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TIGSource ForumsCommunityDevLogsPostal Slime [Complete!]
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AndrewKennedy3D
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« on: November 04, 2014, 01:56:43 PM »


Android Status: Released! (click to view in Google Play Store)
iOS Status: Released! (click to view in App Store)

Postal Slime is a hybrid infinite runner / defense game where you defend a slime mailman against a variety of adventurers who are out to slay him for his XP and loot! Use a combination of taps and swipes to rack up combo points and advance to the next town! The gameplay is fast-paced and gets more hectic as a larger variety of enemies start to come after you. Each enemy is unique in the threat that it poses and must be dealt with accordingly.

We developed this game in around 3 days for Stanford's Cardinal Game Jam. Right now we're working on tweaking parts of the game that we feel could use some more love as well as adding some content that didn't make it into the game due to time constraints. Most of the features are staying the same, but some are getting big overhauls. For now, we would like to share some screen caps of the current state of the game:

Please excuse the mouse cursor. Although we are developing for mobile, the screen caps are coming from the PC. The white blob is representing a fingertip in the videos.

Defeat multiple enemies at once for combo points.



Mix and match hats and slime types.
Slimes have abilities that trigger when you tap the screen, and hats give your slimes passive bonuses.
I'm enjoying the bomb slime / party hat combo right now.



Top hat and ice slime combo is a slow but defensive strategy.


Bonus points are awarded when you deliver mail to each town.
We wanted to go with some fun and quirky bonus scores similar to how Smash Bros does it.

Starting the tutorial!.
Our tutorial is pretty short and to the point. It will teach you everything you need to know.

Messing up on the tutorial!
There's plenty of checks in place to make sure that you actually do what you're supposed to. Basically, you can't not learn the fundamental mechanics.

Currently, the game works on Android. We're hoping to get it on iOS and Windows Phone as well.

« Last Edit: November 10, 2015, 01:42:22 PM by AndrewKennedy3D » Logged

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AndrewKennedy3D
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« Reply #1 on: November 06, 2014, 05:01:53 PM »

Update!

We've updated the original post to include gifs instead of static images to better represent the gameplay. Enjoy the combo points, snowflakes, and explosions!

Also added is an HP bar for each enemy as well as some little poppy damage numbers when they are tapped or swiped (similar to the way Borderlands does it).

We also have some preliminary examples of the UI. The buttons are just placeholders for now, but the animation and functionality is all there. I personally like the fact that there is no separate "level" for the UI and the game, since it gives a more seamless transition into the game.

A lot of little tweaks have been done behind the scenes to make the game play better - but those are harder to show with pictures.

That's all we have for now
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AndrewKennedy3D
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« Reply #2 on: November 11, 2014, 04:55:05 PM »

We've been making some pretty big progress! Moved the progress meter up from 40% to 60%, based off of our internal to-do list. Sorry, just 1 gif to share today (ok, maybe 2).

Fixing code
Sometimes the most important stuff isn't the most exciting stuff to be working on, and that's definitely been the case the last few days with Postal Slime.

A lot of the code done in the game jam was hasty and slightly wrong. Nothing really wrong with that, it was a game jam after all. However, now I have been going back and fixing a lot of things that were wrong. Enemy spawning was a huge issue, and it has been completely re-written. We can now control enemy spawning with weighted randomness on a per-level basis. Basically, this means we have a much more natural way of controlling the difficulty curve of the game. It also means that the further you progress, the more you will tend to see tougher enemies.

We also had a few weird inconsistencies between the Unity environment and the Android device. Luckily all those were cleared up, and we now are seeing the game exactly as we intended it.

Touch controls
Tapping and swiping has to feel absolutely perfect for this game to be fun. Our old version had a few inconsistencies in how swiping enemies worked. It wasn't really a problem...until it was. It made the game feel wonky and you stopped trusting that your inputs were being received correctly. Re-working how the tapping worked, and adding in slight invulnerability timers (talking like fractions of a second here) has HUGELY improved the feel while playing the game.

We also wanted to give a little variety in the way the players play the game. That is, wildly tapping and swiping the screen SHOULD work. But it should not be the optimal strategy. So we have an incentive to play smart and make risky decisions. Tapping most enemies at the right time will disarm them, sending them into a stunned state. Any stunned enemy can be swiped for an instant kill! That means that if you can stun enough enemies quickly enough, you can get a major combo bonus going on! But waiting until too many enemies are on the screen can also put you in a risky situation, so it's very important to make good decisions!

It's similar to button-mashing in a fighting game. It can work on some level, and lucky button mashing can beat certain opponents. But skilled players know that playing correctly is far better in the long run, and can take you further than button mashing ever would.

Making little tweaks
We want to add a lot of little details that make the game feel very polished. For instance, when you swipe your finger across the screen, a faint trail appears to show you the path your finger took. This is already a pretty good feedback mechanic for the player, but we wanted to take it a step further. Now, when you swipe on the screen the trail will be colored based on the slime that you are playing as.

It's not the best video, but it gets the point across!

Moving forward
So what's next for Postal Slime? There's only 2 large tasks that we're facing right now! The first is making a cleaner level transition that feels faster. We want the player to have a little less downtime! Second is implementing an optional tutorial level. The game itself is pretty self explanatory, however there's some neat features that not everyone may pick up on at first, so we wanted to include a way for everyone to be on the same page.

Everything else on the to-do-list is relatively minor or easy to implement. Some balance/changes to certain enemies and the overall difficulty curve needs to be tweaked. A few extra animations to account for the new stunning mechanic. That's it really!

Oh, and we have one more enemy to add...

IT'S A BEAR!
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thefoolishbrave
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« Reply #3 on: November 11, 2014, 06:07:55 PM »

I am going to play the hell out of this :O

Extreme mode maybe?
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AndrewKennedy3D
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« Reply #4 on: November 12, 2014, 12:55:53 PM »

Glad you're excited for it! What would you want out of an extreme mode?
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« Reply #5 on: December 19, 2014, 07:00:32 AM »

Update day!

We've moved the progress bar to 80% and updated the first post with a few tutorial screencaps!

What's left? Only a few things really! A couple touch-ups on the programming (mostly has to do with the difficulty scaling and introducing new enemies properly).

Also, we still have a couple animations left to put in (implemented in the code, so it's all ready to go).

Thanks everyone for following our development process!
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« Reply #6 on: January 16, 2015, 05:18:34 PM »

HUGE update!

Postal Slime is almost ready for beta. We're putting the final touches on a few animations right now. Once that's ready, anyone with an android device will be able to download the beta build to play it and give feedback!

We've had a long time to playtest now, and while most of the mechanics felt nice, a few of them really needed some tweaks.

Fire Slime
First is the Fire Slime. Shooting a fireball really wasn't much different than shooting an arrow. We decided it was time for a rework on the fire ability. Every other ability works on taps, so the Fire Slime was made to augment swipes. Now, instead of an active ability on a cooldown, the Fire Slime will set any enemy on fire when you swipe them! They will slowly take damage over time. It might not mean much on an individual basis, but being able to set fire to a large group of enemies could be the difference between making it to the next town or not!

The enemies will run a little faster when they're on fire.

Bomb Slime
The bomb slime more or less works the same way as before, but with a few quality of life changes. Previously, the bomb could be a bit of a surprise if you weren't watching the cooldown GUI. Now when the bomb is available, a shadow of the bomb will hover around your finger when it's about to be dropped.

Next, we made a big change to the way it interacts with enemies. Instead of detonating on first contact, it is now on a timer. It can also be manually detonated.

The bomb timer running out on its own.

The bomb can be manually detonated by tapping or swiping it.


Menu
The menu screen really lacked some basic functionality, so we improved it! An options menu was included to let the player mute audio, mute music, erase high scores, and erase all game data.

The menu is finally complete!

And the most important feature of all - the high score! The high score is prominently featured on the main menu, along with the initials of the high scorer and the slime/hat combination used to get the score.

Setting a high score!

Cosmetics

You might have noticed from the previous gif that you can now unlock cosmetics!

They are all locked at the beginning.

If you fulfill the right conditions, you will unlock a cosmetic at the end of your game!

One last enemy unit...
We previously teased a new enemy. Now it's time to see him in action!

He seems harmless! I wonder what would happen if we attacked him...

Uh oh
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« Reply #7 on: January 16, 2015, 06:15:54 PM »

This looks solid. I'd like to see proper depth & pathing instead of units walking over buildings - it's a small touch, but I think visually it makes a significant difference.

I also feel like movement is a little slow. I understand the reason, but for an endless reason, it feels like it's plodding.

Still though, good work so far!
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« Reply #8 on: January 17, 2015, 08:24:08 PM »

Just a quick update to say that the beta is available for download!

We have fixed an incredibly annoying bug that had been alluding us for a while. In fact, the 2 remaining bugs that we knew of were both related to the same problem (game not being properly reset when the slime dies).

We also added a nice black fade on the background when the game is over, along with a new animation for the slime. You can check it all out in the playable beta!

Go check out the beta release!
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« Reply #9 on: July 19, 2015, 05:07:36 PM »

Really quick update - Postal Slime is now available for Android!

I spent several months doing nothing with the project when all it needed was just a liiiiittle bit more work. Decided to scrap twitter altogether and put Facebook sharing in as a "to-do later" feature.

iOS submission is waiting at the app store, and the Windows Phone version will be out as soon as I can get my laptop working again. Tongue

Thanks to everyone who followed the development and gave us feedback. It helped us more than you know!
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« Reply #10 on: November 10, 2015, 01:51:23 PM »

This will probably be the last update ever!

We worked on and off for a few months looking for a way to get Twitter/Facebook sharing into the game for the iOS release. Unfortunately we ended up in a cycle of updates, broken code, and I had to do everything on a VERY outdated Macbook. When your computer can barely run the OS, there's only so much development work you can do before deciding to cut your losses.

In the end, we decided to cut the social sharing feature, and just get the game released. I was running low on free time on the weekends, and the social sharing feature ended up just being an impossible barrier in our case. At some point, I think it's important to be realistic and decide to just FINISH the game!

There are also no plans for Windows Phone at the moment, because Windows 8/10 isn't practical for us at the moment and unfortunately Unity locks you into that if you want to build for Windows Phone.

So there you have it, Postal Slime is finally finished and submitted to Apple's App Store! It's a first for both of us, and we're very excited to be able to share our first mobile game to the world!

Thank you to everyone who followed our progress and sent us feedback! We'll see you all next time  Wink
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