaty". I've tried playing around with the gravity and mass, but can't get a nice looking/playing jump. Any tips welcome :)
thanks
So I am modifying the velocity directly when I jump, with the gravity scale set to about 8x the norm (I do this in the inspector) and mass still at 1. That should get rid of your floaty feeling.
A very simple version: You'll just need to add a delay/timer/raycast to the code above make sure you don't add the jump vel on every frame.
I raycast down to see if the player is on the floor (a total of three raycasts; left, middle and right points of the sprite). This is a convenience function for raycasting that I use: edit: if you're confused about the mask variable in the raycast, that is set to the player tag and the "~" just inverts it. So the raycast hits anything but another player.
In the spirit of open development, here is a short list of feedback we recieved during/after the meetup:
- Add ghost of players that float around when a player is dead. The players ghost zaps into a crate to show that the crate is controlled by a player!
- Have text pop-ups to give hints about the level or powerups. Eg. when the level starts flash text saying "FLY!"
- Sound was a bit to jarring and cluttered - more sounds + pitch shifting. Each player has individual sounds + pitches.
- Player portrait pannels. Help players to see what colour they are and if they have powerups.
- More player skins with different heights to add more distinguished in addition to colours.
- Networking.... we can start with Unity's basic networking.
- Simple AI? For single player.
- Simple chat interface - emoticons only.
- Transparent player when adding new player. Just the join chargin up sound is confusing.
- Powerups that mess with other players
- Game over victory dance+celebration sound+"Player x Wins" + awards for each sub goal, num crates kills, powerups, etc.
- idea for a one button level select menu; press + release goes to next menu button in list, press + hold chooses the button (the menu button is like a bar getting filled up when a button is held)
Please feel free to add any feedback we may have recieved and forgotten about.Not sure if we can or will add all this feedback, but much appreciated either way!