'Island Game' Pre-Alpha
Pre-Alpha Release!!
I say that so I sound cool and like an actual game developer. This is the first legitimate Unity build of the island game.
These are the controls:
-Arrow keys to move
-Left ctrl to run (extra fast for testing purposes)
-Space to kick
Go play! Then come back and read.
Here are the highlights:
-The island is explorable! Yay!
-Animation is in place (Needs so much work though, spent 5 min on it)
-Awesome music by Arthur Ramazanov
-Ambient sound effects functional
-One kickable coconut tree! Yay again!
Here is the much larger list of things that need improvement or work in general:
-First and foremost, the file is huge. 12.42 Mb. To give you some comparison, Unity game Lego Star Wars Quest for R2D2 by Three Melons, a full length web game, is 11.5 Mb total. My new buddy Pato Jutard, Technology Orchestrator at Three Melons, gave us an awesome presentation on the optimization of that game though, so there is hope. I'll need to put a lot of my future efforts toward minimizing asset use.
-Animation fits in both. I realize it's terrible. Give me some slack. 5 min.
-Needs more level design.
-Possible bug? When running in tight circles, there's some sort of jittery lag... Need to look into it. Thanks to Mike for play testing and finding that :)
And here are the things on the way:
-More scenery, interactive objects
-Kickable object physics
-Further development of all assets
-Boss battle. Thanks to Mircea for the coding tips :)
-Cutscenes
-Dodos.
-And much much more. Stay tuned!
To all of you who read through all that, I appreciate it :) I'd mostly like to keep this stuff around to look back on when we're done with the game, but it's awesome to have you guys to show stuff to. Keeps me motivated. I'd love to hear questions, comments, suggestions... If you see something I should know about, or just a new perspective to offer, comment like crazy! Thanks guys :)
/*Personal notes: Pay attention to animation transitions when finalizing... Wonky (inconsistent) when returning from run to walk and idle. Walking backwards seems to fix the issue...? */












1 Comments:
First off nice job, its always amazing to see your work running in a game engine isnt it? :)
Things that kind of got me in terms of a tad bit of confusion was at first I wasnt sure if the little pathway that is behind the waterfall was an actual pathway. So I thought I had clipped through the environment at first because going up that path seemd like a bit of a challenge for the character to get up it.Now not sure if that is my net being weird, which I wouldnt rule that out it is academy housing net after all, if he was meant to run up it but yeah.
I do like the transparent bounding boxes so the player knows how far out they can go before hitting the wall. They blend in well so its not to apparent.
I noticed that after kicking the tree to get a cocanut down that the fallen object when you kick it just clips the models foot a bit and slides to the side as opposed to having some physics and moving a few inches/feet away like it was being kicked. Not sure if that was some more coding to come to make that happen but if it is in there then yeah might want to look at it.
Obviously don't need to tell you about the animation in general so will skip that.
Music gives a good feel to the overall envirnment for sure. For the ambient sounds maybe add a few more in? I know I heard the sea but wasnt sure if I heard any seaguls or even some winder every now and then to give it that over all feeling of being on an island, I'll give it another play through to see if you had them in there in case I missed them, but yeah just little things here and there.
Other then that I would love to see how much more it grows from here! Keep up the good work sis! :)
Also a little side note dont be afraid to go way beyond when doing this, have some fun and explore some ideas out see if you can't make somthing creative and or interesting come out of it all.
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