Wednesday, October 3, 2012

Day 26 & 27: Prototype time!

Finally! Finally i've managed to get this puppy out of the door and into the hands of everyone of you following my development here - the next few weeks will be daunting as i've got alot of assets and even more art/concepts to finalize!

Working link :D happy days!

Tomorrow i will be setting up a formal questionnaire to fill out for everyone who wishes to help me out.




Unfortunately i don't have any online storage at the moment, will have to try and see if dropbox works with unity demo's.
For now you can download this off my googledrive storage, just open the .html page in any browser you prefer and it should run. I'll make sure there's an .exe up soon too!

.Exe for the windows people (its 64 bit)


Disclaimer, 100% of this prototype is very work-in-progress, i've managed to fiddle in some rather basic gameplay for you guys to try out :).

Issues i am aware of.

  • Wonky, unreliable physics
  • Crap looking 
  • Nausea-inducing light setup
  • ...etc.
The character switch isnt in yet either, so you can both jump around AND use the mouse, but its better to use one at a time, just to test it out that way.

Now...'what you should be getting out of this is?'
Well if you could answer these initial questions of mine and neatly send your feedback via facebook or here it'd be very much appreciated.  (i know its a hassle though that way)

So stay tuned for the questionnaire :)


Details for the people coming here to read my ramblings. *snicker*...

The last 2 days i've been working frantically on completing the demo, in time so that i could start testing the rough gameplay mechanics.
My thoughts on the process have been pretty low as i've had to give up alot of ideas in order to just get the BARE minimum out the door.
Therefore as i originally had thought, the main mechanic of switching characters is not present in the demo as you probably noticed and read - this is because of time restraints obviously, but also a basic lack of knowledge on my part...i simply had no time left to research further.

Luckily there are some things in which i really like, i've got the camera all snappy looking and it feels responsive and not just gimmicky - it gives you a sense that 'now you're moving into puzzle mode' without really forcing you to think that way.

Physics are way-out-there wonky...scratch that up for me not being a programmer at all - but its just a huge chunk off my shoulders now that its finally here. Its more tangible this way than when its all on paper and designed with a pen.

I'll go sleep now i think!



1 comment:

  1. Great work - keep it up!

    But, you could probably need some assistance with that controller - I managed to fall out of the level by pressing up arrow ;)

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