Another new Level! Project Spikes 20/02

I’ve added another new level, World 2 Level 3. This also brings with it new textures for walls, including a texture for the walls that cubes bounce of loads so they can be distinguished from normal walls, and a new texture for transparent walls, which uses a transparent version of the classic ‘blocky’ style texture. The models for cube spawners and gravit spawners have been made much smaller, saving space vertically (those things used to be huuuuge!), and a load more sounds and particle effects have been added, just have a play around to see what’s new.

spikes-64Right here, you can see the transparent textures on the left and the altered cube spawner on the right. The puzzle for this level is that you have to get a cube onto a pressure plate just outside the starting room – but how can you get there without the cube being destroyed by the field you can see in the screenshot? Oh, and those pressure plates are one of the things with a new particle system, as are destroyed cubes. Both also have sound effects to go with them.

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On the main menu, you’ll find a button to go straight to the newest level, so you don’t have to go through loads of previous levels to look at the new stuff, so you can save time and just see the new stuff. I hope that’ll help with you all testing stuff out, and the easier it is for people to play, the more feedback I can get and, hopefully, the better I can make the game.

There’s a few other small things I added: a shiny ice texture for icy floors, like the one in the Hub World, new sounds for the force gun (the sound for shooting something not held by the gun is new, the sound for an object shot while held isn’t), running particles, sounds for objects colliding with other stuff, a sound for opening/closing doors, and a few script optimisations.

You can play the game at the usual place, either the tab at the top of this page, or here. Have fun playing!

 

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.

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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.

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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.

Fun With Physics – Project Spikes 26/10/13 Update

Play it here!

This update is pretty sweet, it improves greatly on some previous levels, particularly World 1 Level 4, which has been redesigned and textured, and now features a new game mechanic: the Force Gun!

spikes-25This gun can apply forces to certain objects, such as the cubes in the background of this picture, or the spiky death balls introduced in Level 4, when the mouse is clicked. If you left click, it’ll blast the object away from you, and if you right-click, it’ll pull it towards you, both accompanied by a particle effect, an animation and a sound. This paves the way for new puzzles which require moving around crates and other objects, and enables you to shoot away incoming hazards.

spikes-26As part of World 1 Level 4’s revamp, I’ve re-textured the entire level to fit the world’s light blue theme, such as the walls and spike balls. The main new addition in this update really comes into play in this level, as you must use the Force Gun to move wooden crates and enable you to jump over a wall. The small yellow thing is a new pickup that fills the force meter, the yellow bar under the health bar which shows how much power the Force Gun has left. They’re called gravits, after the force of gravity, showcasing how bad I am at naming things, part of the reason I can’t think of a name for the game yet. They have pickup sounds too, a bit like a retro coin pickup sound.

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Each world will now have a level that acts as a hub: these levels have a practice area to get to grips with new features, and a cube to transport you to each level in that world. In the future, you will only be able to access the next world after beating all 5 levels, but right now you can simply challenge level 5 in the first world and finish that to advance straight to World 2. The practice area in World 1 gives the player the Force Gun and a few cubes to practice firing them around the place and get used to the gun. In addition, the black cubes at the beginning of each level will return you to the hub, rather than to the previous level.

spikes-28The tutorial screen has been improved too, adding textures, more boards to show you the controls, and a button to take you straight to the newest level in the game (also present on the start screen) – currently, this is World 1 Level 4, and in the future will be used for easier testing of the levels and to simplify getting feedback from people.

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Another noteworthy update is the addition of a model and particles for checkpoints, making their presence a little more obvious.

There are even more features listed below. Here is the link to the game, and as always I hope you have fun playing!

NEW FEATURES:
-Redesigned World 4 Level 1, adding the Force Gun and textures.
-Force Gun, left click to blast away objects, right click to pull them in.
-Force meter to show the remaining Force Gun power.
-'Gravits': new pickups to fill the Force meter.
-Sounds added for pickups, menu selections and the Force Gun.
-Hub levels for each world, World 1 Hub has Force Gun practice room.
-Black cubes return player to hub.
-Much better checkpoints - model and particles.
-Textures and test button added to Tutorial screen.
-Spawners that spawn objects in the level - present in World 1 Hub.