Thanks everyone!
SuperSlonik - at the moment each level is a custom endeavour, it’s not the kind of thing I could wrap up in an in game level editor. I’ll have to give it some thought!
sea5ide - haha yeah I used to love that game, although I mostly played the Megadrive version!
Asvarduil - as long as you’re not disappointed that it doesn’t run on android devices! That one’s been confusing people a lot! Hmmm… Cyborg cactus shooting needles… there’s potential there…
I wanted to make another update, so I thought I’d talk about everyone’s favourite part of making games, the tutorial. AKA The annoying bit nobody wants to do but will absolutely define the experience for everyone who plays it.
We’ve redesigned the tutorial three times now, it’s tricky to get the right balance between informative, fun and, uh… brief
The game’s storyline is Cactus investigates a runaway super freighter and ends up crash-landing in their hanger bay, encountering the other characters from the trailer. The tutorial picks up there, which gives us the setting!
I’d started blocking it in a while ago, but yesterday I did a material pass on it. Cactus’s mini-spaceship is still untextured and I really want to dirty the place up a bit, dent the wall where the ship has hit and strew some wreckage around, but the gameplay space itself is feeling about right.
As you go through the tutorial, objectives are tracked on the right hand side.
I did a talking portrait system for moments like this. It uses an extra camera looking at the ingame character set to depth only. The dialogue system is clunky and needs a re-factor but it’s getting the job done.
Then I pause the game to display an info screen. These really help, an earlier version tried to present this stuff during gameplay, but everyone was too distracted by the attacking robots. We were playing Castlevania Lords of Shadows when it finally clicked that if we froze the game it gave us a lot more control.
Those tutorial boxes are placeholder, but since they are gameObjects being enabled/disabled, they should be easy to improve when I get the time. I’ve got a script that switches text to display the controller specific term (eg. “left mouse button” on mouse/keyboard, or “right trigger” for xbox pad) although I’ll probably use graphics in the final version.
And the tutorial now plays from start to finish! Woo!