Archetype - Demo and Feedback

I’ve still been working on this on and off haven’t uploaded a video in a long time. So here’s a demo of me messing around in my test level:

http://www.youtube.com/watch?v=Lc_pSAPbW6o

New stuff:
Art - Tron with Hexigons, new shaders, effects and GUI.
Animation - Upgraded to Mecanim
Controls - It plays waaaaaay better
Mechanics - Timewebs, Jump Pads, Freeze Turrets, Death Turrets and Teleporters
Seed options - Added new seed types other than clones. These will be upgraded as the player progresses through the game.

Also not going to be called Archetype anymore…

Old Stuff:

Hmmm I find some bugs, sometimes when you throw you clone, it can pass through walls and fall in the black hole. Also if you “pile up” the clones, sometimes they can become glitched and become unable to move. Anyway interesting idea, nice job.

I knew about the wall glitch and thought I fixed it. It happens when the clone spawns to close to a wall and the collider it partially in the wall. To fix it I added so OnTriggerStay volumes that push the clone out. You must’ve found a wall that I never added one. So I went through and made sure that all the walls have them now. Here’s a screen shot with the gizmos turned on.

As far a the clones glitching out when bunched up. I’m using the Character controller that ships with Unity. I’ve added another collider so that they will be grounded if they are ontop of each other, allowing them to jump. Other than that I’m not sure what I could do.

I’ve also added another level to the build. I think today I’m going to work on some artwork to try and make it a little more flashy.

Thanks for the feedback! I’m curious to see what the other entries will be. Like is this project too amateur for the contest? Time will tell I guess, 6 days left!

I know bumps are annoying but tomorrow is the last day for production, any feedback or bugs found would be appreciated. New stuff since four days ago:

-10 levels now available
-the game now ends
-a level select at the title screen for testing
-new artwork and effects/sounds
-fixed a bunch of bugs that friends found. (One was really crazy! and completely broke the game :stuck_out_tongue: Getting others to play your game in ways you haven’t thought of is a must!)

Things left to do:
-I’ve got a glitch when a clone spawns colliding another that’s kind of a big problem. I think I’ve thought of a solution that I’m going to try tonight. Basically, if the xpos and ypos is less or greater than my pos and move in the opposite way till collision ends. Shouldn’t be too bad.
-put in a save system so you can continue the game later. (I don’t like the level select)
-make a few textures for the lasers and blocks
-polish the last level and the ending script

Things to do if have time:
-UV the main character and make a texture, change the material and possibly animate it.
-polish up the animations
-add more idle animations
-add more jump animations
-add different sound for when out of ammo and attempt to shoot. (right now it does the exact same thing but doesnt fire a projectile).

Let me know if I should add anything to my list. I’m taking tomorrow off work and tonight to finish it up!

Thanks

Oh nice improvements, I think that glitch of “piled up” clones continues in this new version. Also you could add some animation of the guy dying at the lasers, like he exploding and his parts falling in the ground of the stage. So when you go back to the place where you died you could see your dead parts :stuck_out_tongue:

Well I think I’m done.

-fixed the “piled up” clone gitch, they should now spread-out if spawned in a cluster.
-Added an auto-save and continue system.
-polished up the ending.
-added a new block texture

Going to wait for a few hours before pushing it to the contest.

Cheers!

very cool concept. I played for a few minutes and found it very fun. I didn’t notice any bugs off hand. Good job!

Don’t need to make a new thread, so update bump.

Interesting gameplay, good job!

Squashed a few more bugs this week and finished making the UI for the seeds. Also made a scheme to control what seeds the player has available to use. I’m thinking rather than having them unlocked as the player progresses, have another character (kinda like navi from zelda) that activates/deactivates them. So you’ll be losing and gaining the seeds throughout the level. Here’s a quick little puzzle I put together today with the clone and gravity sphere seeds available. Super simple, a bridge and a switch.

http://youtu.be/qW5dQOcY-o4

I thought it was clever :P.

Need to start working art again though.

I like it! Just played for about 10 minutes, I’ll need to come back and play more later but I can’t now. Just wanted to say I like where it’s going. More constructive feedback to come.

Thanks alot! What you’re playing is from November, but it’s got 10 levels in it, some are pretty good I guess. It was kind of a rush job though. It’s much better now, I’ve made a bunch of progress in the last few months. I was this close to abandoning it and starting something new. I did start prototyping something else. Then after playing The Cave I thought I should come back to it and finish it proper. I like it alot more now and it’s pretty exciting. Lots of cool things to come, I’ll probably put up another demo when I got all the systems working. More of a solid intro to the game.

So here’s a my second attempt at some facial animations:

http://www.youtube.com/watch?v=d_l6qTlAiZQ

Now to get it into Unity.

There is no scene file in the project… :frowning:

Ha wow, I should have included those in the branch for the contest…sorry about that. I was worried about uploading things that I don’t have rights to like NGUI so I kept it minimal. Should’ve put the Scenes in there…