Showing posts with label Doo Doo Jump. Show all posts
Showing posts with label Doo Doo Jump. Show all posts
Notes while traveling.
Working out the Loading screen really helped me solve a couple questions for myself. Even a simple game like this needs story or context.
DooDoo Jump is about a Poo trying to get to heaven... except currently the game never ends.
What do you think that means if anything? Leave me a comment.
Doo Doo Load Screen Ver. 2
Taking a different spin at DooDoo Jump. No longer escaping a sewer. He's now chasing his dreams. Dreams TBD. What does a poo dream of?
DooDoo Jump Now with Music and Sounds
New browser build is up. (Not mobile friendly, yet)
- Removed Mouse Controls in favor of Key controls. They're a little loose. Will tune later.
Left = A or <- (Left Arrow)
Right = D or <- (Right Arrow)
+ Added Sounds and Music
+ Animated Eyes Up and Down (Left and Right is coming)
+ Tuned Camera Viewport
Tuning Tasks ToDo
+ Platform spacing to closer match the apex of the jump
+ Animate Pupils Left and Right
+ Death Animation
+ GUI
1. Start
2. Death
3. Restart
4. Score
- Removed Mouse Controls in favor of Key controls. They're a little loose. Will tune later.
Left = A or <- (Left Arrow)
Right = D or <- (Right Arrow)
+ Added Sounds and Music
+ Animated Eyes Up and Down (Left and Right is coming)
+ Tuned Camera Viewport
Tuning Tasks ToDo
+ Platform spacing to closer match the apex of the jump
+ Animate Pupils Left and Right
+ Death Animation
+ GUI
1. Start
2. Death
3. Restart
4. Score
Doo Doo Jump - First Prototype
Testing out a link. No sounds yet but worked out some of my scripting issues. Test Control = Move the mouse Left and Right
Ready for a dunk contest!
Doo Doo Man jumps better than Michael Jordon now!
Doo Doo Jump Update:
- Doo Doo Man - Integrated
- Jumping Animations - Integrated
- Platforms and interactions - Prototyped
- Mouse Input - Integrated and tuned (No keyboard right now. I like how the mouse feels currently.)
ToDo
- Animate Eyes
- Create and integrate Background Image
- Script Platforms to be infinite and random
- Script a scoring system
One Way Collision = No Collision
I've been noodling on one way collision for Doo Doo Jump for a little over a week now. Just realized that for what I intend to do I actually don't need collision.
Part of the flaw in my thinking is I was approaching the problem too literally. Another issue is I started with an example scene and started adapting it before really settling my design. That's what I get for not writing a design doc.
However, the biggest issue is I'm still getting into the swing of learning how to use all the tools at my disposal in Unity.
Here's my new solution/design.
- Character has an empty game object on the bottom.
- Platforms have no collision and have thin trigger volumes.
- On Enter triggers JUMP animation
- Animation OnComplete sends message.
That's the basics. Will provide the working solution when I post the game.
Back to Doo Doo Jump
Time to actually apply the solutions that I proposed in last week's posts. Been occupied with FD scripting and day jorb.
- Test tween solutions
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