Yet another upgrade the player can unlock. It’s nothing fancy. It’s made to increase the running speed of the character.
The game is now available on iOS!!
The Android version will be released soon.
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.
- The title
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!
Since I’m done with the actual content of the game I spent the day working on the monetization.
The plan is really basic. I don’t know if it will work but, here it is:
- Diamonds Store: The player can pay to get more diamonds
- Level end: The player can watch an ad to get diamonds as a reward
- Daily Reward: There are daily rewards but you need to watch a video to claim
That’s it. Then I hope the growing difficulty of the game will force the player to watch more videos or pay!!
- Diamonds Store
This screen is accessible from the home and from the customization screen (when trying to purchase something you can’t afford!).
I have to say I did all the screens quite fast so it’s really minimalist but I guess it will do the trick for now.
Behind the scene, I’m using Unity IAP service: https://unity3d.com/fr/unity/features/iap
It gives a good abstraction for iOS and Android in-app purchase systems. The screenshot above shows $0.01 for each item because I was testing in the Editor (not iOs nor Android) so this is a placeholder value. I’m currently preparing a sandbox to test on iOS (some issues to troubleshoot with my account…). But basically the prices will be : $2, $3, $5, $10
2. Rewarded Video on level end
When finishing a level, the total of coins gathered is converted into diamonds and added to the diamonds from the completed goals (50 per goal). Note you can get the goals’ diamonds only once. Most of the time, finishing a level and its 3 goals will give ~160-200 diamonds.
But it’s possible to watch a video to double this amount of diamonds. The whole point is to give meaning to the video as part of the whole game experience.
The bonus button is at the bottom.
3. Daily Rewards
It’s a common thing nowadays so I made one screen for that as well. It will be accessible only after the user completes one level.
The button is on the bottom left on the main screen. It will be bouncing when there is a reward to fetch.
Again, the UI is basic and quickly made. It’s even based on a prefab of the Store! Most of the time the rewards are on 5 days. Here it’s on 4. The main reason is that I was bored to change the layout. But I think it’s fine this way.
As you can see, the user needs to watch a video to claim his reward. I know it might be a pain but I did that for 2 reasons: My implementation here is easy to exploit and I still want to have some people watching videos!!
On the 4th day the box is simply triggering the same kind of reward as when you get 3 stars on a level. So on the 4th connection day, you could get crap or an expensive item. On the 5th day, the whole thing is repeated (forever).
That’s it. I won’t force the player to watch videos nor buy items… But I hope he will!!!
I just finished the boss for this last level of the Third chapter. I feel like it’s the end of the journey already!
I won’t do other levels if the feedbacks for the game are bad, so maybe it’s simply the final boss of the game 🙂
The boss is a shaman I introduced in an older post, so there is nothing new! I just made some more animations and polished a bit his AI.
I wanted to make it a bit more “bossy” with a variety of attacks and some patterns to identify. It’s probably the enemy that is the closest to how I see bosses. It’s not an enemy I can easily recycle in other levels.
The shaman can basically:
- Spawn other enemies (stronger enemies when his life gets low)
- Throw fire balls
- Use a laser beam
- Teleport (only when not doing one of the previous actions)
The sequence gets changed when the boss has less than 30% of life. From that moment, the laser beam will be used often. The trick is to use the rocks to find a shelter. But doing so you can’t hit the boss, right?
It should be good enough to stop making levels!
I didn’t post the level 3-9, I’m probably a bit bored. But anyway it’s just another level with cats and spiders to kill. Nothing fancy.
The level 3-8 is focusing on the block moving mini game. Here the player has to move the block from the beginning of the level till the end. Once the end will be reached, a timer will start and the player will have to go back to the level start point. Everything else is game mechanics recycling.
Btw, I finished the level 3-9 and 3-10 as well!! I now have 30 levels completed!
Here comes the level 3-7!
Nothing fancy. It’s recycling a lot of mechanics. It’s also introducing the last perk (invincibility shield). I added some rain to make it look a bit different but there’s really nothing new.
I also finished the level 3-8. This level is a bit different from previous, you’ll see.
Then I’m starting the level 3-9: last level before the boss fight!
The game is almost ready! That was quite a long development but I’m glad I didn’t stop! Anyway, it’s not released yet so let’s keep calm and code.