Hello I have been working with a programmer over Github and Skype trying to get my demo for my Kickstarter ready. I have been working with him for the past two and a half weeks and am starting to get concerned that he is taking me for a ride. According to the current time sheet he has worked for me for 29 hours at $30/hr. By now I would think we would be well into combat mechanics, but we are still implementing and de-bugging movement controls. To aid you, here is what I have asked for and what is done, buggy, and needs to be done.
Movement(For all examples, a 360 gamepad is the example controller.)
Stick-Sensitive Walk/Run(Mostly Done): When the Left Analog Stick on a controller is pushed slightly the character will play a walk animation and move slowly(Only works on keyboard, stick sensitivity is not measured). When the stick is fully extended the character will run. For keyboard players this should be accomplished by a modifying key like Alt.
Cyber-Sprint(Very Buggy): When the player presses in and holds Right Trigger(The opposite is true, holding the trigger makes the character do a normal run, and is instead always sprinting.), the character will be in a speed state, where it can only do a very fast run. This run should not only allow expedite movement but should also allow the character to run up and along walls and ceilings(Character gets up walls, but gets stuck inside the ceiling.). If the player stops moving on a wall or ceiling, there will be a second of cling where no movement can be made and then the character will fall(If character runs off the wall, gravity will still send him towards the wall, causing him to fly sideways off the stage. After a few seconds gravity will revert to normal and the character will fall downwards). If the player lets go of the button mid-run on a wall or celing, the character will flip off and fall to the ground. For keyboard players the button to activate this should be Shift.
Charge Jump(Not Started): If the player taps the A button, the character should only do a short hop. If the player holds the A button, the character should build up strength in his legs for higher jumps. If the button is continued to be held at max charge, the player can make the character do a “crab-walk” to reposition the character for the right take off point. Sound files for comedic effect should play while the crab walk is being used. For keyboard players, the button should be the spacebar.
Double Jump(Not Started): After a jump has reached it’s peak, the player can press A again to do a double jump. Unlike the first jump, there is no charge, it is instantaneous and at a set height. Again, Spacebar for keyboards.
Air Dash(Not Started): At any point in a jump, the player can press Right Trigger to perform an Air Dash, which should kill any vertical momentum and propel the character foward a set distance and speed. This should be able to be combined with the double jump for unpredictable movement that the player can employ. For example Jump Double Jump Air Dash or Jump Air Dash Double Jump. Again Shift should accomplish this for keyboard.
I know that each programmer varies in his approach, but one of the people I asked said it would only take them a couple of hours to implement everything on the list above. I don’t want to get rid of a programmer that works well and I am being impatient, nor am I happy with taking what ended up being about $700 worth of code and flush it to start anew with someone else, but I need to get this demo done & done right. Thanks to anyone who replies.