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TIGSource ForumsCommunityDevLogsLet It Slide | hard 3D platformer (drag to move. oh yes.) | DEMO OUT!
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Author Topic: Let It Slide | hard 3D platformer (drag to move. oh yes.) | DEMO OUT!  (Read 1005 times)
titoasty
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« on: August 29, 2020, 08:20:32 AM »




Overview

Let It Slide is a hard 3D platformer where you drag to move.


Story

Help Cat Mermaid find the legendary Fishburger, through all the obstacles he will encounter on his journey of suffering. No wait, fun.

Oh oh, Cat Mermaid made a huge mistake and has been cursed!
Now he can't go back in the ocean until he finds the legendary Fishburger, made with sacred tuna fish!

But remember: it's not you suffering, it's Cat Mermaid!


How to play?

Drag to move.
Right-click to jump.


YES, YOU WILL DIE. A LOT.


BUT PROFESSOR BARTHOLOMEOW IS HERE TO SUPPORT YOU ON YOUR LONG JOURNEY.


OK, THERE ARE CHECKPOINTS. BECAUSE CAT MERMAID IS KIND OF WEAK.










« Last Edit: November 18, 2021, 11:03:53 AM by titoasty » Logged
titoasty
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« Reply #1 on: August 31, 2020, 10:18:43 PM »

Ok, here is a second iteration of the core gameplay.
Now, the player rotates with the direction in which you are dragging the mouse.
It seems easier and more natural, but less frustrating.

Here is the prototype link: click here to download!
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titoasty
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« Reply #2 on: October 11, 2021, 01:30:35 AM »

After nearly one year of procrastination, I've finally decided to work seriously on this project!

Controls are still drag-to-move like in the prototype and it's working quite nice actually.
Just sufficiently frustrating but full of fun!

My main focus is now the level design, and I hope to share a gameplay demo soon so you can try the drag-to-move and endure it with me.
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titoasty
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« Reply #3 on: November 06, 2021, 04:06:31 AM »

Tried to work on a new capsule image for Steam, what do you think?

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Rogod
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« Reply #4 on: November 06, 2021, 05:08:27 AM »

Bottom one looks more consistent & representative of the game's artstyle - the top one, by comparison, looks like the splashscreen for a Flash game Smiley
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titoasty
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« Reply #5 on: November 06, 2021, 05:12:48 AM »

Bottom one looks more consistent & representative of the game's artstyle - the top one, by comparison, looks like the splashscreen for a Flash game Smiley

Thanks!
You're right, and bottom one since a bit more "artworky" for a steam capsule I think.
Just a few fixes on colors drooling and it should be good for now! Smiley
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titoasty
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« Reply #6 on: November 08, 2021, 07:30:28 AM »

Ok the new capsule is finally done.
Here you are:

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titoasty
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« Reply #7 on: November 15, 2021, 01:59:11 PM »

Last week, I worked on the tutorial. It's time for Professor Meow!

As any tutorial, you simply follow a list of steps to be done in a specific order.
So at first I thought about programming the different steps, there are only a few:
  • Move with drag
  • Jump with right click
  • Collect a jewel
  • Enable a checkpoint

BUT.
You are free to move, so some steps can be skipped. The tutorial has to follow where you are and what you still have to do.
These constraints led me to use a Finite-State Machine (FSM).

After searching for an easy one for Unity, I finally decided to write my own.
Because the main problem I faced is that most FSM do not wait for tasks to be completed. Once you arrive in a node, they run the tasks and immediately test the conditions.
But I really had to wait for tasks to be completed first. (mainly because of text apparition)

A few hours later, I had a very basic system with nodes and links, all asynchronous and easy to use.
I also wrote a simple text loader so I could write the FSM in plain text.
Here is an extract of the tutorial FSM in plain text:

Code:
Text|Hi, I'm Professor Bartholo<colorful><swing>meow</>!\nI will teach you how to <shake><gradient_red>survive</>.
Wait|1
HasMovedEnough?
Text|Hmm you already know how to move.|SERIOUS
Wait|1
HasEnabledTutorialCheckpoint?
Text#end_proud|Ok you're way too fast for me now.
Wait|2
Text|I'm so proud of you! Good luck!|SERIOUS
Wait|2
TutorialDone
Hide
HasTakenTutorialJewel?
Text|You got the jewel. So what next?|NORMAL
Wait|1
HasEnabledTutorialCheckpoint?
                ...

Well, easy to write! And to read again later!
And it's actually very easy to add new nodes and new conditions!
There's no visual graph editor, but I'm considering it now if I have some time to write it.
I also decided to use this FSM to make some reactions of Professor Meow during the game (when you die, when you reach certain points, ...)

And here is the result:



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titoasty
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« Reply #8 on: November 18, 2021, 11:00:51 AM »

Yay! First demo!

You can try the game on itch.io here: https://tosutostudio.itch.io/let-it-slide
I hope you'll like it!
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