Week of Awesome III - The competition Thread

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282 comments, last by Orymus3 8 years, 8 months ago

@Endurion

I posted in your journal about your game :D

http://trydierepeat.com

Week of Awesome III

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Here is my update for yesterday: http://sjs-studio.com/en/blog/2015/08/13/jour-4/

@rodolfodth: Thanks for the feedback. I had uploaded the wrong version with a yet unsolvable level, sorry about that! Please redownload for a fixed version, but quite simple tutorial stages.

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

Day 5 - The day of tweaking.

Game mechanics are mostly in place, but tweaking takes a lot of time!

Read my journal entry here: http://darkdroidcom.blogspot.no/2015/08/day-5-day-of-tweaking.html

Gamedev journal: http://darkdroid.com

Homepage: http://www.kodingnights.com

Follow me on Twitter: https://twitter.com/kodingnights

Unfortunately I haven't had the time to work on my game since my last update and it's looking like my weekend is shaping up to be a busy one - alas it is looking like I may have to bow of this year's competition.

Rest assured however that next year I will be back to compete again!

Number 5 of the journal entries is up, plus playable demo with the first 3, really small really tiny tutorial stages (and almost no blood).

Have fun, and let me know any issues you have!

attachicon.gifwoa3-wip5.png

Link to Demo: http://www.georg-rottensteiner.de/webmisc/WoA3 - Endurion - Bunny Hop Preview.zip

Your game looks great and plays really well on my machine!

I would only suggest that CTRL to jump is explained to the player in some way (other than the options screen) - I tried Space, J and Shift to jump before giving up and exiting the game to explore the options screen.

@Endurion: That is very cute, and rather fun! Well done, I do believe! ^_^

MWAHAHAHAHAHAHA!!!

My Twitter Account: @EbornIan

Thanks both smile.png

Yeah, left control isn't the most obvious choice. I'll probably set it to space or X, thanks!

Sometimes it pays to use old tech (it's all running on DX8). It plays on a clean fresh install of Windows (since Vista I think, up to 10) out of the box smile.png

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

Decided to stick up what I currently have.

http://wasdmagician.itch.io/reincarnage?secret=LQnJ5wkcGawAR1Xybn6YRXSlgI

Controls are WASD to move, mouse aim and click to shoot, the closer you get to death the more damage you do, death gives you an ammo and damage boost but sends you back to the start.

Problems I'm aware of: constant animation (I really don't understand unity's animation manager), enemies can push you through walls, you can be mobbed at spawn making the game mostly unplayable, there is no sound, the skulls are ammo but they aren't placed in the same position as the enemy they are instantiated by (if anyone has any ideas on that feel free to let me know).

If you can let me know your thoughts, ideas and any other bugs that you find I would be most appreciative.

Next time I'm finding a team.

Edit: Hurray, fixed the ammo placement!

Hm, switched the ammo type to a zombie head (because why not?) and now it can deflect off of ammo drops, it's not supposed to do that but I think I might keep it.

Works nicely, albeit a few problems you already pointed out. Getting stronger when damaged is interesting. I find myself getting hurt close to death to stand a chance against the mob :)

It's nasty when baddies appear under you; usually results in instakill. You might want to put a no-spawn zone around the player.

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

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