In Retrospect
In retrospect , attempting to create a game from scratch within the span of 3 days was not a healthy choice. But it lead us to this Mini- game that was made at HKU, Utrecht on my Exchange program.
This game was created to understand how game feel works.
Learnings :
Camera movement - Cinemachine Brain, camera controller, Parallax effect
Character movement - Jump animation , Dust, RayCast, IsGrounded.
Game art - Sprite sheets, layers, prefabs, general animations
Level - Level design , difficulty, cool level assets, jump islands
Audio - Audio listener
About the pervious ver.
The previous version of the game which you can find here (https://akirang.itch.io/gamefeel-2) was a first try at making a complete level.
There were lots of problems with this version such as camera, movement, mechanics. Overall I'd taken the layout of Mario and slapped on a new art style and a couple new mechanics, which is fine for first time.
The camera was basically parented to the player which gave it a jarring movement; it was zoomed in too much so you could not see much of the environment. It didn't have any parallax .
The player consisted to 2 animations :idle /run - which was insufficient for the quality gameplay I was aiming ; It did not have squash and stretch animations , there was no dust particles. Its Box Collider was too large and kept bumping the player into its environment. The player does not have a ground check so , he often flies away.
It was also missing some important mechanics - when you walk through the vines they're supposed to slow you down , but I couldn't figure out how to make it happen at that point of time. Alongside this , this version's art assist were not selected carefully , its pixels are all the wrong sizes. Overall the visuals and presentation is garbage.
About the current ver.
9 Lives is not at its finest. It needs more fine-tuning and loads of UI : start , end, pause menu. It needs to be fine tuned for its jumps ; each island is at a weird distance where the player kind of reaches but ..not really. I also need to find a way to indicate that the blue glowing plants can kill you.
The parallax is a code that tells unity to move the backgrounds in one direction, so when the player is moving backwards the parallax continues to move forwards when it should be moving backwards as well. The parallax plays when the player jumps , so that needs to be removed. The player's jump animation continues to play when space is pressed but the player is on the ground .
The game also needs a heart collection counter, right now you can't tell that you've collected 9 hearts.
What's next?
Overall this is cute game that needs some problems solved, but I will not be working on them.
I think I'll put all the knowledge I've gained from 9Lives into making my next game.
9 lives
Explore hell as a cat with anti-gravity powers, collecting all nine lives along the way.