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.


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.


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.


The Half-Finished Update

It’s been ages since I did an update, but lately I’ve had loads of work piled on me, so I haven’t had much chance to work on it, so there won’t be an update quite yet. However, I’ll use this as an opportunity to ask you guys what you want to see in the game, what improvements you can suggest, and what’s broken horribly (which I’m guessing is loads). I also have a couple new additions that will be in the next update to show you!

Slightly improved graphic-y stuff!

spikes-44I’ve made the signs at the beginning of each level a bit more detailed, and I think they look better with a darker theme. The old ones are on the top, the new ones on the bottom. As you can see, there’s now a sign for World 2 Level 2 which means…

…Super-Horrible Maze Level!

spikes-46I went a bit crazy with World 2 Level 2 so far, and it’s a bit mental. There’s dead ends everywhere and loads of traps (which I’ve yet to put in). Good luck with that one, it’s rather horrible.

Nicer GUI Things

spikes-47This new GUI is shinier and GUI-ier than the old one, and generally functions better than the old one, as it doesn’t use Unity’s native GUI classes, which are pretty slow. I’ll have this update out in the near future, although I’m not sure how long it’ll take as I’m not sure how long I’ll have to work on it.

Anyway, have a good Christmas (if I’m not done with the update by then), and I hope you have feedback, any would help!




Textures, Finally! – Project Spikes 20/10 Update

I’ve been busy the past two weeks with my UCAS application and wasting my life playing Pokemon Y for hours on end, so I skipped last week’s update and worked towards this week instead. I’ve started the second world, which I’ve decided will be a maze world (it’s gonna be a-maze-ing, I promise).

spikes-23As you can see, I’ve also added blocky textures to the floor and walls, giving the game a nicer feel; I will make some textures to add to world 1 too, in the same blue colour scheme as the rest of the world. World 2’s colour scheme is brown, and as such, the skybox is also brown. I have redesigned turrets slightly, and applied similar textures to them, in red.

spikes-22To show players what to do, I’ve added a little tutorial screen, accessible from the start menu, that demonstrates the contents of the game and what the aims are. As features are added, I will expand this screen and perhaps make a playable level that guides the player through the game’s controls, features and aims.

I’ve had a lot of feedback asking for checkpoints in the longer levels, and in this update I’ve added them; currently they’re only invisible areas you can walk through, prompting a little box saying “Checkpoint reached” to pop up, but later I will make a proper object to stand on, and perhaps some particle effects to accompany respawning. Once you die, you now have a choice to return to the start menu and start the game again, or return to the level you dies in and try it again from the start, preventing you from having to do every level again to reach your death point. There is another new option on the start screen to go straight to the newest level too, if you don’t feel like playing all of the first world beforehand.


There have been a couple of tweaks to some levels too: level 4 has been redesigned a bit to make much more sense than it used to, and the upper section in level 5 with the moving spikes has been moved, as crouching and avoiding the spikes at the same time was annoying.

You can play the game in the usual place, any feedback is greatly appreciated. Have fun playing!