Big Spiky Death Balls – Project Spikes 27/09 Update

I’ve finished the fourth level and improved the existing three slightly with features from this update. Firstly, I’ve added large spike balls. They’re rather deadly and tend to fall on your head.

spikes-15They were pretty fun to experiment with with positioning, along with Unity’s physic materials (especially the bouncy one) to make them hop around the stage like kangaroos on meth. I also added mini posters/ billboards that warn the player of dangers ahead, and one at the start of each level to tell you the level number.

spikes-16

If you wondered what the player looks like in my scene view, he’s a bright purple capsule. He’s a little bit feminine and proud of it.

I’ve used some existing objects to devise new traps for the player – you’ll have to find them for yourself though! Along with this comes a new health bar, which is much more colourful (and hence, better) than before; it’s a nicer way of displaying remaining lives and health. There’s a few new features such as a start screen and pause screen; the latter of the two is accessed through the escape key. The cursor stays frozen in the centre of the screen and hidden while the game in unpaused, meaning it won’t stray from the game window and interfere with other applications.

spikes-17Also, as some players pointed out, some moving platforms used to stutter when stood on, but this has been fixed now by updating their position in the FixedUpdate() function rather than Update(), as the former is ran before the latter. Turrets have also been improved, as their bullets get destroyed after coming into contact with any collider, not just the player, and they aim better.

CHANGELIST / TR;DR
-Added large spiky balls of death and physic materials
-Added a fourth level
-Added small warning posters
-New trap variants
-New health bar
-New start menu
-New pause menu -  press "esc"
-Fixed bullets only being destroyed after hitting player and turrets' aiming
-Fixed stuttering platforms

For next update, I will be finishing up World 1 and perhaps starting work on World 2. The fifth and final level in this world will be a bit bigger than the previous ones, and feature a puzzle in order to advance forward. So far, it looks promising.

If you want to try the game out, the link is the same as it always has been: play it here! And thanks for playing!

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4 thoughts on “Big Spiky Death Balls – Project Spikes 27/09 Update

  1. I love the way your game is going so far! The only thing I found was on level 3 after the spikes coming down from the ceiling that the gap between the sign and the ground was so big I fell in by accident, which was annoying that I had to start all over again.
    Good luck on making the game!

      • Well… I think I would prefer, instead of when you lose your lives you have to start the whole game over again, there would be checkpoints scattered around the level and if you lost all your lives, you would have to restart the level, but not the whole game.
        However, I know unity and understand checkpoints aren’t all that easy to do.
        The game is going great, don’t stop!

        • Hmm, that sounds like a good idea, I was planning on making the levels longer eventually so I think it would work better after I’ve done that. I’m not planning on stopping anytime soon, there should be another update in the next couple of hours!

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