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Saturday, January 29, 2011

Lives, Waves and Moving Platforms

One by one the basic elements of a classic platformer are getting thrown in there.  With apologies to Mario I've added a flagpole at the end,  sort of:


You can play it here:  ActionJump 0.005

Once you get to the end of the level the next wave starts immediately.  After about seven waves you can stop playing,  you've seen all there is to see.  You can now lose lives if you fall into the abyss,  and your score increases by 1000 every time you touch the flagpole.  At this point it's common for somebody to say "ship it",  sort of a joke about how the clueless marketing department wants to ship anything that looks like a game.

Well,  we started shipping four versions ago, in a way.  This prototype game is definitely playable now,  but there's a bunch of things missing such as sound (that's right,  we still don't have any sound),  enemies, or a main character, theme, story, I could go on and on.

On the technical front,  Unity3D is working out very well for this project.  It's time to create some real 3D objects using Blender.  So far I've been working exclusively inside the free version of Unity3D (version 3.1) with a little bit of image editing using Gimp2.  So next I'll be using Blender to make some game objects that are more interesting than cylinders, boxes and spheres.

-- fxl
  
    

1 comment:

  1. Hi Franz. I installed Firefox and can new run your prototypes so I will be able to comment from time to time. You need a death sound along with the animation.
    Rob Jenks

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