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I should show my progress

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Okay, it's been a bit, I've been having a devil of a time getting a long enough block of time to both code some stuff, and update my journal. So I've been usually defaulting to just coding =)

Anyway, here's the latest webGL version.

I still need to do a tutorial / control explanation, a web based high score table, sounds, a credits page, and probably should get some real graphics, those you see are all free from the asset store. I need to double check the license on the font, I may need to swap to something else. The turrets are also a little buggy, and I want to delineate the obstacles (easy, medium, hard) so they come in a little more gradually. (There is code in there that every 5 levels, it spawns all the same type of obstacle)

I also should try making an iOS build, the Android one runs great.


Controls:
Swipe / LMB + drag to create roads, coins add score + time, get to the swirly vortex to get to the next level.

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Not sure if it was my connection, but the webGL version took upwards of 8 minutes to load.

 

- After Playing it a bit, the game has some great mechanic ideas.

 

The idea that the created "roadway" breaks is great.

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Yikes!  I admit I haven't optimized for WebGL load times at all. I suspect Unity might be pulling in more assets than it needs compared to android or win10, as the load times for those are negligible.  I wonder if atlasing my sprites would help, and maybe getting rid of anything I'm not actually using.

 

I did just try the page from my work computer, and it was less than a minute to load -- but that's faster than it was to load for me at home when I tried it, go figure.

 

And thanks, I've had fun with the mechanics for the roads.  The road breakage actually came about as a mechanic to help the player get unstuck.

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Which browser were you using. I read that chrome (the browser I used that day) is less than friendly with Unity.

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Which browser were you using. I read that chrome (the browser I used that day) is less than friendly with Unity.

I was using Chrome for both instances.  Though, I've heard Firefox is the browser with the best support.  It certainly has been the most robust.

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Pretty good!

The only thing I would consider looking at is that the player can still be drawing a line when you pan the screen back to the start location after the saw blade falls off the level. That causes a line to be drawn across the whole level.

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Yeah, I should probably clear out all the lines or disable swiping until re-oriented, though it's kind of fun to draw a line across the whole level in hopes it will be worthwhile.  I think the easiest logic to add might just be not allowing swipes to be drawn if the player is outside the camera's horizontal tracking.

 

Also, in this version, I think you can draw lines while paused.  Oops.  I've got a few updates from this version that I haven't uploaded anywhere, I really should add a little version number somewhere on the title screen.

 

Also, if anyone wants to test android, or iOS, or Win10, shoot me a PM.

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Game is fun. Some suggestions, however. You should clear all drawn lines when the player 'dies', also, and this may be a bit of a design choice, but I think it would play better if the lines were created while dragging, not after release.

 

And, I'm a huge fan of upgrades, so I would also suggest adding some to this game. Allowing the player to increase/decrease the blade's traction, size, max speed, etc. would add some play value, especially if these things cost money to modify.

 

Great job though! Looks and plays great.

 

P.S. I played it with Chrome as well, and it loaded in < 1 min.

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I tried it and like it! :) I think if I were you I would add a pause key and the ability to build while the game is paused so that the player can get some time to plan the next move.

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