New Force Gun! – Project Spikes 02/03

Yup, you read that correctly, there’s now a new model for the Force Gun! Not only that, but I’ve figured out how to properly make animations in Blender (because Unity’s built-in animations are terrible), and figured out how the heck Mechanim works (that’s Unity’s animation controller that blends animations for you), so the gun now comes with a much better animation system. That includes animations for picking up the gun, shooting, holding cubes, trying to pick up/shoot cubes that are out of reach, as well as an idle animation. There’s also a couple more sounds, and later I’ll be adding more particle effects.

spikes-66This is a much better model than the old one in my opinion, as it has a distinctive look and textures that continue the ‘blocky’ theme. Eventually I’ll get round to upgrading the other two guns, but it’ll take quite a bit of work, as I also need to find proper uses for them and integrate them into puzzles more.

Another pretty big feature for this update is an enhanced pause menu, which follows the theme of the newer options menu.

spikes-70For this, I lumped together a few existing scripts into one to make things easier and a bit more efficient. The Start Menu’s also had an overhaul, with a few new things added to the background, but most importantly it has a new GUI to match the new style. It looks approximately 27% more glorious than before.


In this update are two – yes, you heard right, TWO – new levels, both in World 2 and both with pretty unique puzzles. The first is World 2 Level 4, which features another puzzle with the Force Gun and vapourising fields. It’s pretty fun and I hope you all like it – I’m going to aim for one new level every update, although if another important feature is taking a while, then that might not be possible. There’s some new textures in this level too, which are transparent like windows, but not destructible like the others.

spikes-69The new texture can be seen on the roof here. Then there’s World 2 Level 5, which is a fun but rather difficult level in the later sections. Basically, you’re given some ice cubes, an icy runway, and you have to avoid obstacles that are dotted throughout the whole track.


Just look at all those obstacles! I stopped short of adding turrets too, as there’s too many hazards here already, including spiked walls (see below screenshot), vapourising fields that’ll destroy the cubes you’re using and holes in the floor, but the main addition to this level is a new type of field that harms the player rather than cubes – I call them harm fields, or hurt fields, basically any synonym for “ouch, looks like I’m dead” followed by “field”. They’re the red fields in the screenshot. There’s many ways you can get across this level, for example you could lay out a series of cubes on the floor over the fields so you don’t touch them, or just make a small runway of cubes so you can take a run then jump over them, but my favourite way to get across is to hop on the cube and shoot at it downwards, so it acts like a sledge. The floors are all icy, so you;ll need to be careful and try to go slowly, but at least I didn’t make the floor at an angle, then it would’ve been extremely difficult… *gets idea for next puzzle*.

I’ve been going back and adding small new things to older levels too, such as gravit spawners for levels that didn’t have any, more hazards and more puzzles. Just have a look at World 2 Level 2, which now has some moving spiky walls, a couple turrets and more scenery, as it was pretty bare before.

spikes-68Those same spiky walls are improved versions of the ones in World 2 Level 1, and they’ll mess you up. I mean look at them, red obviously means they’re dangerous. Back in the Hub World, to provide a better sense of scale and immersion, you’ll find some building-like scenery in the background – these buildings are supposed to be the other worlds, as the whole game is set in some sort of facility, perhaps to test ‘Project Spikes’. That opens up a possible storyline, which may be an interesting direction to take the game in. spikes-67

It’s subtle, but it does add to the general feeling of immersion, it feels a bit more like you’re in a large facility. The small room you start off in is also a tad bigger, so I’ll add some sort of bedroom or living space there later on. The boss level for World 1 looks a little different too, mainly that the exit door’s been moved to the top floor, there are spawners for cubes and gravits dotted around, and the death sequence is a bit different although I won’t spoil it for those who haven’t played it yet. Plus Squoid himself now obliterates cubes when he crashes into them, accompanied by copious amounts of particles.

There’s also many little changes, such as in W1L5 there are more boxes in one of the turret rooms, and in W1L4 the small pathway where the spike balls fall from the ceiling has been removed. All across the board, older models for cubes have been replaced for the newer ones, and I’ve used new textures to make old levels look sexier. All this basically means is you have no excuse to be not playing this update, so give it a try 🙂

The game’s also now on IndieDB to drum up a bit more support, so you may want to have a look at its page for a bit of additional info and news, or you can look at the new Twitter page for the game and help spread the word! You can then play the game at the usual places, and you can leave a comment if you have anything to say. Have fun playing!


Project Spikes