Game Dev

In-game Challenges

I think I mentioned it in a previous post, but I wanted to add some in-game challenges you could find in levels to unlock some rewards. Here it is:

Green Golem as the one showed in the video will be dedicated to “dexterity” challenges, while red Golems will be for fight challenges. It will trigger battle harder battle waves than in the level itself.

Note: i didn’t make the mesh (I found it on the asset store). I just made its avatar for the dialogs.

Challenges reward will give diamonds only the first time they are unlocked. When re-playing the level rewards will be downgraded to extra coins or other in-game perks.

This feature was quite easy to complete, considering it’s leveraging on the dialog system I made before, the destructibles and random event listeners I have on various scripts that only require configuration in the editor. I mainly had to add the timed sequence, some teleportations, the dialogs to accept the challenge and give the reward, and finally the storing of the challenge state in player’s data. Piece of cake! 🍰

Game Dev

Level 1-2

As I previously mentioned, I decided to turn the level with the ladders into a level 1-3.

So here is the new Level 1-2:

It took me approx 4 mins to complete the level, taking into account I know everything about it… I guess it’s a decent time.

Let’s move to level 1-4.

Game Dev

UI Polishing

I felt like doing a bit of polish on the UI in the customisation screen and in the level result screen.

1. Customisation

Screenshot 2020-04-18 at 20.18.29.png
Locked swords visual is now hidden
  • The locked items are now displayed in black, simply using the tint on the renderer’s material. The same goes for swords, guns and masks.
  • The money is now represented in diamonds 💎
Screenshot 2020-04-18 at 20.23.59.png
Buy button simplified
  • The buy button is now simplified and only has the price indicated.
Screenshot 2020-04-18 at 20.28.13.png
Red price if you are poor
  • If you don’t have enough diamonds, the price will be displayed in red. In the future, clicking on the button should allow the player to buy more diamonds with real money 💰.

Note that if the item can be bought the visual will be displayed.

Screenshot 2020-04-18 at 20.36.08.png
Level complete screen
  • Same here, the diamonds are now displayed. It shows the conversion of the coins into diamonds and you will earn diamonds only the first time the goals are achieved.


Game Dev

Random pictures

Let’s see a bit how the whole thing looks like so far with some random pictures I collected:

Screenshot 2020-04-17 at 00.21.25.png
Title screen
Screenshot 2020-04-17 at 00.21.54.png
1 Player modes

Survival will probably be unlocked after the first 10 levels are completed or so… But I guess I will release a first version of the game without it because it requires me to design arenas, work on the waves and rewards… It would take some time. And I spent enough already…

Screenshot 2020-04-17 at 00.22.11.png

Even though the game is ready to be multiplayer with Photon, I need more work to create the lobbies, the friends management and the actual levels or modes that should be available. So I decided to not make it available for a first release.

Screenshot 2020-04-17 at 00.22.27.png
Character with default color and inventory
Screenshot 2020-04-17 at 00.27.34.png
Customized character

I have plenty of swords and masks (because I used assets from the store) but I lack clothes and guns. I need to come back to that before releasing a version.

Screenshot 2020-04-17 at 00.19.32.png
Screenshot 2020-04-17 at 00.20.54.png
First enemy
Screenshot 2020-04-16 at 23.30.33.png
Battle on a bridge – Level 2
Screenshot 2020-04-16 at 23.31.21.png
Hidden cage – Level 2
Screenshot 2020-04-16 at 23.34.14.png
First big wave – Level 2
Screenshot 2020-04-16 at 23.44.26.png
First ladders – Level 3
Screenshot 2020-04-16 at 23.46.00.png
Hidden cage – Level 3

More to come in video.

Game Dev

Levels 1 to 3 from above

I’m making some pictures of the levels from above to be a bit aware of their complexity and consistency. Each level will be in 2 (or more parts). And starting level 4 or 5 I will introduce bonus sections in levels (like in Sonic and Donkey Kong).

Screenshot 2020-04-17 at 00.17.57.png

I used a different shader for the tutorial… I now realise it’s too dark compared to the one I used for other levels.

Screenshot 2020-04-16 at 23.50.35.png
Level 1 – Part 1
Screenshot 2020-04-16 at 23.49.56.png
Level 1 – Part 2

As expected, the first level is quite straightforward. It’s essentially there for the player to experiment what was shown during the tutorial such as: using the controls, beating basic enemies easily, and understand basic mechanics (switch and doors).

Screenshot 2020-04-16 at 23.49.18.png
Level 2 – Part 1
Screenshot 2020-04-16 at 23.48.39.png
Level 2 – Part 2

The part 1 of the level 2 is meant to break a bit the linearity. The use of water helps me to avoid repetitions (in design) and allows me to explore more situations (fight on bridges…). The challenge here is to make a flat level. Ladders are only introduced in level 3. Note I didn’t finish the part 2. I’ll finish it tomorrow… I need to do a bit more level design to introduce the boss of the level (an armored cat). This level also introduce the cages to break to save rabbits.

Screenshot 2020-04-17 at 00.41.27.png
Level 3 – Part 1
Screenshot 2020-04-16 at 23.46.42.png
Level 3 – Part 2

Level 3 introduces the ladders and allows the user to evolve on different heights. The part 2 shows it with the cavity under the bridge. I’ll have this kind of pattern on different floors in a future level. I made this level a bit more linear than the previous to focus on the ladders. Next levels should be a bit less linear.

Here is the plan so far:

Level 4 will be under the rain, with a darker shader but in kind of the same setting as previous levels but with new enemies probably (cf Shielded Cat).

Level 5 should be the space invader like level (cf Shooting some drones).

Level 6 will introduce the lasers and other traps (cf Laser) and a rolling rock to escape. I didn’t make a post about the rock, but I made the mechanic already.

Level 7 will introduce the block moving mini game (cf Block Mini Game). I’ll probably change it a bit… Currently the gameplay is too rigid…

Level 8 will be a level were you need to protect another rabbit. I still need some dev for that but there is no challenge.

Level 9 will be a kind of tower with only battles against all the enemies met so far.

Level 10 will be a boss with 2-3 states I still need to design and make a model for. But as I mentioned (I think) in an old post it’ll most likely be a flying robot like in Sonic, with a cat that should be recognisable in the future…

Once level 10 is done, I’ll focus on the sounds for some time before moving forward.

That’s the plan 🙂


Game Dev


If you’ve been reading some of my old posts you probably know my biggest source of inspiration since the very beginning is Red Steel 2: the sword/gun gameplay or the family of enemies (armored, gunner, heavy) are quite based on what Ubisoft did on RS2.
Here I’m adding dummies, just like in RS2 again, for tutorials that will appear in some levels.

For example, the armored dummy will appear in level 2 to introduce enemies with armors:

Screenshot 2020-04-17 at 00.03.14.png
Level 2 – Part 2

You will only be able to leave this part of the level after beating 2 dummies.

Game Dev


I felt like the various crossing mechanics I had till then (animated bridge, ladder) were too few to have enough variety, so I just introduced an elevator.

The height is quite modular. And it could be converted into a horizontal moving platform as well. Also, I’ll soon make a mini game that will leverage of the elevator, to basically transport things to a higher/lower level.

As you can tell, the design is quite cheap. I used only scaled squares. But it does the trick for a low poly game I guess.

Screenshot 2020-04-12 at 20.37.55.png
Elevator in a proto map

I’m back on some proto maps to play with those new features. What I call a “proto map” is a scene in which I put a reduced set of features that belong to the same family. For example, my proto map for crossings look like this:

Screenshot 2020-04-12 at 20.45.57.png
Proto map for crossings

I’m not an expert on game making (just had a bit of experience in the industry) but I really think as a gameplay programmer I need to experiment things outside of actual levels. This kind of prototype maps are ideal for that. I can break things, spawn enemies I want and most important: I can come back to it any times. I have plenty of proto maps for each topic and it helps me a lot to increase my productivity. Maybe I’ll write a post about this practice and its benefits later!

Anyway, let’s focus on the elevator for now. In a level, with the right shader, it will look like this:

Screenshot 2020-04-12 at 20.53.17.png

I think it blends quite well in the setting. I don’t think I’ll make a level with that right away. But it’s good to have it!

Alright, let’s complete one more level before I make a new mini game.