Playtest 10

 

This week I decided on a game name, created several levels, and poked around with how I'm going to animate the player.

 

Changelog

The game is now known as Spectrum Break.

Added 2 levels to the public demo (including a controls tutorial).

Edited initial camera zoom in and removed level name during level loading.

Added basic stickmen animation (a test of things to come).

Fixed resolution drop down in the menu staying highlighted when deselected.

Added arrow keys and right shift to keyboard control scheme.

Fixed alternate rotation controls to enable movement and rotation.

 

Playtest 9

 

This week's additions were lots of particle effects and increases to movement control. How does the game look and feel?

Try finding the hidden platforms in each level. They are made to be a challenge to hit. Once hit and you complete the level, that level will appear red in the level select menu.

 

Changelog

Added particle effects to movement, jumping, death, and platform activation.

Replaced the player with a red stickman.

Increased player drag and player mass.

Added secrets.

Edited level 1 to make the first big jump easier.

Fixed the camera allowing the player to fall off screen when one platform is left.

When the game is won or lost, the game is no longer paused.

Switched the keyboard submit button to the space bar.

Fixed platform fade in sometimes fading in too much when the game is won.

Slightly increased platform glow.

Playtest Build 8

This week I've been trying out art styles. We're going rave this week. This isn't final but let me know what you think. If you experience a bug where a platform is culled before it is off screen that is a known bug that I'm looking into. Until I complete the main menu, the "Main Menu" option in the pause menu will quit the game.

 

Changelog

Added several shader and lighting effects to each scene.

Improved player control while stopping or slowing.

Altered code-base to make future level creation faster.

Playtest Build 7

This week I added a pause menu that allows you to switch levels, change settings, and quit the game. Until I complete the main menu, the "Main Menu" option in the pause menu will quit the game. I plan on adding wasd support for the menu in the future, but for now if you are on a pc with no controller the mouse can navigate the menu.

 

Changelog

Added menus, and the ability to change and save settings in-game.

Zoomed the camera out more and it now moves less.

Increased rotation speed.

Removed unity's default dialog pre-launch.

Removed the quit button (now available in the menus).

 

 

Playtest Build 6

I have completely redesigned levels 2-4. From now on levels beyond level 3 will be hidden from the public playtest builds. However I plan to test new mechanics in the future, and those will be added in the future as temporary playtest levels.

This week includes a lot of back end changes related to upcoming features and saving settings. As a result for this week you cannot change the key bindings/joy stick buttons, because I'm still working on the menu to interact with the saved settings system.

Additionally the game should now work for Mac and Linux, however I own neither OS's so I'll be looking to test these builds this week through connections. If you play the game on Mac or Linux please let me know if it worked for you, and if you were using a keyboard or an xbox controller.

 

Changelog

Player drag and player acceleration increased.

Wall jumping is now much more consistent, however is less effective for climbing up surfaces.

Changed controller alternate rotation controls to be the same as the keyboard.

Added a saved settings system (menus to interact with it are still in progress).

Game should now build for Mac and Linux.

Changed level 1 slightly, and redesigned levels 2-4.

Added UI that tells you the name of the level and then fades.

Added UI that tells you how many blocks are left.

Fixed camera shaking during pauses.

 

 

Playtest Build 5

This week if you are using xbox controls have the controller plugged in before running the game, and do the reverse if you want to use keyboard controls. I have not yet implemented proper multi-controller detection.

 

Changelog

Rotation controls changed again. Each type of controls has 2 options. Please let me know which type you use and how they feel.

You now have control or your character while airborne (including fast falling).

Your jump direction is based on where your player is facing.

If you are parallel to a wall, your wall jump now angles you off of the wall slightly.

Your run speed is now based on your slope (like in earlier versions).

Jumping while fallen over on the ground now preforms a tiny jump that uprights you.

You now only automatically stand up if you are not manually rotating.

Automatically rotating now pushes down on the surface you are on.

Player mass increased, friction reduced.

Fixed double jumping by hitting two jump keys at the same time.

Touched up levels 1, 2, and 5.