Porting Mr Gravity Demo Reel Week 1
Since this video, I've updated the touch input... One Swipe is one move. I think you might want hyper sensitivity in the game, so I may just add a function that turns it on and off. Anyway, enjoy :D
Since this video, I've updated the touch input... One Swipe is one move. I think you might want hyper sensitivity in the game, so I may just add a function that turns it on and off. Anyway, enjoy :D
There are a ton of required features needed to get Mr. Gravity running, and especially if you are on Windows 8(like me).
I worked on A LOT of things this last couple weeks. Coming around crunch week is really bringing in a lot of last minute features. I'll start from the beginning:
Credits:
We tweaked our credits, with better labels and more information in it. We also made it pretty with some traveling images and added a level to play in the background, that may stay or go. Here's some images:
9th World:
We added a new world to the game called "Unnamed - Contest" which requires 480 stars to unlock. The idea will be, if the player beats this level, they can record themselves beating it and get the world named after them. Here's the picture of it:
Popup Triggers:
Launches an image popup or a text popup when the user enters its radius. This allows us to demonstrate things we want the user to learn or experience without forcing them to do anything they don't want to do or keep them from skipping over the information. Here's some images:
Background Particles:
I didn't make these but I turned them into something that we could actually use. They move at variable speeds, but always move with gravity. It's hard to make a picture of this, so expect it in the trailer, but you can look at the pictures above to see these dust particles
So we've been working diligently on this brand new World Select, and I think we've struck gold. It looks remarkable and just clearly states everything we want apparent to the user. Its simple and intuitive, and is just good looking. Here are some images:
We have yet to test this on the 360, but we believe it should work right, as it is arranged using relativity.
Edit:
Also fixed some bugs we had with loading that would keep us from becoming official. The game would freeze up for a second on big levels before showing the level. It now shows a loading screen when you start a level to prevent confusion here.
Had a similar problem in the Retry option, but this was capable of being fixed more gracefully.
Also fixed a crashing bug when worlds went over 8.
I've really fallen behind here. I'm actually kind of upset to realize that I've only been sprinkling on what I've done for this semester, when I know I've been pounding out features pretty consistently. More and more I realize that I don't like to write, so writing out what I've done always weighs pretty heavily on me, and so avoiding it has been easier than trying to find the time. I do want something that I can go back and look at and be proud to see my progress of things, as well as future employeers(probably more important actually), so I'm going to try to recap previous progress:
Since February, the biggest thing that has gotten done is the level selector. As briefly mentioned in the previous post, I was rewriting this and got something that looked and worked well, but there was still some confusion with the system, as it isn't fully apparent to the user that there is more worlds available. Because of this, for the 3rd time, we are going to rewrite it, but this time I don't think it will take a full rewrite(thank goodness). We are going to move all the worlds onto one page and have their levels in their own personal sections. Here's a picture to demonstrate:
I think this is a very good move, as it keeps everything available and utilizes the free space very well.
Also, we've made a trailer of our game which me and Nate worked on together. This can be found here:
I've worked on some audio that has become the official sounds effects. I've also created a program that made creating a level list easy. The loading and saving of the game has become more graceful, but still needs work(Some levels lock for a second before loading which is against the rules). We've been working on a lot of problems that are required to work to be released on xbox live, which I was involved in fixing some of them. Mostly, at this point, there has just been a lot of tuning. According to the App Hub forum, we are doing very well. There is about 8 people who have posted after playtesting, with mostly positive and good feedback. We look forward to getting our game out on the actual market.
We are making sound progress. I've been implementing a new level select this week that is based on a world system, and realized really quick, that we've really hurt our design by keeping in temporary code. Since this is a whole new system, I've had to rework all of this, which is just a beast. I feel like I've been doing it as intellegently as I can so that its open to changes we might need, but we'll see.