Current actual Alphaversion from 13.4.2013 – Beware! Around 121 Mb. Click to play online with the Unity Webplayer : Play Alpha 0.6.0.2
13.4.2013 – Devlog Update. Alphaversion 0.6.0.2 released, Build 504
And another bugfix release that squishes the reported bugs, like missing levelnames, not displayed bookcounts and not longer working quit in the pause menu. Hopefully i have most of them now. The crash at quit is still there though. Have to wait for Unity here.
I have also chosen another linux export method now. Didn`t noticed that there was an option at all. This method is 32 bit and 64 bit.
On it goes with development and implementing the rest of the game like storyline.
9.4.2013 – Devlog Update. Alphaversion 0.6.0.1 released, Build 494
Alphaversion from 9.4.2013 – Beware! Around 120 Mb. Click to play online with the Unity Webplayer : Play Alpha 0.6.0.1
This is the traditional point release after the main release release that fixes the most obvious bugs and quirks from the main release. It fixes for examples the names above the teleportergates, introduces the name of the current level displayed in the hud, plus a few other small fixes and updates. I was not able to remove the most obvious bug though. The crash at exit. That`s a Unity bug and will be fixed in Unity 4.2. So we have to wait for that Unity version.
For a complete list of changings see releaselog.
5.4.2013 – Devlog Update. Alphaversion 0.6.0.0 released, Build 487
Alphaversion from 5.4.2013 – Beware! Around 120 Mb. Click to play online with the Unity Webplayer : Play Alpha 0.6.0.0
Another milestone is online. Unfortunately you don`t really see much about it. The levels are nearly unchanged. There are nevertheless lots of changings and bugfixes. A complete list of changings can be found in the release log.
The biggest changing is the menu. It`s a circle menu now, and exactly as i wanted it to be. I`ve changed the method for this one, and have bought the NGui plugin. It was well worth it, and has saved me lots of time. The current Unity GUI solution is something to get crazy at. And there are savegames now. Three slots to be exact. The game gets saved automatically.
On it goes with some biggies. Make the gameplay and the levels more interesting. That`s where i need new graphics. And i guess i will also change the existing ones here and there.
10.2.2013 – Devlog Update. Alphaversion 0.5.01 released, Build 408
Alphaversion f0.5.0.2 from 9.2.2013 – Beware! Around 120 Mb. Click to play online with the Unity Webplayer : Play Alpha 0.5.0.2
Big bad showstopper bug. The spiderjail level wasn`t playable anymore. The update to Unity 4 has removed the animations for the doors. And so you were trapped at the start of this level. Of course i couldn`t leave it that way …
9.2.2013 – Devlog Update. Alphaversion 0.5.01 released, Build 407
Alphaversion from 9.2.2013 – Beware! Around 120 Mb. Click to play online with the Unity Webplayer : Play Alpha 0.5.0.1
This one is a minor update. Mainly a bugfix release. Amazing how much time this few changings have cost. A list of changings can be found here: Releasenote
What`s also new is a Linux version. I have upgraded the project to Unity 4, and this one can export a linux version. I have no clue if it works though
Now it`s time for all the bigger changings that makes a game a game. Storyline and stuff. This chapter can again last a few months. So be patient.
30.12.2012 – Devlog Update. Alphaversion 0.5.00 erschienen, Build 382
Old prototype from 9.11.2011. Around 40 Mb. Click to play : Play Build 169
Wow, is it really half a year since my last entry? And over a year since the last version? Unbelievable how the time is running when you have fun!
This time i bring you new material. A first alpha version. With ten playable levels and a somehow useful menu. For the records, this is build 382. I wanted to be much further. But that`s game development.
As written in the previous post, creating the outdoor levels has cost lots of time and more than one detour. But i`ve learned really lots of things. And my workflow is much increased. It stays lots of work to shape a level though. Around a month for one level.
I have shaped half of the once planned levels. That`s why i call this alpha version 0.5.00. Once planned were 20 levels plus one or two bosslevels. Let`s have a look if i can realize it.
For now it`s time to stop, to collect feedback, and to have a look at the big picture. And to try to make the current version playable in a way that it is fun to play. That`s always one of my biggest fears. To create something that doesn`t make fun. Try to analyze a joke and you know what i mean.
There`s plenty of work waiting. The joypad problem is still not solved. Gamebalance is always a very special chapter. Unity`s GUI system drives me crazy. Not talking about optimizations.
Most obvious changings against the prototype: there is no shooting anymore. Alister can still kick though. Alister sees stars now when he is tipping over. Chests are not longer moveable. Too much trouble with the physics engine. And you can die now when your five lives are gone. There is no big penalty yet though. In the worst case you have to walk back to the level you died in. Some sound fx have changed, and lots of new sound fx have been added. Music is more or less completed. Maybe i need a bossfight song when i decide to create a bosslevel.
Now´s also the time to give feedback and comments. I cannot guarantee that i will implement every wish. And i will surely not reinvent a second Super Mario. But i am open for suggestions. And bug reports are always welcome
I also have to start a To Do List. I think about jumping at the head of the enemies at the moment to kill them. That would make sense to the spiders. Let`s start some experiments
To be continued …
20.5.2012 – Devlog Update. Again nothing new. Just a new screenshot. See above. And a short piece of text.
The screenshot shows with what i am still busi with. Still level 5, an outdoor level. And i am of course still not finished. The traps and enemies are still missing. But i am finally finished with the level graphics. That one made me crazy.
I have trashed the old way to use the heightmap based unity terrain, and create the landscape from geometry now. It`s technically impossible to give the Unity terrain the for a platformer needed sharp corners. The heightmap itself cannot have sharp corners. And when i add extra geometry for this needed corners then i end in very visible transitions. Which gets even increased by lightmapping. So i use geometry now instead.
Advantage: i can build sharp cliffs and even caves now. Disadvantage: it costs much more time to create the level geometry in a modeler. And i cannot use the Unity terrain features anymore. Fortunately there is a plugin that gives me at least some of the Unity terrain functionality back. Namely texture splatting so that i can mix several terrain textures. And of course the placing of trees. Grass is something that i will leave alone for now though because of performance reasons. But that one is quickly added at a later point in case i really decide to use it.
This search for the best way has cost me around two months of unnecessary work now. Well not really unnecessary. I have learned a lot. But i hope that i can create the rest of the levels a bit faster now. Anyways, the for this project planned 12 months are gone, and i am still in the middle of nowhere. Seems that this game will keep me busy for around 2 or even 3 more years. Funtime ahead
On it goes with planning what traps and enemies fits into this level. And with shaping two or three things …
2.4.2012 – Nothing new to test. This is just a devlog update. To show that i still work at this game. And i do
I thought i can get away with shaping one level in two weeks. That was highly optimistic as it turns out now. Things goes amazingly slow at the moment. Creating the furth level, an outdoor level, has cost me around three months of testing and tinkering around and trashing things and code until it was finally where i wanted it to be. Not better with level 5, another outdoor level at which i work at the moment. Weeks are already gone again, and i am still miles away from being finished with it.
I initially had planned to create around 20 levels. Plus four or five bosses. That`s most probably not possible when i continue in the current way. I have to dramatically speed up things when i want to finish this game in my lifetime. Simpler graphics, simpler level design, simpler everything. Yet still good looking and fun to play. Let`s have a look if i can find the right compromise
9.11.2011 – Alister Build 166, Prototype 4
Here comes the next prototype version. I´ve changed some things, have fixed some bugs, and there are three complete levels now to play. The current size is around 40 mb.
The next version may last a while. I need around two weeks to shape a level. And the next version should be a beta version with all levels. I don`t want to release the game in pieces, heh.
EDIT, small update to Build 169. There was a barrel not rolling, i did some more drawcall optimizations in the third level. And i hopefully have fixed the joypad issue.
11.10.2011 – Build 114. Prototype 3 of Alister
Play it here, around 20 Mb: Play Prototype
I am still miles away from a finished game, it is again just one test level. And still not solved is stuff like shooting. I don`t want to make a shooter game at all. And i am at reinvesting the movement at the moment. I`m not really happy about the weak control in air. We will see if i am able to come up with something better. The movement code is something to get mad at. The Unity manual just gives the most basic hints, and is of no real help as usual …
This build is mainly about graphics. And defines the further look of the game. And i have added a few new things like a button and a ball. The ball to reach the one book (to make the ball swimming was a drama at its own), and the button to reset the ball in case it drops at the wrong location into the water. I have removed the lava from the level and have replaced it by water. Lava will probably come back in later levels. And finally i did a few changings under the hood that are not really visible.
Back to work.
12.9.2011 – A small update. The prototype has changed a bit.
I`ve purchased a plugin that gives you realtime shadows in the Unity Free version. This volume shadows has its pitfalls though. For example that it shines through walls and ground. Still not sure which way to go. Projector shadows are even nastier.
The updated prototype also contains some first lightmapping tests. And i`ve experimented with the best workflow to shape the level graphics. First i was happy with some external shaped geometry. With one mesh per material. But as it turns out i will get in trouble with the seams that way. A precision problem. In some corners i can look through. I have to rethink my method i guess.
All in all: Lots of testing, lots learned. Still lots to do, heh
3.9.2011 – After a break of around one year i have picked up Unity again, and have started to develop a little 3d jump n run. Title of the project is Alister. The first steps for this project was made in may this year.
Here comes a first prototype now. A roughly shaped level with placeholder graphics where you can walk around in. The prototype is nearly feature complete. The movement works as thought, the leveldesign with its hurdles and traps does already its job. Time to publish the baby to collect a bit feedback
There`s still a lot missing to have a complete game. There is no menu, there is no automatic level restart (works in the standalone, but not in the webplayer version), you have to do that manually with F5. The collisions with the spikebowls and the barrels is also still troubled. I tweak at the game balance nearly at a daily base, and and and …
Don`t expect anything fancy yet. This is just a first working prototype, and i am still at learning Unity. But as you can see, it goes forward