Spinny Things – Project Spikes 05/10 Update

Finally, I’ve completed the 5th and final level of World 1! This level has a couple of new additions, one being rotating platforms.

spikes-19These platforms are pretty simple; all they do is spin around their centre at a set velocity. And I made this mess with them (have fun!). You’ve probably noticed that they have shadows too, as the latest version of Unity allows free accounts to use realtime shadows with one of their directional lights! This is great, because I could never get lightmapping to work well for me, what with all the moving scenery. It has a profound effect on the scene, making it look better than ever. The feature I most like in this update, however, is the new type of platform, that switches on and off every time you jump.

spikes-20I really like how these have turned out. The red cubes are where a platform will appear once you’ve jumped, and the platforms next to them will disappear. Both of these new platforms make nice puzzle combinations, together with the old platforms. I’ve also added doors, which play an opening animation whenever the player presses “e” while in range. A small GUI label will pop up whenever you’re close, so don’t worry about forgetting which key opens doors. To go with these are the new windows, which you can see in the building in the screenshot below.

spikes-21I’ve also made adjustments to the health bar at the top, with red appearing where life/health has been lost, as well as a few optimisations to moving platforms, allowing them to move along the x, y and z directions, not just tied to one axis. Along with this, the spiky balls of horrible impale-y death from the last update will now respawn when knocked off the end of the level. You can play the game in the same place as always – play it here!

 

 

 

Big Spiky Death Balls – Project Spikes 27/09 Update

I’ve finished the fourth level and improved the existing three slightly with features from this update. Firstly, I’ve added large spike balls. They’re rather deadly and tend to fall on your head.

spikes-15They were pretty fun to experiment with with positioning, along with Unity’s physic materials (especially the bouncy one) to make them hop around the stage like kangaroos on meth. I also added mini posters/ billboards that warn the player of dangers ahead, and one at the start of each level to tell you the level number.

spikes-16

If you wondered what the player looks like in my scene view, he’s a bright purple capsule. He’s a little bit feminine and proud of it.

I’ve used some existing objects to devise new traps for the player – you’ll have to find them for yourself though! Along with this comes a new health bar, which is much more colourful (and hence, better) than before; it’s a nicer way of displaying remaining lives and health. There’s a few new features such as a start screen and pause screen; the latter of the two is accessed through the escape key. The cursor stays frozen in the centre of the screen and hidden while the game in unpaused, meaning it won’t stray from the game window and interfere with other applications.

spikes-17Also, as some players pointed out, some moving platforms used to stutter when stood on, but this has been fixed now by updating their position in the FixedUpdate() function rather than Update(), as the former is ran before the latter. Turrets have also been improved, as their bullets get destroyed after coming into contact with any collider, not just the player, and they aim better.

CHANGELIST / TR;DR
-Added large spiky balls of death and physic materials
-Added a fourth level
-Added small warning posters
-New trap variants
-New health bar
-New start menu
-New pause menu -  press "esc"
-Fixed bullets only being destroyed after hitting player and turrets' aiming
-Fixed stuttering platforms

For next update, I will be finishing up World 1 and perhaps starting work on World 2. The fifth and final level in this world will be a bit bigger than the previous ones, and feature a puzzle in order to advance forward. So far, it looks promising.

If you want to try the game out, the link is the same as it always has been: play it here! And thanks for playing!

People Like Grapes: Project Spikes 21/09 Update

It’s been a week since the last update, and I’ve gotten some feedback on some issues in the game, which I’ve been trying to fix, along with adding new stuff. I present to you the latest update, playable here!

spikes-12

Behold my modelling skills!

I’ve added bunches of grapes around some levels, which restore 50 health to the player. It’s a pretty basic model, which will likely be improved in time. Along with this I’ve added a new type of moving platform, one that stops temporarily after it has moved, before moving again (some have spikes on too. Super hardcore mode activated!), and transparent platforms which are a little harder to navigate.

spikes-13Along with this, there are billboards at the start of some levels that show the user useful information such as controls through use of little pixellated pictures, to aid the player get used to the game. The health counter in the corner has been replaced with a health bar that is centered in the middle of the screen below the lives bar, and also re-sizes itself when the health changes.

I have also added turrets, which take aim at the player if they are in range and fire bullets at them, which in turn damages them.

spikes-14They do need a bit of work done on them to make them a bit better, which will hopefully done in an upcoming update. I’ve also added crouching so that the player can reach into spaces they couldn’t before –  this will be vital in level 3.

This time around there are only three levels, but I’ve made them a bit longer (and hopefully more interesting too), so give it a try, and leave a comment if you have any improvements or bugs you’ve found!

CHANGELOG / TL;DR

Added:
-Grapes, which restore health
-New platforms that have a delay after moving
-Transparent platforms
-Turrets, which shoot bullets at the player
-Billboards to display information
-Health bar
-Crouching

Changed / fixed:
-Levels changed again -  longer, more features
-Spikes now damage the player every half-second while still stood in them