WARNING: for efficiency, you might find that using a pool manager will give you better performances, especially on mobile. This is the basic logic, you will have to handle the creation of road items. Ok, I created a working sample for this type of game. I just don't know how to translate that kind of logic to appropriate actions with Playmaker in Unity. then when either object reaches a certain negative Y position (game is moving vertical) the object would instantly be placed at the top of the screen. these tiles would be told to move at that speed in a certain direction. each would have a "move" behavior that has a variable for spees. I see a number of move actions, but i find them all to be really iffy as the "right" way to get an object to move at a consistent speed. but i'll cross that bridge when i get to it. for now a perfectly flat 2d plane would be fine, but of course eventually having terrain would be ideal. the game would actually be fairly stationary, but i need to create the illusion of movement by having the ground scroll seamlessly. like a 3rd person camera following a car. Sure hope my students follow suit.I'm looking to create a game that would deal with a hovering camera over a moving 2d plane below. She did say she was busy though and, to be fair, if she can't help out I'm happy enough with the shapes that are in there at the moment.Ī real learning experience this 'making games' lark. Still no update on the artist that expressed an interest. They don't appear at the intervals I quite want, and there's some 'balancing' of sorts to get right (when should new enemies appear, how fast should the game speed up). I'm making progress with the UI and have got 3 out of my 4 enemies working. I don't mind features that cause more work for myself, but to increase other people's workload? Bad.Īnyway - with the scope now reduced, I'm fairly confident I have a pretty pure and pretty simple runner on my hands now. To ask them to double their workload so I can offer 'unlocks' is just dumb. I'm currently asking a musician and an artist to help me out with no guarantee of money. The alternative was to have the unlocks not be power related but have them be extras such as new colour schemes, backgrounds, audio, etc. I mean, an infinite runner isn't about being able to grind your way through it to get the ability to 'run' better. However, whilst all of this is feasible, it would kind of ruin the game's 'purity'. You see, the original plan was to have 'per-run' objectives. I mean, I already knew it, but now I KNOW it. « Last Edit: December 30, 2014, 04:20:55 AM by RinseWashrepeat » Thinking I might, though if any artists read this and would want to get involved and offer their input. Not too sure whether or not to keep the simplistic look. This should make it quite clear that graphics aren't a strength of mine. Get adverts working so I can say I've made a commercial product Have 'missions' to complete (collect 10 coins in one run, reach 30,000ft in total, etc) Plans for the game are as follows (list is in no order whatsoever) It's REAL simple, but from a bit of playtesting I've done, there's a nice rhythm that you get from the touching and letting go. When you press the screen, the top character jumps and when you let go of the screen the bottom character jumps. It's a fairly straightforward 'infinite runner' where the only unique element is the fact that you have two characters to look after. Getting involved in the TIGSource community seems like a good idea and doing one of these here logs is a good way of going about it. By writing this out I'm more likely to feel compelled to actually launch the game and not just stick with a working prototype.ģ. I keep telling them to make and release games, so I thought I'd better take my own advice too!Ģ. To show my students that I'm not a 'do as I say, not as I do' type of person. I thought it would be a good idea to start one of these here DevLogs for a number of reasons ġ.
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