Why I’m a bad person
Okay. So, firstly, it’s been 38 days since the last post on here, and 53 days since the last actual update, which all makes me a terrible person. However, first there was Christmas and all the stuff that comes with that, like getting presents for people and seeing relatives, then new year, then suddenly I had every piece of work ever in the history of the universe to do for school. BUT, and this is a huge but, I’ve been working on the game through all of that and the main reason for not updating until now hasn’t been all these massive drains on my time (though they helped), but rather I wanted to do something huge for this update, so prepare yourselves for the Yes-I’ve-Been-Gone-For-Ages-But-Now-I’m-Back Update!
I’m a bit like a goldfish sometimes, in that I’ll look at something, think it’s amazing, then see something else and ditch the first thing. That’s exactly me while developing this update; I kept putting in all of my half-baked ideas and nothing got done fully. I meant well, I swear, but it delayed the update quite a bit. But, I’ve put in a new texturing system which should make the whole texturing process a lot easier and quicker for me, AND save on performance, I’ve expanded and improved a couple levels, and the biggest thing is, I’ve added a boss battle! And we all know everyone loves boss battles! So read on and be amaaaaazed *dramatic voice*!!!
Updated, improved and removed levels
This, as you might recognise, is the hub level. However, it’s had a facelift, and a big one at that. It now serves as the hub for the entire game, rather than having separate hubs for each world. The blue building from before is for World 1, and upstairs is World 2, then as more worlds are added, you’ll be able to access more areas to find new levels. Also, due to loads of changes I’ve made to the level geometry and the texturing (I made a script that handles all of the texture sizes for me), everything should run smoother and I’ll be able to put more decoration in the levels. In short: it’s better, more shiny things.
In the hub now, you’ll find the levels 1-5 near your spawn area, a practice room (ie, the large room that was there before), and upstairs you’ll find the cube to go to the boss battle; however, that’ll only appear after you’ve beaten levels 1-5. Also, you won’t have all three guns unlocked straight away, but you’ll find them scattered in certain levels. The laser gun is needed to access World 2, which is way above the rest of the level, so it’s found after you beat the boss. There’s also a trophy room to view all the gold cubes you’ve found, as well as an incinerator which is there for decoration and because destroying thing is really cool.
I’ve re-modeled the vapour gun too, so it’s not exactly the same as the other two. I tried getting all the animations and sounds to go with it too, but for some reason Unity’s animation thingy hates me and keeps giving me really horrific results, so no animations. Sad face. The force gun has had improvements too; right-clicking now holds an object in front of you, and then left-clicking will shoot it as normal, but you can only hold things for 5 seconds, and it’ll drain your gravit meter, and the object will then disappear 5 seconds later, although I want to tweak this system a bit, such as only certain objects obliterating themselves when they’re dropped.
No more lives!
Another thing to note: no more lives. I decided that they don’t really add anything to the game, and it’s much more fun to try a really hard part indefinitely rather than being limited to 5 tries. Because infinite fail is funny. I’ve added a load of stuff to the tutorial level too (well, I’ve completely redone it, the old one was pretty bad, this it less bad), and it covers stuff the old one didn’t.
In addition to the texturing stuff mentioned earlier, I’ve added some sort of moving textures, like neon signs, kinda. They’re dotted around the place as decoration, and to provide directions and other information. They’re used as decoration in the super-sexy new start menu, which is vastly improved on the old one, and you can see an image at the top of this post.
And finally, the boss battle!
Yes, it’s the part you’ve all been waiting for: a boss battle! He’s called Squoid (because it sounded nice, no other deep meaning), and he’s basically a big blue cube thing that launches himself at you and fires spiky balls of death at you in a fight to the death in his lair.
He might not look like much, but he’ll wreck you. The idea is to use the force gun in some way to bring him down, but I’ll let you figure out the details, because I don’t want to spoil the fun of finding out for yourself how the battle works. His lair is absolutely magnificent though, and you should have fun having a look around it.
There’s so many other little additions that I can’t list them all here, I can’t remember them all. Little things such as the gun icons in the corner being animated and zooming in when you run along with everything else, a range of new billboards, and small changes to the positioning of items in some levels to make it more convenient. However, through all of this, I haven’t been able to update all the levels, such as the Testing Area, and the promised World 2 Level 2, which I started to develop after the last update, but before updating the texturing system, hence these levels will appear as a blur of pinkness and glitches.
Also something I just noticed, the WebPlayer build for my game has only just broke a megabyte in size! It’s massively compressed, evidently. That’s technology for you. And if you don’t like external links or if you just think my Dropbox public folder is icky, there’s a new Project Spikes page at the top of this very website! Now you don’t even have to leave! Although, to be honest, it’s better playing through the link at the bottom of the page (same as always, why haven’t you bookmarked it yet?), as the page on this site is a bit broken. WordPress hates Unity, obviously. But, have fun heeeeeeeeeeeeeeeeeeere!