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 💎
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Buy button simplified
  • The buy button is now simplified and only has the price indicated.
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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.

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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:

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Title screen
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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
Multiplayer

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.

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Character with default color and inventory
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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.

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Tutorial
Screenshot 2020-04-17 at 00.20.54.png
First enemy
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Battle on a bridge – Level 2
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Hidden cage – Level 2
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First big wave – Level 2
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First ladders – Level 3
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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
Tutorial

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

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Level 1 – Part 1
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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
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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

Dummies

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

Elevators

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.

Game Dev

Masks in-game

I just finished integrating the mask feature. In total, there are 16 masks to unlock. I think it’s a decent number of items.

Some masks will still have both positive and negative impact. For example, this one increasesthe damages of the sword by 2 but lowers the life of the player by 2.

Screenshot 2020-04-05 at 23.22.12.png

Screenshot 2020-04-05 at 23.25.11

I had some localScale issues at first. This was quite interesting…

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Alright, let’s get back to level creation.