UPDATE: Added two checkpoints, and checkpoints add extra lives, to a maximum of 6. This should make it much easier, especially later in the level when your lives would have dwindled down. Should say 1.1 in the top right corner.
Hullo there Unityers,
Been playing around with Unity for a couple (or five) months now, learning the ins and outs of the engine. After a couple failed learning projects, for my first game I set out to make a 3D platformer. I think I’ve got the character movement down pat and built a quick level to play through.
Movement is handled with the WASD keys, jumping is Mouse1. Camera control and character rotation are linked to the mouse.
The Shooter enemies and Shockwave enemies can be jumped on; everyone else hurts you if touched. Your task is to get to the end of the level and collect the blue orb (eventually to be replaced by a boss fight or something).
You get 3 Hit Points, and 5 lives. Die and you go back to a checkpoint.
Pretty simple, right?
Just looking for some criticism of the level, character or overall design. And yes, the sounds are from Mario 64…they’re temporary until I can find free sounds or make my own.
concept is nice and indeed hard to play for a first level
what I didnt like is my mouse disappeared
for in game or standalone no problemo, but in browser it’s hard to get out … lol a game by itself , escape from browsecatraz ROFL
Hi man, you’ve got some really nice level design there.
But it’s defiantly too hard(at least for me), even for a later level in the game, some of the jumps are just mean! I recommend: 1) make the platforms bigger! 2) make the platform wait a short time when they when they reach a waypoint 3) work on the camera a bit and put it a bit farther away from the hero the give the player a better sight.
Thanks for all the input guys! I seem to be getting a general feeling that the game is too hard. One of the unfortunate side effects of spending hours and hours debugging character movement makes it tough for me to properly judge difficulty. Believe it or not, but I was worried it was too easy.
Which parts did you guys have the most trouble with, and how far did you get? Did anyone beat it?
As the above poster said, it’s called rim lighting. I got it off the Unity wiki in the Shader section…this is it.
Using it mostly because it livens up dull placeholder models.
Is it supposed to be so hard? Placing checkpoints after difficult obstacles (waterfall, yellow platforms) would make it more entertaining and keep players hooked longer.
After dying on the waterfall and being sent back to the start I gave up.
No. I was kind of aiming for “tough but fair,” (ala Mega Man or any of the older games) but it looks like I missed, for now.
I think the main problem is there’s way too many “lethal” areas…places where you die if you make a mistake.
Also, I made a small update, making the waterfall platforms no longer disappear and adding a few more static platforms in place of shrinking ones.
I’m guessing you’re refering to the 3 windmills in the cave, or the last little pathway?
Either way I probably went way overboard.
Still didn’t fix it, it’s something I meant to ask about sometime.
My idea, instead of constantly making things easier and easier, is to add a ton more checkpoints, and start the player with fewer lives (maybe 3). Each time you pass a checkpoint your lives are refilled (or you get 3 more, up to a maximum of 6 or something).
And thanks again for all the input…hopefully I’ll be able to make the game better with it!
I just tried it and I have to say I’m impressed, especially considering it’s your first go with Unity. I love the level design and I think that you mostly hit the tough but fair you were after.
The only thing you need are powerups
I’m definitely going to keep my eye on this, great job mate!
Edit: forgot to mention the only thing I didn’t love, when you respawn it’s too easy to accidentially fly off the edge of a cliff. Maybe force a ‘repress’ of the movement keys or add a pause before you can start up again. Dunno. Other than that good work