Now The Hub Isn’t Confusing – Project Spikes 09/02 Update

So, I realised the hub world is one of the most confusing things ever. There were so many ways to go, and it wasn’t clear where anything is. So I changed it.

spikes-56The large room under the purple glass dome is just a corridor; all the main stuff is in the room in the top-left corner of the image. Each world occupies a floor in this building, and all of the levels are contained on each floor, with a bit of a practice area. To gain access to the next floor, you must complete all the levels on the current one, then you’ll be able to access it – for instance, entry into the second floor requires use of the laser gun, hence you need to complete the world 1 boss level beforehand. The trophy room is also present, in the top-right of the image, and looks much the same inside as before, except with a couple floors inside for other worlds’ secret cubes.  To the bottom of the picture is the ‘incinerator room’ from before, which s just there for decoration, although I’ll add something in there to give it a function.

There’s also some new button-activated spawners that’ll throw out a cube or gravit when you press them, which will be useful for levels that have puzzles requiring use of cubes. here, the spawner on the left will throw out the new ice cubes (read below about them), and the one on the right will spit out extra gravits.

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This will let you play around for longer in the hub world without having to trail back to other rooms. The physics cubes now have a cel-shaded-like style (which was entirely by accident, as I was experimenting with the cube’s overall appearance and came out with this awesome style), and this might become the new style for all physics items, I haven’t fully decided yet. I’ve also added ‘ice cubes’, which will slide around and produce snowflakes as they move, and ‘live cubes’ that spin around by themselves, and also happen to be bouncy, as are the walls of the room itself. In the screenshot below, the blue cube above the player is an ice cube, and the bright orange ones are the live cubes.

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You may be asking “But where’s the new levels? New puzzles? Anything new?”. Most of what I’m doing at the moment is a sort of framework, getting all of the core components of the game in place and getting them to work before I actually get some proper levels in the game. Too many times now I’ve made a level, then added something else and then had to blitz back over the level and add the newer stuff, so it’s easier and more efficient to add all the stuff, then add the levels. In the end, it should all work out. But for now, I have finished re-texturing World 2 Level 2, as promised, so now you can enjoy a horrible super-maze level! Plus, I’ve re-textured the Test Area level, so that’s back up and running too.

spikes-57The new maze level, in all honesty, is a bit bare, so eventually it’ll get stuff added to it. But that’ll all come when I’ve added more actual gameplay features. The Test Area looks much the same as before, but with some of the newer ‘soft panel’ textures rather than the whole thing being the classic blocky textures.

The Options Menu has had a re-design too – well, not so much the level itself as the GUI. It no longer uses the Unity built-in GUI stuff, rather it uses my own system of a load of actual objects in the scene that you click on. It acts much the same as a GUI, but looks nicer than the old one. Much nicer.

spikes-58It follows the style of Project Spikes, rather than the boring old grey buttons. In time, this will get rolled out to the in-game menus too, however I encountered problems due to how this system works, so I’ll need time to figure out a work-around, and then it’ll be happy colourful GUI’s all over the place! I think I’ll work on the main menu’s GUI first, as this shouldn’t produce any problems.

spikes-60I have a short list of things to do, including, but not limited to: changing the model of both checkpoints and powerups (see screenshot of Test Area above, in the window), adding more audio (such as collision sounds when physics objects fall to the floor), different models for at least one of the guns, as the laser and force guns have the same basic model, some kind of saving/loading system so players don’t need to pay through every level every update just to see new stuff, and of course the aforementioned GUI updates. But for now, have fun playing this update, I hope it’s enough to keep you all entertained. Feedback is much appreciated, so if you have any comments about the game, just leave a reply to this post below. Thanks for playing 🙂

Play the game at my Dropbox public folder here! The game plays best here, but if you love this site soooo much…

…here’s a link to the page on this very blog to the game! It’s just at the top of the page too. Just letting you know. Hint hint.

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One thought on “Now The Hub Isn’t Confusing – Project Spikes 09/02 Update

  1. A couple things I forgot to mention: now, when you change options in any of the options menus, they stay changed. Forever. Until you change them again. Plus, I’m not done with the audio section in the new GUI yet/don’t know how to implement it, I think I’ll just have an audio toggle on/off for now, as a slider would be hard to do as an object in the scene. Remember, proofreading is your friend, I always forget something.

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