Slowly working our way towards completion and then an eventual release on at least Android and Windows.. Have the level complete screen in game, just need to finish up the animations for it.. and also have the new control schemes built. I think for now I’m going to stick to the standard touch control that was already there, and then I added a gamepad with an onscreen joystick. Both versions of the controls also include a left handed mode for those other players..
Hoping to finish the level complete screen this evening before bed.. But we shall see.. I keep getting distracted by ESO..
Spent the evening squashing some bugs in the code.. Thought I had some lighting errors, but turns out it was due to not scaling the Z axis properly which led to a loss of textures.. Got that fixed.. Also did some work on setting the next level up and making sure all of our objects are disabled between levels. More work was done and levels 1-20 are now updated and completed. I’m still thinking of adding a few more objects, but its getting there pretty quick!
Just got done setting up my islands in Lady Goldfish and doing some testing on the obstacle avoidance. Got to make sure that our whales and pirates don’t get stuck when navigating around any of the islands. In this video I have the raycasts drawn on the screen so you can see how they detect the obstacles and then adjust their direction accordingly.
Well, I broke down and went back to my original plan of using raycasts to steer the whales and pirate ships around the map.. Originally I had issues, didn’t have the patience and scrapped the whole system in favor of using waypoints.. which created yet another issue.. Do I manually build 2-4 paths for each level in the game, or do I attempt to implement a path finding system.. Waypoints did actually work, but not nearly as well as I wanted.. So the other day I ripped all of that out and started working with the raycasts again..
As of tonight, each whale and pirate ship is now using a group of 5 raycast ‘feelers’ to sense the terrain around them. The only thing I’m paying attention to is the islands themselves.. Depending on which ray hits the island we make a turn in the opposite direction. Once the object hits the other side of the screen and goes completely off, a new target position is calculated and applied and our object turns around on its return path.. It may have taken me a day or two to work out, and while the code is mildly hacked together (including separate routines for left to right and right to left), it works beautifully. I got tired of fighting it.. get it working one way, and it failed on the return trip.. this solution worked out just fine and noone could tell the difference.
Now I can return to building the levels for the game which will be 100 times simpler now! W00hoo!
The latest in game shot from The Lost Treasure of Lady Goldfish! In this we have our whales, dolphins, fish, pirates, islands, coins and a whole ton of fun! Still have some things to do.. ad integration if I decide, high scores, proper game over screen and level designs.. but the heart of the game is done.. It’s fully playable right now as it is.. Enjoy!
Ok, made some good progress on Lady Goldfish tonight.. All of the islands are done and have their colliders set up.. that was a big chunk of the day.. After some testing I noticed some of the ice flows didn’t bounce around the islands nicely.. so that started the modification to their script to determine if they get stuck.. If they get stuck now, they happily fade out of existence and a new one is spawned. Tomorrow I’m going to redraw the players sprite to match the rest of the game.. after that I think its time to build some levels.. Gameplay is almost done.. Not doing any of the star type crap I dont think.. its over done.. every single game out there has it.. Of course I may change my mind.. you never know.. .
Time to show off some of the hand drawn islands I spent the afternoon doing. I rather like the way they turned out and fit with the other elements of the game. Each island also has a dry barren version of itself.
Well, got some more work done.. the boat is now able to be sucked into the whirlpool.. oh and we added sound effects for losing a life as well as a game over sound.. Oh, and we added lives.. Next up on the agenda will be detecting health and losing a life, and adding the reset for after. That should be pretty simple.. The lives is a change from a single health bar since that wouldn’t really work with just a health bar system I don’t think.. Anyways, the game is shaping up nicely.. I do need to put some thought into adding some ads, and might look into a few systems for that.. Everplay for unity looked like it had something about ads, so will have to do some reading on it tomorrow.. Night all!