Sunday, February 21, 2016

Movable Type

(New build can be found right here! Please don't play with your volume turned to max. I'm still trying to figure out how I can fix the way things sound over WebGL.)

This week I added two levels. Well, I modified the latest level and added a new one. I realized that the function of the green warp walls is much better illustrated if you show them bridging an impassable boundary, like a default wall. Then the second set of warp walls shows how they can work over a distance and how they can be used to turn the player.

The new level uses some very crude boost plates. They were really easy to prototype, but I think if I were to finish them I'd need to work on them a bunch more. We'll see how they go.

Finally, I'm not using them in any levels yet, but I made some red blocks which simply kill the player upon contact. Total features so far:

  • Charging
  • Goals
  • Linked Goals
  • Wrap walls
  • Bounce walls
  • Warp walls
  • Boost plates
  • Enemies
  • Timed Walls
  • Kill Walls
I think that's about it. There are other things I could imagine wanting to do (like objects which slowly get pulled towards the player, or switches that flip on/off when charged through), but for now I think I need to decide whether or not to cut some features. The recently added boost plates don't do much that can't be done with bounce walls, but they do give me substantially more control...

Charge-up noise by Javier Zumer. Used under this license. Modified by me.

Sunday, February 14, 2016

Sick Day today, but WebGL is here to stay!

Here's a link to a build you can actually run on Chrome and Firefox!

Hi all, I've been sick this week, and busy figuring out some things for my upcoming move, so unfortunately there's no new build this week. I did, however, have time to look into publishing the game using Unity's WebGL platform. Expect the audio for certain sound effects to be a bit harsh, and expect shadows to appear jagged. I'll see in future weeks if there's anything I can do about that. Due to the inherent differences between web player and WebGL, there might not much.

As always, charge-up noise is by Javier Zumer, and is being used under this license. It has been edited by me.

Sunday, February 7, 2016

Reconfiguring Wall Logic, and adding Warp Walls

(New Build is up here!)

This week I did exactly what the title says - I added a new wall type! Okay, it's not that exciting. I want to play around with a type of wall that simply teleports you to a set location. Not sure if I want to make it a one-way trip or not, though that could be interesting... I'm calling this new type of wall "Warp Walls." I now have warp walls and wrap walls, so it isn't confusing at all.

I didn't get to really play around with them since I spent most of my time reconfiguring how all walls work. I used to have the code governing what happens when a player (or enemy projectile) hits a certain wall on that player (or on that projectile, as the case may be). In other words, it was up to the player or projectile to figure out what it should do when it hit a certain surface. This duplicates code and is a bit counterintuitive. On top of that, it makes the player script and enemy projectile script longer than they need to be. When I realized I really wanted to have the code for the warp walls on the actual wall, I realized I should probably bite the bullet and make the change for all wall types. Hopefully this makes my code cleaner and easier to deal with for the future.

And as always, charge-up noise is courtesy of Javier Zumer under this license. It has been modified by me.