inko: Thanks for the feedback! Yeah the screwdriver is totally worthless, the first enemies are going to be a lot easier but I just haven’t gotten around to fix it yet. Will try to create a vertical slice when the graphics are fixed and I have fixed some bugs with the procedural floor generation.
The game is quite expensive right now since I haven’t gotten sprite batching to work in Unity with point lights, and i don’t want to bake lights since they are destroyable and some will be animated later on. I have seen more people having trouble with this so I hope it will get fixed in Unity 5.
But I will write your feedback up on my tasklist:
Knockback on melee
Better performance
Hit indications for enemies
More balanced first floor (less sucky first weapon )
Have continued on changing the art to top down. Only the door and elevator left to change then everything is fixed. Also tried adding a line of sight effect.
No playable demo of this since all the other rooms than the start room are f****ed up and needs fixing.
Fixed all rooms to work with the new pure top down art and remade the doors. Still have to redesign the elevators and fix some offset issues in the floor generation.
I really like the look of your game, I’m gonna try it out soon and I’ll let you know what I think! I was wondering though if you could share how you got your character to follow your mouse? I got a code to do it, but it’s super glitchy and rarely works. Also are you using third person controller?
Yeah there are probably some variables that you need to assign and some code that needs removing. But hopefully you will get it working with a few tricks
Found some of the s**tload of bugs and got them fixed. The floor generation is working a lot better now. Still gotta fix that there is two doors when going up a floor and leaving the elevator.
This weekend I fixed a lot of bugs and also finally got all art switched to pure top down view. Next is getting a vertical slice going with all 5 floors working correctly and a mockup “end scene” when reaching the exit on the 5th floor.
Have been smashing bugs these last few days, seem to finally have smashed the bug that made everything go to hell with the generator after dying once and restarting. Now the game is playable up to Floor 5 where it will crash when activating the elevator.
Mockup end scene next!
Still have a lot of bugs left but give it a go HERE
I fixed the double door issue with elevators this evening. There are a few polish bugs such as showing the correct level numbers in the elevator and auto-opening the door on arrival but I’ll leave that for later.
I still have a lot of things to do but I thought it could be nice for everyone too see where I’m headed. So here is some upcoming features I’m gonna tackle next in somewhat organized order. I’m currently working with the final room and mockup game ending.
Final room with mockup game ending
Healthbar system with 4 bars = 4 hits
Healthkits to heal player
Switch bullets to use raycasts instead of physics to avoid misses
I have been thinking about the controls, they seem to be troublesome to understand for new players. Anyone got any suggestions for control scheme? I could go Miami Hotline and skip the aim and just have a button to switch between weapons.
Ideas and suggestions would be awesome, give it a go and see if you understand the controls and make a suggestion on how you would want them.