I made a short game that plays like a mix between 2d zelda and the old 2d brawlers. It looks like minecraft.
http://jeffreybiles.gameoff.jit.su/
Tech used:
Node.js
Browserify
Mousetrap
GitCraft Adventures
Re: GitCraft Adventures
I got up to 'flame'.
I've written a few 'down to the bare bones of it' games myself.
I think though that some sort of save system (you're using Unity3D? I think that can access cookies?) would be good, as I found the game engaging for a few levels, but kind of like eating chips, once you've had some you want to put them down and have some more latter on. A save system would let me come back.
Also not sure if the collision detection for north or west slashes is working perfectly. Might need fine tuning.
I've written a few 'down to the bare bones of it' games myself.
I think though that some sort of save system (you're using Unity3D? I think that can access cookies?) would be good, as I found the game engaging for a few levels, but kind of like eating chips, once you've had some you want to put them down and have some more latter on. A save system would let me come back.
Also not sure if the collision detection for north or west slashes is working perfectly. Might need fine tuning.
-
- Posts: 17
- Joined: Sun Nov 18, 2012 9:58 pm
Re: GitCraft Adventures
Thanks for the feedback.
A save system would be a nice idea. I'm using node.js to run the server and browserify to package my client-javascript. No unity3d in sight, not sure how you got that impression. But anyways, I could definitely access cookies. The game is only 16 levels long, can be beaten in about 10 minutes, so I didn't feel the need to figure it out. Maybe I was wrong.
I can't replicate the collision detection problems you're having. If you're extremely close to them when you slash, they don't bounce as far... that could be what you're noticing.
A save system would be a nice idea. I'm using node.js to run the server and browserify to package my client-javascript. No unity3d in sight, not sure how you got that impression. But anyways, I could definitely access cookies. The game is only 16 levels long, can be beaten in about 10 minutes, so I didn't feel the need to figure it out. Maybe I was wrong.
I can't replicate the collision detection problems you're having. If you're extremely close to them when you slash, they don't bounce as far... that could be what you're noticing.
Re: GitCraft Adventures
Nice and fun game! Would be better sounds I think. Also cool random moves from the enemies, how did you do that?
Orgullo Catracho
-
- Posts: 17
- Joined: Sun Nov 18, 2012 9:58 pm
Re: GitCraft Adventures
Thanks! For the random movement, check out the changeDirection method on the enemy:
https://github.com/jeffreypablo/game-of ... emy.coffee
https://github.com/jeffreypablo/game-of ... emy.coffee
Re: GitCraft Adventures
Orgullo Catracho
Re: GitCraft Adventures
I think it'd be good if the slash appears underneath the player. IIRC if you move toward the slash, it shows over the top of the players square.
Also yeah, it might only be 16 levels but if you want feedback, atleast a save system is straight forward feedback. Some people might say 'it should have a profound story' which isn't straight forward feedback at all.
Also yeah, it might only be 16 levels but if you want feedback, atleast a save system is straight forward feedback. Some people might say 'it should have a profound story' which isn't straight forward feedback at all.
-
- Posts: 17
- Joined: Sun Nov 18, 2012 9:58 pm
Re: GitCraft Adventures
It was definitely good feedback! I just decided against taking it. The story, on the other hand... look out next week, when I hire what's left of bioware to create a wall of text between each level ;p
Ah! the slash! Don't see how I missed that. Thanks.
Ah! the slash! Don't see how I missed that. Thanks.