In the level 4 I introduced the gunners and I realised they didn’t really stand out.
It was not really easy to noticed the difference in the texture: Gunner cats wear red pants, but that was it. I just added a mask so whenever we see a masked enemy we know it’s a gunner:
Same goes for the Heavy Gunner (who will appear really later):
Same goes for the flying cats of the level 5. Yeah, level 5 got flying cats… 🐱
This third ans last part is under the rain again and it finally introduces 2 things:
Scripted bridges: Just like in the introduction of the level (showing the scripted event with the cats), destroying an explosive barrel will trigger the fall of a rock. Here it will enable the player to cross.
I’ll reuse this mechanic later for sure!
Cat gunners: In the introduction one gunner shot the explosive barrel so I thought it could be a good level to introduce it as the last enemy of the level. I feels like it’s a bit tough but I’ll have to let some people try it so I can adjust.
Alright: 4 levels completed. Let’s proceed with the next one! 💪
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! 🍰
Let’s see a bit how the whole thing looks like so far with some random pictures I collected:
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…
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.
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.
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).
I used a different shader for the tutorial… I now realise it’s too dark compared to the one I used for other levels.
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).
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.
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 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.
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:
You will only be able to leave this part of the level after beating 2 dummies.