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!

 

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.

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.

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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!

-Daniel