Following the introduction of the new controls, it’s now possible to switch from one control mode to another.
I made 3 modes:
Joysticks: From now on, it’s the default one
Hybrid: Joystick to move, gestures for anything else. I think I would play with this one…
Gestures: Old one!
The controls mode selection is accessible from the Pause menu.
As we see on the picture, changing the mode can even be done in the middle of the tutorial. The tutorial will change accordingly.
I’m currently doing the tutorial animations for the joysticks mode.
I still need to make some other part of the gameplay compatible with that such as the Mecha and the block moving mini game. It’s a pain but I’ll probably do that after work another day or on the weekend!
Alright, most of the early reviews of the game show people really don’t fancy the controls. To be honest, after playing so many hours with gestures, I really have a hard time on some levels playing with sticks. But still, here are the sticks:
Left stick for Movements
Right stick for gun Gun. The gun is a stick because you can shoot while moving
Sword button: The gestures enabled you to choose which sword direction to do. But here tap multiple times on the button to do right, left, top-down, thrust (thrust pushes the enemy backward)
Dash button: Will be de-activated if the stamina bar is empty
Combo buttons: From this version onward, only 2 combos will be selectable before level starts. As of today there are only 3 combos but more are already designed and will be integrated later. One of the advantages of the gestures here was to allow multiple combos based on real gesture combinations. But buttons make it readable, for sure! The combos are also consuming the stamina so same as the dash, you can’t trigger a combo if you have no more stamina!
A new menu has been created to unlock and select combos. Following these new changes, I decided to lock the aerial combo by default. Sorry for that.
The update I’m preparing is not just about the controls by the way. This version will be named 2.0 due to the number of updates.
So here are the changes to come:
Choice of controls: Buttons (will become by default: a warning prompt will be displayed for people who already started the game), hybrid (move with joystick, everything else with gesture), full gestures (I’ll still keep it!)
Combo choice (2 max)
1st chapter enemies are being updated: Classic cat life reduced (1 instead of 3), classic cats will run (instead of walk), more spawns to have dynamic fights from level 1!
2 types of enemies removed: Enemies requiring specific combos are not compatible with the choice of combos mentioned before. Also, they were quite hard to deal with, even for me… So let’s get rid of those for now!
Swords are updated: First sword is now faster so you can enjoy a bit more the first fights!
Level 1 gets some styling update (water and mountains). Level 2 will get the same updates soon.
Story telling: The introduction story may differ a bit. It will be a bit more polished and come with some more jokes, hopefully.
Number of starting stamina increased (from 1 to 2)
New upgrades: Mentioned in the previous post (speed, shield).
I patched the first version already. There were some annoying issues that were raised! Thanks to players who shared those. So here is the list of changes:
Level 8 and 9 from Chapter 2 are now locked by default (for some reasons they appeared unlocked)
Daily rewards fixed! There was a loading issue
Account updates on different devices are fixed! A wrong versioning was preventing from updating your progression on a different device.
It’s now possible to skip the tutorial. But doing so, the first reward won’t be unlocked!
That’s it for the updates. I’m still working on the Android version. To be honest I was not expecting the Android release would be such a pain! Maybe I’ll do a post about how to troubleshoot various issues that may occur in the process. But the thing is I’m still using Unity 2018.x so I’m a bit faulty there.
Well… After I wrote the previous post, I started to think about the home and the weapons that were not reflecting the player’s inventory… It was really not a problem but the more I was thinking about it, the more I wanted to change it. So it’s done!
Here is my customized character:
And here is the home screen:
Alright, tomorrow I’ll work on the app icon and the trailer!
I did some polish on the home menu. So here is the last look and feel.
I’ll release the game under the name “Cat Killer”. I mentioned it before but at some point I felt like changing. It may seem a bit aggressive and killing cats is obviously a bad thing. But honestly, I could not care less so I stopped thinking about it. Still, other candidates were “Cat Slayer” and “Killer Kills”. Right, I didn’t have much imagination there anyway.
2. Single Player Screen
Right after the Title Screen, the single player screen is displayed.
From there the player can access to the levels (“Start”) or to the training room (“Training”). On this screenshot there is also a reset button. It’s only for my testing. It allows me to clear the saved data (Unity’s PlayerPrefs) and thus reset the game by launching the Tutorial scene. It’s convenient especially when I’m testing on iOS. On Android it’s quite easy to clear an app cache while on iOS it seemed to me the only option was to uninstall the app and re-install it… If there was any other option, Apple didn’t make it obvious!! Crazy.
The rabbit displayed there reflects the clothes and the colour from the player’s customization. The sword and the gun though are always the same. I will probably spawn the actual weapons in the future. It’s just I didn’t feel like attaching the gun muzzle to the gun barrels programmatically. To put it simply: I was lazy. Right.
Well the first version of the game won’t be released with any multiplayer mode. But I implemented the whole thing using Photon Pun, so it should be almost ready for that. To be honest in the past months I didn’t test this anymore since last time.
I plan to get back to it only if reviews are good!
Well, that’s pretty much where I put everything left: audio configuration, store, contact, credits… Probably more coming later.
I know I should stop doing features!! But I wanted to do this for some time now. And it was really fast thanks to all the work I did previously in the customization menu. Btw, I think building the customization of the character was the most boring task I did on the game. It took ages and I had to get familiar with dynamic texturing and so on. Still, here comes a new addition to the customization menu.
As I already mentioned that when working on the perks (= basically bonus/penalty on player stats), all the masks have positive perks while most of the weapons will have negative perks. The only thing was that you had to know what was the meaning of the perk icons:
Here the red one is reducing the cost of the Super attacks while the green one is increasing your life. Now touching the perk will show a description. That’s a simple addition I know, but I think it’s a nice one.
Another addition of the day is the configuration of the audio.
It’s now possible to activate effects and music. I sometimes played the game listening to other musics and still wanted to have the SFX played so I wanted this feature badly. So here it is.
From the home menu, in the “More” section, the two buttons on the top left allow you to activate/deactivate all sounds or only the music.
It’s also possible to change this in game through the Pause menu.
To disable all sounds, it’s really simple. You just have to change the static volume value from the AudioListener class! It’s like a master volume.
AudioListener.volume = 0f;
To handle the muting of the music, I used a class I created to manage the musics (fade from scene and so on), so it was easy and didn’t require me to go through different scenes (they all use the same default prefabs).
Let’s now make a game icon and then prepare the trailer!