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
Here are the highlights:
-The island is explorable! Yay!
-Animation is in place (Needs so much work though, spent 5 min on it)
-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...? */
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