28/04/13 Update

unity_gems_all_1

I’ve done a bit more work on the game today. Mostly, I have been watching some more tutorials to help my understanding of a few concepts, and I have applied what I have learned about making models in Blender to improve the current gem models. The shapes and textures of these models are a lot more aesthetically pleasing than before, such as more defined edges (I worked out how to reduce the smoothing at the edges). The light reflecting of the gems is better, too.

unity_gems_1

The new emerald model on the left. Notice how the edges are more defined than before, making the gem look more clean-cut. The light reflection makes more sense and the colour is much nicer, too.

unity_gems_2

The new ruby, on the left, is much better than the old one, as it’s a bit more realistic (except for the fact it’s not transparent, although this is intended because I want my game to have a cartoon-y feel to it eventually).

unity_gems_3

Again, with sapphire. The gems are also noticeably larger than before, and I think they look better this way.

I’ve also made preparations for some new gems, like amethyst (the layman’s term is ‘purple gem’) and diamond. Both will be worth a lot (eg. diamonds worth 10 gems). I’ve tweaked the value of each gem, so now rubies are worth 1 and so on. This is so I can add more low-value gems, which I like the look of, without ruining the balance of the game. The first new gem I’ve added is the topaz, a yellow gem.

unity_gems_4

This topaz is quite an attractive gem, and I hope that the upcoming diamonds and amethysts will also look great. This is worth 3 gems, whereas the amethyst will be worth 5 and the diamond a whopping 10 gems. Furthermore, the collision spheres of these gems should fit better than the old ones so they shouldn’t look like they are floating in mid-air anymore.

I also had a go at creating trees, as the current levels are lacking in interesting features, and they are really basic, but I’ll have another go in the future at trees and hopefully they will turn out a bit better. Hey, it’s better than my attempt at grass, which I won’t show you out of embarrassment.

unity_platformer_trees_1

Now that I have a bit more experience with Blender, I will try to make proper textures for the portal next, and perhaps some scenery. I will also start to populate the whole level with gems, and have a set number in each level, rather than the random arrangement I have now. In the GUI, I will also have a number for the total gems in each level, to show you if you’ve collected them all yet, and a little gem icon next to the gem count to make it look pretty. Thanks for reading, and please download the newer version for testing here.

-Daniel

More ideas, planning, modelling and programming (Days 2 and 3)

Today I’ve been working more on the plans for the game, and I have a bit more detail done. I also have a little test version to give you: this is in no way representative of the final game, rather just a test for the player movement and collisions.

https://www.dropbox.com/sh/0o38di2thg3x9za/N_CvcxejXT

There are two versions here, for 32- and 64-bit windows, so make sure you get the version that will work on your system.

platformer_test_1

My updated plans are thus far:

-Each level will have a few hundred gems to collect (eg. 100, 200, 300…)
and each level has a certain number of gems you must collect in order to unlock it. For example, level 1 could have 200 gems in it, and then level 2 could require about 150 gems to unlock. I will aim for each level to require the player to have around 70-80% of the total number of gems available in the previous levels for it to be unlocked.

-Enemies will have variable levels of health, so some will require 2 or 3 hits to defeat rather than most enemies, that will require 1. The player will also be able to upgrade their health after defeating each boss, starting with 4, for example after defeating the first boss, the player will have 5 health.

I have yet to write a backstory for the game, but I will do that in the future. Right now my target is to make sure all the basic game concepts work, such as respawning, warping to other levels, picking up gems and defeating enemies.

The progress I have made so far is:

-Designing basic models and textures for some gems (ruby, sapphire and emerald). There will also be diamond and amethyst. I figured out the problems I had last time with importing textures and models from Blender, which is rather helpful.

-The player (currently a red cuboid) can be controlled with the WASD configuration, or using a game console controller (confirmed by a friend using a PS3 controller in their laptop). The right mouse button snaps the camera so it faces forward.

-There are some gems scattered throughout the level, and they are affected by gravity, and are solid (they have a collision box, and therefore can’t be walked through). They are also slightly shiny, which I like the look of. They cannot yet be picked up, but this will be implemented soon.

-There is some scenery, in the form of some cubes you can jump on, just to test jumping.

-If you fall off the level, you will respawn at one of the three respawn pads on the level. The last pad you walked over will become the active pad, so you respawn at that pad if you die.  I will improve these pads later.

My next plans are:

-Improve the textures and models of some of the objects, and put some proper scenery in place.

-Add another level, along with a portal to allow travel between these levels.

-Allow the gems to be picked up, and then add some kind of system to count your gem totals per level and total throughout the whole game.

-Add a GUI to sow the player their remaining health, number of gems etc.

It would help greatly if you could keep coming back every so often to test these updates, and give feedback or bug reports. Also, feel free to tell me anything you would like to see in the game. Thanks for reading!

-Daniel