Fangames > Engines

RegalPrime-UnityEngine v1.4.1 - 8-18-15

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RegalPrime:
Not going to release an updated game this week even though things look different.
Working on making all new maps and dont want to release it with only one completed (screenshot below).

Started cleaning up my list of smaller things to do since I got the AI script done last week.

Added in a game timer and death counter (game timer is only in seconds, no use calculating time every frame and I can change to minutes / hours / days during display later).
Worked on cleaning up the Gamecontroller script to incorporate the new items.
I wasnt going to mess with the file loading screen but I needed to add in death / game time, so I changed a few things.
Changed the File Selection screen to show deaths / timer. The labels and buttons scale based on screen size.
Was hoping the new GUI system would be released from Unity soon, but I shall wait some more.

Secret string added to the Gamecontroller to differentiate between save game files.
- Im not sure if this was the correct way to do this, but previously any save file would work no matter what I would do in the game (ie extremely generic save file)
- Now, there is a secret string added to the gamecontroller that it must match in order to load the data from a saved file.

Added to the Area modifier script to deal with movement speed change and other variables regarding triggering (move speed / jump / gravity / max fall speed / etc)
Searching around and I think I found the settings for water and I added those to the area modifier - water prefab.

Added code to allow for enabling / disabling of autofire.

Updated / redid the Objects via waypont script (used in moving platforms)
All of the platforms prefabs (both jumpthrough and sticky) have been updated and the triggers are more exact.

Added spawn bouncy object to the Object spawner script.

Warp in room script updated
- Warp in room changed to give the ability to keep the offset of enter / exit to allow this prefab to be used in screen-wrapping
- Previously, when the player entered the trigger they were spawned to the exact exit point no matter the point of entry.

Added the spike treadmill script / prefab (you know that, spike goes up / moves across the ground / then goes back into the ground thing)
- Has settings for speed / spike spawn rate. Starting point / Ending point are empty gameobject that can be placed anywhere.
- Can twist / spin the prefab any direction and it will work (ie, spikes going along the ground vs going up the wall is nothing more than rotating the parent object)
- Has the option for the movements to be based off of global / local transforms (global would make it so that the spikes always are facing up while local would be facing up relative to the parent objects current rotations).

Redid scene 3 that showcased the warp in room prefab (Screenshot below)
Those ninja star things spin (bottom middle ones spin along the y-axis and the right set spin along the z-axis)
(click to show/hide)
Previously, each of my scenes showcased a prefab in the simplest of ways. Redoing the room caused me to find an oversight in how one of my prefab was scripted.
So it seems I will be redoing all of these simple crappy rooms and making them a lot more complicated / harder.
My goal is to end up with around 20 screens of medium difficulty
- maybe 2 screen per important prefab
- So 2 dealing with the warp in room prefab, 2 dealing with water, 2 dealing with movespeed / jump trigger, 2 with traps, etc (just to test how they hold up)
- Im sure I might need more screens if the prefab is more complex

Add in the boss I made before and I guess I can release my first game with this engine.

It has been going through my mind that I might possibly somewhat kinda maybe think about getting close to doing a limited release of the engine to those who are interested.
Have been thinking about what I really need to finish up on in the engine. Much of the major items are complete.
Making a game myself using what I have built will give me a better idea.
- Even this week I have started going through and reordered / renamed scripts / prefabs to be more consistent. I also need to comment the scripts better.
- Also making a general use guide will take a bit of time as well (how the engine is setup overall).
- Im not in a hurry, but these are some things going through my mind.

RegalPrime:
Having fun working on the new game except when I hit writers block and cant think of how to design a screen :/
Other than that, doing some lighter scripting. A few objects didnt interact well with each other and I will have to deal with it sometime. I think I have the solution, but you never know if changing one logic will break something else later.

Spike treadmill updated more. Idea is still the same but it spawns the objects using their collider / hitbox (instead of the sprite size) when calculating the spawn offsets. This also makes it easier to place the prefab. Snap the prefab to the ground or ceiling and snap the start / end objects along the ground and the objects spawn perfectly.

Spike chopper script created. Its a simple script that makes an object slam to the ground then go back up. Has options for start delay / up-down speed / etc etc stuff

Started making object spawner script scripts (ie using my super script from a while ago to make secondary scripts extremely easily)
Color change script - Simple script that changes the color randomly of an object it is attached to. Also has the option to set the size of a color vector and set colors to spawn through (instead of randomly picking colors, you can configure it to loop through a specific set of colors. All of this is simply done through the editor). Also can use this vector and change the alpha to make a fade / unfade effect

I had quite a few oneshot spawners in my object spawner script and I created another script + prefab to use them more easily. The short of it is, if you need some object to spawn In a direction / at the player / a wavy line / a random spray / a directional spray / circle burst / single object follower / single object bouncy, you just drop this object into the editor, set the variables, and it works. Can have X sets or just constant spawns.

Reverse gravity (flip character) was added. Was pretty easy to put this in surprisingly. Has a weird interaction when you manipulate the guys stats (ie low gravity / +-speed / jump speed). I think I know the problem and put it on my list but for now, those wont be on the same screen lol.

I updated my time change script. Has options to increase / decrease the game speed over X time. Also has the option to maintain relative speed (ie even if the world speeds / slows, the character will still move the same). I just made a pretty crazy screen using this script, was really simple yet fun.

Im at ~15 Rooms created in the game so far. Not really sure how many more to go. My plan is to keep going until I run out of scripts / prefab (each different type of prefab will get a few screens). Kinda funny the more levels I make, I end up rewriting or adding parts to the script or making totally different one I wasn't planning on. Guess its a good thing though.

Screenshot ... maybe later.

RegalPrime:
Hmm I feel bad not posting an update for so long. Ive been adding levels and doing minor scripting (a few oddities poped up)
Finally hit the point I figured I need to make my levels look better and I added lightning and shading. Then I put in backgrounds because I was sick of looking at that blue background.
Picked out some music that hopefully isnt awful :p (5 songs)

I think I hit the point where I dont need to showcase any new prefabs and Im at 36 real screens (there are other transition / simple screens that aren't worth counting. Unity says 44 screens total in the build). Sooo, where does that leave things? I am testing right now to deal with any big issues that may arise. Hopefully one of these playthroughs my OCD wont catch something. I can pass the game in ~40mins, so I suppose it would take others longer since they dont know the inner workings of the game.

After I get things settled, I will post the game here for anybody to test. I didn't go overboard on difficulty and hopefully it is "balanced."
This was more of a test on how the engine is working and it brought up a lot of oversight in certain scripts.

After that, the game will be released, then back to engine programming (and hopefully its release sometime thereafter).

Screenshot time. At the start of the week I updated the look of every screen.
Here is a 3xView of the transition for a climbing screen I did.
First screen was simple drag and drop stuff (typical basic guy screen)
Second, is the alternate sprites
Third is the shading / lighting (ya, you can pick up those torches).
(click to show/hide)

Game released
See first post for more information.
https://www.mediafire.com/download/k5r3hnyyp501or0/I_Wanna_Help_the_Cat.zip

Zurai:
Im really interested on how this works out, loading the game right now and I will probably stream it a bit in a few hours. Feel free to tune in or check the VOD later if you want to
see someone playing through it :FrankerZ:

BBF:
I played it for a little bit and have to say...the movement feels REALLY weird. I thought it would control more like Boshy (with acceleration and stuff) but I even struggled to get past the first couple of screens.

The water section felt fine, except for the movement I just could not get used to.

The Torch effect is nice, not sure how I like the grabbing mechanic, not a fan of how they are implemented gameplay wise.

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