Play here!
http://tinyurl.com/DvaDash
Note: You can save the webpage to your homescreen via the Chrome browser by opening the options menu and choosing 'Add to Home screen' unfortunately you still need a internet connection to access it.
Patch Notes:
Added:
-Tire explosion animation and sound when destroyed.
-Sound on coin pickup.
-Updated pause menu.
-End game screen on death.
-Additional sound effects.
-Tweaked platform spawn. The player should now always have a reachable platform to jump on.
-Added doors in the background.
Known Issues:
-Main Menu music does not play on mobile devices.
-Can still 'fire' when game is in a paused state.
-Sound lag (Mobile only)
-Sound Effect of 'Are you even trying?' plays only after restarting the game, and not when the end game screen appears like it should. (Mobile only)
Project Summary and Conclusion.
D.Va Dash started off as a small project I started playing around in with in the Construct 2 Engine. Its my first game in this engine and also the first time I have done any 2D art or animation. So I feel just for a little game to waste a few minutes on it came out really well!
I feel the gameplay is simple yet engaging enough for a good few replays in one play session due to the random placement of the platforms, coins and tires, especially after tweaking how the platforms spawn. With the tweak, I also feel the slowness of the gameplay has been fixed as there is much more going on now.
I have lots of ideas on how this game could be extended further. More art, more gameplay elements, different events that happen when the player reaches a certain score, etc etc but as this was only meant to be a mini project its taken up more time than I expected for a 2 week game. I am eager to return to developing Anti Grav Racing. I also would love for it to be a standalone app rather than a HTML5 webpage, but as I have no experience in HTML or Android programming I think I will struggle creating this. HTML5 to Android APK converters I have used haven't been very successful (No music, black screen) but I will keep an eye out incase I do find a away to make it standalone, as I would love to.
I really enjoyed working on this mini project! It was fun to make a fan game of an actual game I love to play, and I might share it with the Overwatch Reddit page to see if people like it!
A informal dev blog about my personal game development projects using Unity3D/Unreal Engine/ Construct2.
Wednesday, 31 August 2016
Saturday, 27 August 2016
D.va Dash v1.0 Feedback.
More of a informal note to myself for fixes and changes needed to be made.
Version 1.0 is live here!:
https://6b13ebfd4795475fd7d0bdd54c04aad99d2e9703.googledrive.com/host/0B7BJ3arWr-thMDdEZnVsWXlKeVE/ (Built for Mobile, can be controlled via PC though too with mouse)
- Player needs a dedicated platform to reach higher areas.
Solution1:
Reworking platforms to have two 'sets' one that spawns in the upper half of the screen and one in the lower, ensuring the player always has a reachable platform.
Solution2:
Having a platform always spawn on a reachable level to the player.
-Layer/Clipping Issues
Simple Fix: Pretty sure this is just down to the UI not having its own layer yet, and clipping with the newly instantiated objects. Very obvious when using the pause menu.
-Gameplay Speed/Control
Suggestion: Either increasing the speed of D.vas running to make gameplay more engaging or adding 'speed up and slow down' control. Personally I feel increasing the spawn of the platforms and/or tires will fix this but we will see. Note: Was maybe going to implement increase in speed based on score value. (Higher score = Higher speed = Higher difficulty)
Polish to add:
-More/Improved background art
-Sound effect for picking up coins and destroying tires
-Animation (explosion or something) when tires are destroyed
Known Technical Issues:
-Audio problems when running via hosted, mostly on mobile. Main Menu music does not play and some sound effects are delayed. Not sure why this is, might just be due to the HMTL5 host? Problems aren't present in-editor previews.
Version 1.0 is live here!:
https://6b13ebfd4795475fd7d0bdd54c04aad99d2e9703.googledrive.com/host/0B7BJ3arWr-thMDdEZnVsWXlKeVE/ (Built for Mobile, can be controlled via PC though too with mouse)
- Player needs a dedicated platform to reach higher areas.
Solution1:
Reworking platforms to have two 'sets' one that spawns in the upper half of the screen and one in the lower, ensuring the player always has a reachable platform.
Solution2:
Having a platform always spawn on a reachable level to the player.
-Layer/Clipping Issues
Simple Fix: Pretty sure this is just down to the UI not having its own layer yet, and clipping with the newly instantiated objects. Very obvious when using the pause menu.
-Gameplay Speed/Control
Suggestion: Either increasing the speed of D.vas running to make gameplay more engaging or adding 'speed up and slow down' control. Personally I feel increasing the spawn of the platforms and/or tires will fix this but we will see. Note: Was maybe going to implement increase in speed based on score value. (Higher score = Higher speed = Higher difficulty)
Polish to add:
-More/Improved background art
-Sound effect for picking up coins and destroying tires
-Animation (explosion or something) when tires are destroyed
Known Technical Issues:
-Audio problems when running via hosted, mostly on mobile. Main Menu music does not play and some sound effects are delayed. Not sure why this is, might just be due to the HMTL5 host? Problems aren't present in-editor previews.
Tuesday, 16 August 2016
Mini Project: D.va Dash!
So, I picked up Overwatch recently. Yes I know, jumping on THAT bandwagon I see. Just between you and me, I personally preferred Battleborn in the beta stages, but Overwatch is really fun still and worth the pickup! Plus I can be a Korean girl in a battle mech, which can fly and explode and destroy EVERYONE! Whats not to like? So inspired was I by this little mechanic of being able to pilot the mech but also hop out of it and blast things with a cute pink pistol I decided to make a quick and easy 2D sprite based game off of it!
Made using the Construct 2 engine ( a free 2D based engine) in some free time I had, D.va Dash is a simple infinite runner/platformer where you control D.va out of her mech, collecting Overwatch medals and avoiding deadly Junkrat RIP Tires! Nothing amazing just something you play on the pooper or to kill some time! Construct2 doesn't have many great export options for a free user (No standalone support, ew.) So I currently have a test build being hosted on Google Drive (HTML5) on the below link.
https://d5e4338a7152d35cf6a85a1be9b0bfccab08e145.googledrive.com/host/0B7BJ3arWr-thTlcwQWVidjVEZGc/
Please note this is a TEST BUILD. Not everything is finished, and while I plan to add touch support for mobile devices, there is currently no touch controls. Its also worth noting that this is my first attempt at a 2D sprite based game, with all hand drawn sprites and animations, so don't expect anything flashy.
I plan to hopefully get a more polished build out before returning to AntiGrav but we will see, this was just a fun little mini project done in a week or so.
Made using the Construct 2 engine ( a free 2D based engine) in some free time I had, D.va Dash is a simple infinite runner/platformer where you control D.va out of her mech, collecting Overwatch medals and avoiding deadly Junkrat RIP Tires! Nothing amazing just something you play on the pooper or to kill some time! Construct2 doesn't have many great export options for a free user (No standalone support, ew.) So I currently have a test build being hosted on Google Drive (HTML5) on the below link.
https://d5e4338a7152d35cf6a85a1be9b0bfccab08e145.googledrive.com/host/0B7BJ3arWr-thTlcwQWVidjVEZGc/
Please note this is a TEST BUILD. Not everything is finished, and while I plan to add touch support for mobile devices, there is currently no touch controls. Its also worth noting that this is my first attempt at a 2D sprite based game, with all hand drawn sprites and animations, so don't expect anything flashy.
I plan to hopefully get a more polished build out before returning to AntiGrav but we will see, this was just a fun little mini project done in a week or so.
Friday, 5 August 2016
Progress Report!
Hey all, been a while since the last post I know, apologies. I've been busy with work IRL and other stuff but I just wanted to confirm development is STILL continuing, the project has not been scrapped or abandoned. I just don't ave alot of free time to work on it efficiently currently, i am hoping I can come back to it soon in the coming weeks.
I also wish to start another project (prolly not a good idea to start yet another thing I know) and make a clone of the old Atari game River Raid! Either using Unitys 2D features or the Construct2 engine.
The last thing I was working on was the opponents AI pathfinding, it is rudimentary and simple but it works, I then plan on either finishing Track 1 with polish (more models, textures, etc) or getting a start on Track 2 and releasing 0.2 with it in graybox format, only time will tell.
I also wish to start another project (prolly not a good idea to start yet another thing I know) and make a clone of the old Atari game River Raid! Either using Unitys 2D features or the Construct2 engine.
The last thing I was working on was the opponents AI pathfinding, it is rudimentary and simple but it works, I then plan on either finishing Track 1 with polish (more models, textures, etc) or getting a start on Track 2 and releasing 0.2 with it in graybox format, only time will tell.
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