Hey, we are trying to prototype an endless jumper game, but we don’t know how to start and finish. Also, we have seen the asset store and there is not a free resource for getting help in the mechanics.
Thanks.
Hey, we are trying to prototype an endless jumper game, but we don’t know how to start and finish. Also, we have seen the asset store and there is not a free resource for getting help in the mechanics.
Thanks.
What do you mean by start & finish? Some story hook or an actual technical way to load the start & finish screens?
I mean, we are taking the tutorials for getting to know 2d game development, but they only show an Angry Birds example. But we want to know if there is a better tutorial closer to an endless jumper game, which is what we want to do. Like the Downwell game, but upside.
The unity tutorial for the space shooter would have similar concepts. It has an endless scrolling background & enemies that spawn & move towards you.
I will try that tutorial, then I reply back if it work. Thanks.
You might be able to get some inspiration from this game. It may not be a tutorial but you could potentially get some ideas.
http://adamatomic.com/canabalt/
You’re going to need to start on how to problem solve your own coding and scripting eventually. Those tutorials are there to give you a base level of understanding how games work, not to recreate them.
Try to figure it out on your own and if you’re still shaky, try more tutorials or try to reel in your scope.
But if you insist on doing this game start with a pen and paper.
Make a list of your MVP (minimal viable product). Things like start menu, death menu, objects in the game, where the code for them will go, and so on.
Next, get another page and diagram the game loop, where objects go in it, and what scripts go where and what they do.
After that start a prototype stage and get the mechanics PERFECT. Make them as fun as possible. Moving the character should be a joy.
Next, create a level to put the ACTUAL game in. Start with the game loop. Playmaker can be a big help here. The price is very fair and it can help immensely. Hearth Stone (yes, that Hearth Stone) was made with Playmaker to give you some idea of how powerful it can be.
Then, and only then, make the actual game.
Test it.
Polish it.
Test it.
Polish it.
And so on.
You have an opportunity here: developing a game with such straightforward concepts allows you to polish it down to the finest grit (see above). Make sure you spend the time you save on physics and interaction scripting on making it flow, and making it develop as players get better at it.
Just a few specific points:
-Endless runners can and should have mechanical progression. At its core, a good runner is a survival game-- a quick, down and dirty drop into the action that can be learned quickly, but still increases the level of challenge over time. Some features should only be encountered in a run after a certain distance has been covered. This also prevents skilled players from getting bored too quickly.
-Thematic progression can make it look great, too. Changing the scenery in some way (location such as forest or city, day/night, seasons, even just color palettes) that coincides with the mechanical progression will increase your players’ dedication to getting better.
-Tweak colliders in favor of your players. Make your runner’s collider thinner and further back on its sprite/model, make ceiling colliders higher up than their apparent location, make coin colliders bigger (or apply a magnet effect), etc. This will give newer players an edge which allows them to settle in more quickly, but will not affect the difficulty at highly skilled play, since you will have to design difficult challenges with these advantages in mind.
Thanks for all your replies. At this moment the idea has shifted to a pixel art 2d game as in:
https://play.google.com/store/apps/details?id=com.climbing.monkey , still endless.
What do you think about the potential of making the same mechanics (more polished) and character but in pixel art?
Also, I was researching about the screen size for developing the game, and found that Samsung has the largest market share for smartphones, should I choose the Galaxy screen size, for getting more users for the game?
Thanks.
You should write better, more descriptive questions. It is hard to tell what you want.
If you want to know how to do the physics, I’d recommend using something like this rigidbody.AddForce(transform.up * 100)
That will provide a “push” upwards for the player.
As for the screen sizing, you should design your game to fit as many screen sizes as possible. Samsung does have a large share, but don’t forget they make phones ranging from 4 inches to tablets at 11 inches. So brand isn’t that important.
Well, after 4 months and starting from zero knowledge we published our first game: https://play.google.com/store/apps/details?id=com.Monkey.Monkey
All constructive feedback is welcome.
Sent the download to my tablet. Will rate
Congrats on getting your first game published. I don’t have android so can’t download it but I checked the page. I was wondering if you had anyone check the art, UI & colour design as I found the screenshots a bit off putting.
Not bad for a start. Could use a jump animation to go with touchING up the art. The controls felt a bet clunky but that could be do to the lack of the jumping animation. Good luck with it.