#OneGameAMonth
A step further

by Grungi

My January game is coming along nicely (I think so, at least), and that is an awesome feeling.

It is now the tenth, and while I had divided the work into four ‘phases’, so roughly one per week, I completed phase II this morning. So I am ahead of schedule, even if I realise I am doing the easiest part right now. The final polishing rounds are what is going to eat up all my time. But still, the game is starting to feel like one, and I will be able to start working on the next big feature.

So, before I give you the link to the new build, what have I done since last time ?

Looks

I have made some progress in the overall look of the game. I am still not completely satisfied, but for now the textures look fine most of the time, and the camera movements are working.

The goal is now visible, and when you reach it, the camera will orbit around it.

The goal is now visible, and when you reach it, the camera will orbit around it.

Interface

I have shared a picture of it already, but I have the basic functions of the game menu working, with two screens (one for the main menu, one for the level selection). I am happy with the overall look, but the layout needs some tweaking as was pointed to me by @Dastyni. I also have disabled the arrows and by default set the input to a dual WASD/ZQSD to have standard FPS controls both on azerty and qwerty keyboards. You can now also restart the current level by pressing ‘r’ or exit to the menu with ‘esc’. The transitions are a bit brutal though, and I still need to find a way to hide the mouse cursor, but there are still more than 20 days left!

The main menu, with 2 buttons working.

The main menu, with 2 buttons working.

This is the level selection screen. I hope I will be able to include all 4 of them!

This is the level selection screen. I hope I will be able to include all 4 of them!

Level design

In addition to the toy level (which is now level 1), I added a more large-scale level to get some feedback. In the next build, there should be checkpoints mid-level and a death mechanism so that it does not feel so frustrating when you fall from way up high. I can beat the level pretty consistently now, so I am no longer a good judge for its difficulty, that is why I am sharing this build. Do not hesitate to give me some criticism in the comments!

The new level. How fast will you reach the top?

The new level. How fast will you reach the top?

So now on to the links, but before a quick warning/question : on the Windows (and maybe Linux) standalone build, I get a message stating that the levelX files are corrupted in the development console. I have no idea how to fix that. Any Unity guru knows what is going on?

Anyway, get the game, and have fun (and give me some feedback if you have a couple of minutes to spare 😉 ) :

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