Hello everyone, I am creating a thread to map my progress on a project for all of you to see :).
Basically Knife Cat is a mouse-only 2d platformer. This is a new type of control for the platformer genre so I’m pretty excited about how it turned out. There is virtually no movement you can’t do in the game as it is less about what the game mechanics are and more about how fast and accurately you can move your mouse. I expect people to be abysmal at first as there is a learning curve.
I had the character mechanics and online multiplayer implemented but I accidentally programmed in js <_< and then I updated to 4.3 so I just said screw it and rebuild the whole thing today.
I am so glad I scrapped the original because this one feels so much better.
To Do: (many of these I had already but didn’t have time to re-implement)
-air sound plays relative to velocity in air
-mulitplayer
-better climb animation
-dash sound plays relative to velocity on ground (if dashing)
-change melee and projectile weapons
-1p level w/ boss fight (Boomerang Goldfish)
-unlock boss character/boss weapon (Boomerang Goldfish/ Boomerang)
-arena level
-finish knifecat melee attack
-finish knifecat melee special (uppercut)
-finish knifecat projectile special (fireball)
more later…
ADDED:
-fixed camera (on player position plus partial mouse look)
-added 2d bezier curve terrain with 2d collision (harder than it sounds lol)
-pick up and throw objects
-background
-added a small house
-added a stereo with a playlist for some ambient music, you can pick it up, throw it, turn it off, on or play next song.
-added rideable skateboard.
I’m kinda just messing around with some ideas at the moment and I’m not sure what will end up in the finished product but the skateboard is kinda fun.
I added this really cool prefab projectile script with a bunch of cool functions.
You can set if it sticks to surfaces, if it returns, when it returns, if it explodes, when it explodes, if it tracks anything, what it tracks, if it uses gravity and ofcourse its speed and sprite, aswell as its explosion radius and accuracy. As you can imagine you could create a ton of projectiles with this script.
I’m pretty stoked with it because I can incorporate new projectiles instantly. I have also updated the graphics a bit. Next thing I am working on is player select.
Furthermore I am using the photon network for this game and I have 20 spots available for people to play. If anyone wants to try a team deathmatch I will be posting the test demo shortly.
Hey guys! thanks for the support. Even though its only a few of you it kinda keeps me going. I added multiplayer and synced up the projectiles and players so it is officially a game! I have yet to do any health variables or stamina but it shouldn’t be too hard at this point.
The next step for me is special moves. I’m giving each character 2 specials. One close range and one far. I think for the cat I’ll give him Ryu style moves like a hadouken for far and shoryuken for close.
They currently spawn in the 1player level together but I am thinking of a good 2d arena map to fight on because to 1p map is too flat…
Anyways… I’ll update you shortly.
PS: Also if anyone has any suggestions or feels like helping out in any way let me know (especially retro game music people).
Hey man, I would love to help you out but I am too busy with my project. I have a deadline. So sorry, but your game is really nice. Consider uploading to Greenlight
No worries man, I wasn’t asking you specifically but like anyone who’s reading and likes the idea. I’d like to see your project. I looked into greenlight. I am probably gonna wait until a little more is done.
I chose to use the ball version of hadouken as I’d like to do a beam for a different character later.
I added in trial(tutorial) stages to teach you how to play 9 in total.
Sorry, it has been a while since I’ve updated you guys. Just been working on a lot of art. Check out the characters! I have done a lot of animation too! I am adding one more character and I am going to finish the beetle (the one one the right).
You’ll be able to see them better in game, photo shop made them a little bit small.