I should show my progress

posted in ferrous' Journal
Published February 17, 2016
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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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4 likes 9 comments

Comments

Navyman

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.

February 17, 2016 07:30 AM
ferrous

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.

February 17, 2016 04:27 PM
Navyman

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

February 25, 2016 05:29 AM
fmatak

just tried and loved it. very nice.

February 25, 2016 12:18 PM
ferrous

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.

February 25, 2016 04:50 PM
slayemin

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.

February 26, 2016 09:19 PM
ferrous

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.

February 26, 2016 09:40 PM
JEJoll

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.

March 02, 2016 11:55 AM
Severin

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.

June 03, 2016 01:00 PM
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