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TIGSource ForumsCommunityDevLogsSpaß Taxi - A Space Taxi clone/remake with extras [Demo available]
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Author Topic: Spaß Taxi - A Space Taxi clone/remake with extras [Demo available]  (Read 5251 times)
RealScaniX
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« on: January 23, 2019, 12:41:39 AM »

 

Spaß Taxi (German for: Fun Taxi) is obviously a remake/clone of the old classic "Space Taxi" that I have played on the C64.
 
This one will have an extended control of the taxi and different types of passengers.
 
I wanted to do this for a while now. It seems a fun project to do and I also wanted to take a break from my adventure game to do some light game development.
 
The game will be done in Unity. I haven't done much 2D stuff yet. I am using the grid and tilemap for the first time, which works pretty nice.

A demo is available:
On @gamejolt:
http://gamejolt.com/games/spasstax
And @itchio:
http://scanix.itch.io/spasstaxi
 
Some very early GIfs:

  
Some current levels:



 
And some current gameplay:


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RealScaniX
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« Reply #1 on: January 23, 2019, 10:24:11 AM »

Today I added the remaining passenger states to be able to pick them up and drop them off at the destination.
Next I will implement the special behaviour for the different types of passengers.



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RealScaniX
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« Reply #2 on: January 23, 2019, 03:33:39 PM »

I have added a shader for light sprites in the game. I really like it, but I am unsure if it fits in with the rest.
But currently all the "artwork" is a placeholder anyway. Smiley
 


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RealScaniX
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« Reply #3 on: January 26, 2019, 01:19:35 PM »

Today I have drawn the HUD for the game.
 
It contains displays for:
- speed (it is only relevant if you are planning to crash into something)
- landing gear
- auto balancing system
- fuel
- damage
- tasks (like pickup passenger, etc.) with the money you get for it
 

 
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RealScaniX
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« Reply #4 on: January 27, 2019, 12:06:09 PM »

Cannot really show much visually, but I did a lot on the code side of the game:

- all different types of passengers are in:
   - some want to go slow (and probably don't want you to bump into anything)
   - some want to go fast
   - some get queasy very quick (and cleaning the car costs money) ^^
   - some want you to fly a looping
   - some are irritated and change their destination midflight

- you are now using up fuel and there is a refill station

- you are now taking damage and there is a repair station (there will also be a mechanic as passenger, that will repair your car while flying. Yes, I know that this is probably risky in real life ^^)

- I added a landing assistent that automatically rotates the car and moves towards a near wall, ceiling or floor to land there

- the HUD is showing all of these things and also your current money, what you will earn doing the special wishes and the state of the landing gear and the auto balancing assistent

I also changed the way the taxi flips direction (heading left or heading right). It now directly follows the horizontal input (like in the original Space Taxi). It still is a bit more complicated because of the rotation, but I think this works better. It will be an option in the menu later on.
 
Next steps:
- some audio
- level transitions
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RealScaniX
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« Reply #5 on: January 30, 2019, 03:55:03 PM »


 
Today I changed the HUD:
- I'm now filling the whole box instead of just the icon to make the state of gradually failing (or succeeding) tasks clearer.
- I also added a script to generate sprite textures from texts & font textures to create more pixelperfect texts.
 
Before that I improved flying with extended landing gear and did a lot of small changes all over the place.
I hope that I can post some new gameplay video soon.
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RealScaniX
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« Reply #6 on: February 02, 2019, 11:49:46 AM »

In the past few days I have added those features:
 
- A working transition between levels. Including triggering the opening of the gate when your passenger wants out, flying through it, loading the new one and coming in through the gate there.
 
- Speech bubbles. They are far from perfect, but they are working for now.
 
- A vomit animation with sound for passengers that don't feel good when you rotate too much.
 


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FluffyPaws
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« Reply #7 on: February 02, 2019, 12:10:27 PM »

Have you already tested the difficulty on some players?
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RealScaniX
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« Reply #8 on: February 02, 2019, 12:21:41 PM »

It is pretty early as there are no finished levels, but some friends tested the controls and got the hang of it pretty fast.
The difficulty really comes with the level designs and I plan on starting pretty easy, so you can learn all the controls and later having some more difficult levels. You will also be able to practice levels that you have already played.
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RealScaniX
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« Reply #9 on: February 03, 2019, 05:39:29 PM »

Today I created my own ECS and Jobs based particle system that I will use for sparks etc., but also for destroying stuff like the taxi on crashes or the passengers when you bump into them.
It is not finished, but it starts to look close to what I want it to be.
 


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RealScaniX
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« Reply #10 on: February 09, 2019, 07:53:44 AM »

I have added a main menu and an ingame menu.
The main menu still needs the right background and other things, but here is a video of the ingame menu:
 



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RealScaniX
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« Reply #11 on: February 09, 2019, 01:33:41 PM »

Passengers come and go now with this effect:
 

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RealScaniX
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« Reply #12 on: February 10, 2019, 07:15:17 AM »

I've now added all the important transitions:
- Speech bubbles fade in/out
- Exit gate opening/closing and taxi rotating to fly through
- Passenger appear/disappear
- Menu stuff



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RealScaniX
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« Reply #13 on: February 12, 2019, 01:04:32 PM »

I've updated the tileset a bit. It's my first ever tileset if I remember correctly, but I think I'm heading in the right direction, what do you think? Smiley

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RealScaniX
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« Reply #14 on: February 17, 2019, 05:28:01 AM »

As a last feature before the one month deadline I have added the rotating platforms.
(It's no real deadline. I just wanted to see what I can finish in this time)



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RealScaniX
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« Reply #15 on: February 21, 2019, 04:12:16 AM »

Here's a video of the state of my game after one month of working on it on weekends and evenings after work.
I did all but the music and most of the sounds.
Now I have a solid base to build levels for.
 


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RealScaniX
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« Reply #16 on: February 24, 2019, 07:29:00 AM »

I have finished the tutorial level for the game. You will get there the first time you start the game or by selecting "Replay tutorial" from the menu.
With this I am super close to having a first public (internal) demo. :D
 

 
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RealScaniX
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« Reply #17 on: March 01, 2019, 06:20:14 AM »

Added screenshake (and clouds).
There are also some other changes like a new passenger sprite or particle effect.
I also switched from the Unity Instanced Mesh Renderer to my own ECS renderer for the particles. I'm still unsure which one is better suited.
 



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RealScaniX
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« Reply #18 on: March 02, 2019, 08:04:51 AM »

I've drawn all the passenger types today.
All remaining game elements (bonus items and saboteur) are in, too.
Time to let some more people try it out.

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RealScaniX
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« Reply #19 on: March 05, 2019, 04:35:56 AM »

I am working on the jail tileset and the first level now. It is the most difficult yet and the following ones will also contain cannons shooting at you.
 
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