Project Spikes – Angry Lasers

Here’s another update, with even more lasers!

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Oh yeah, two lasers. Swag.

Double Trouble

The red laser turrets are evil –  they’ll try to kill you with death and dying and lasers. It’s not enough to have just one laser either, they have two just to make sure. Also in this update are the reflective surfaces I promised last update – they’re the shiny walls in the background of the screenshot above. They’re used to guide lasers past barriers to activate laser collectors, a pretty fun feature.

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Reflecting lasers? How do I give you money!

You’ll find these lasers in one of the newer tutorial levels, which have been split into smaller sections so people don’t get overwhelmed by features. But that’s not all the laser goodness I have in store for you my good people, because there’s now a wall-mounted variety which stays static, so you’ll have to dodge it without blasting it out of the way.

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Because moving about is soooooo mainstream.

What else is new?

Well, there’s also two varieties of button that will activate events in the game – one you can press with the ‘E’ key (which can be configured in the startup options),  and another is activated by shooting cubes at it. Both are found in the new tutorial levels. Along with this is a bit of new scenery, in the form of bridge and fence models, which break up the monotony of blue blocks.

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Ooohhh, bridges are cool, and so is the colour red!

To go with the new buttons, I’ve also added a new cube spawner which will plonk out a cube for you to play with. Of course, it’ll only let you have one at a time, because any more than that would be greedy. The cube detectors have been improved massively too – now they actually steal the cube you put into them, so you can better tell when it’s been activated. Both the spawner and detector need textures, and at some point I need to make a turret spawner, but this is a good start.

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Everyone loves the classic red button, what other colour would it be?

Well, thanks for reading, as always you can go download the update over at Indie DB. It might take a while for the update downloads to be authenticated by them, but once it has been, then have fun playing.

-Daniel

10/05/13 Update- Saving and loading

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I’ve done more work on my game over the past few days, and I’ve got an automatic saving and loading system working. This is a great achievement considering I’m not at all advanced at programming, and I’m pleased with how it works. Now, when you enter a portal, and therefore complete a level, your record number of gems is saved. This means you won’t lose all of your progress every time you exit a level, and any levels you’ve unlocked (i.e. if you have had enough gems to enter the level before) will remain unlocked. So that means you don’t have to collect loads of every gems in the hub world every time you want to go into Level 1, for example.

The record number of gems for the level you’re in is displayed in the corner, which is useful to tell you that you need more gems. Soon I will add a counter to tell you how many gems the level contains, but since there’s just a random assortment of gems in the level so far, that’s a rather pointless thing to add at the moment.

unity_platformer_21I’ve finally added some better, more colourful trees too. I had a play around with Blender too, and came up with some really basic scenery such as a bridge and this awesome rainbow (which looks a little weird when viewed from the side, but I’ll fix that). This rainbow is just a circle, cut in half, then I divided it into seven bands and added coloured textures to it. It look pretty cool in the game, along with another thing I added: more trees! These are simply re-textured leaves, coloured a nice dark pink. They look pretty awesome.

unity_platformer_trees_2The shape of the pinky-red trees are different, but ultimately the texture is the same as the green trees, just re-coloured. But they look awesome. I’ve also started work on another level, which will eventually be a volcano level with a rocky environment around it. You need 200 gems in the hub world to access it currently, but there’s plenty in the level so you shouldn’t have a problem.

unity_platformer_20There’s not much currently here, but it will hopefully evolve into a more detailed world. The game accurately keeps track of your highest gem record in this world too. I will add a transition level at some point between entering worlds, that may come next. I haven’t made a video on this update, but you can still download the .exe file for this to play around with it and give feedback or any ideas you have. Thanks for reading!

-Daniel