right now there is no dev blog we had simply to much to do with the game itself!
but well what can I say to keep it short:
-a while a go we bought a game starting with “M”
-found it boring
-designed an own interpretation
-Told the graphic artist, that he will get paid, when the game is ready (he startet to paint and draw)
-Told the coder he is great (he started to code)
-after 758 Pizzas and 91023l alcohol the game was ready
okok that is not how it worked… but if you want to know something more - just let me know! All in all it was a 4 month project made with 3(design,code,3D) + 1(somethimes some 2D work) people + 1 sound designer (outsource)
I really like it! The art and especially the music are ace!
The gameplay is fairly simple (like Minigore), but overall it works well.
I was a bit disappointed to see the very linear progression (you get 1 key per level, and you’ll need one extra key per next level). Especially since from the start you can already walk around the level selection areas, I expected a bit more freedom.
Also, when you want to go to the shop, you often walk towards the advanced levels area instead. Would be nice if that were a bit more forgiving.
To be honest, I think the trailer doesn’t quite reflect how cool the game is. The trailer is a bit slow, and the first 20 secs or so could be taken out. Instead show the super cool animated in-game intro screen! I love the island and the birds and everything! And I believe one of the more up-beat, positive songs would be better suited for the trailer.
Oh, and more more specific thing - the ‘Times New Roman’ kind of font used throughout the game is really distracting! Do consider changing that please, it would be so much better with a custom pirate font.
Hope you don’t mind these comments, they are just my personal opinion of course, and are meant as encouraging, constructive remarks.
Overall, very high production value and fun to play. Great job!
as the poster said above though, there is no real freedom when getting keys to unlock, its just completely linear…and you give the illusion of freedom why?
control locks up on me sometimes (is it an iphone problem, because Ive noticed something like that when coding my game but I always thought it was fixable later on, is it not?)
great music
Question:
Whats the highest amount of polycounts mostly on screen? Seems pretty smooth with atleat 4 enemies on screen…
Just saw it on Dylan’s iPhone, looks great and the music is fantastic! So I just bought it
One remark though; I have the feeling the springboard logo really doesn’t really fit between the rest of the graphics. It reminds me a lot about a CD from The Offspring
jrricky: we tried to keep the poly count low… but it was never under 3k mostly around 5-6k
BogdanDude:Thanks we love your game too (and can’t wait for predators ) anyway didn’t you had the feeling that coding a big dual stick shooter is much harder on unity than making a FPS?
Dylan: some of your suggestions will be integrated in our first content update so stay tuned! you will like it
When I asked about polycounts I was talkin about faces in the 3d program and not the tris that unity uses, which one were u talking about?
Also, the progression could definetly use a similar structure like mario galaxy, like certain amounts of keys might open another level in another stage, it’s too linear at the moment and I think something like that would give the player more freedom. Yea, take tips from the best game ever made (Mario Galaxy 2) :-P.
What I though dislike is that you don’t store states midgame (or at least did in the version previous to update). Thats normally no problem but especially on the 1000 kills mission I nearly threw the device against the wall when I realized that my 600 kills went to nirvana