August 24th-27th 2012 :: Theme: Evolution
Goal: Collect the coi^H^H ..err InfoDiscs, cleaning up the Creationist Propaganda left on your little patch of a big planet.
This isn't finished-finished (eg, no win condition), but I find flying around fun once you get the hang of the controls.
Controls:
Space/Mouse1 - thrust "forward"
W/A/S/D - thrust up, left, down, right
Q/E - roll (with an extra boost)
Esc - exit
Mouse - move the camera (scroll wheel zooms).
* Made with Unity3D (3.5)
* sproxel for building the voxel "trees".
* Blender for making a (really really poor) cave mesh.
* Audio synth effects made with Alberton Live Lite.
* Background music made with NodeBeat for Android (one take !).
* Textures (skybox, terrain) based on photos I took of the sky and my desk during the compo - made seamless & normalmaps generated with the Gimp.
For the Ludum Lawyers: I've never done a submission made with Unity, so I'm not really up with what constitutes 'base code' these days. I've used a few of the Unity "Standard Assets" scripts (eg Mouse orbit, Combine Meshes). Since everyone gets these with Unity to complement the engine, I regard these as 'base code' with regard to LD48. I've also used Unity's "Gem Shaders" - these are 'standard' demo shaders from the Unity website, not actually included in "Standard Assets". Wheather this is regarded as 'base code' is open to interpretation. I'm happy to change the submission to a Jam game if anyone objects.
Downloads and Links
Ratings
#106 | Mood | 3.27 |
#155 | Audio | 3.09 |
#254 | Graphics | 3.22 |
#516 | Humor | 1.69 |
#565 | Innovation | 2.39 |
#568 | Fun | 2.35 |
#569 | Overall | 2.61 |
#667 | Coolness | 44% |
#668 | Theme | 1.91 |
Comments
It seems like flying the ship could be really fun, but I kept getting disoriented. The mouse rotates the camera but I could not figure out how to turn it off. Or I used the space bar and could not rotate the camera. I think it could be a very fun and relaxing experience if the game controlled the camera but had "cinematic" scripts to heighten the experience. Oh and the graphics are really nice!
not a bad start! seems like the mouse look should be a little less sensitive. once i got the hang of flying around, I wanted to be able to change directions with my mouse look (a la Halo's Warthog controls)
i didn't understand the point of collecting the coins, though
I felt like I was an octopus in space flying around the void. On the other hand, due to the gravity being very weak, I also felt like I could be underwater, swimming around. It really makes me wanna go scuba diving and feel the same way! This game really had a great mood around it, created by the mindless soaring around and the ambient music. So nice...
Hi everyone - thanks for the feedback. The camera controls definitely need improvement - the current 'mouse orbits camera around player' setup is technically usable but overly complex and not ideal. I think the easiest solution may be to do a fixed following camera ala Star Fox, but it's something I need to experiment with.
The environment was beautiful, as was your oddly shaped plants. However the distances between the coins made travel a little tedious. Also is there any way to interact with those extra legs around the start area than bumping into them?
I have done chase cam's in unity before. One trick I have learned is to get the vector from the player to the camera, normalize this vector and place the camera at player position + this vector * chase distance. Use the transform.LookAt() to aim the camera at the player. If you do this right the camera will smoothly follow behind the player what ever direction he goes.
I loved how the legs behaved to forces. The thing reminded me a bit of these seeking things in matrix (forgot what they were called). The legs on the other hand made me remember these small figures where you could push the bottom of the stand where they were mounted on, and that would loose the strings that keeps them in position (lol, really hard to describe that in a language that's not your native). Anyway: I loved the atmosphere and it was fun to fly around (although rolling confused me for a while, shouldn't become a pilot I guess). I wish there was a goal.
You have to use roll,yaw,pitch or euler angles to avoid the gimbal lock, when you rotate the initial axis two times more than 90 degrees then you will face with a gimbal lock and the axis are inverted/changed, to prevent that you have to use something like this:
http://forum.unity3d.com/threads/92914-Gimbal-Lock-Issue
I love the graphics ;)
I had no idea what I was supposed to be doing. I saw coins, but was given no reason to collect them.
Really loved the music - it set a great, dream-like atmosphere.
Controls were compelling and added to the great mood -- just infuriating at the same time :) Was difficult figuring out how to make any consistent progress forward / in chosen direction.
Amazing. The camera needs love but the concept is really cool :D
the controls were a bit counter-intuitive at first, it's a shame you didn't get it finished - I hope you're able to continue working on this and turn it into a great game
should go for a more establish control scheme, the general movement mechanics are nice. I'd even limit the booster resource and make managing it part of the challenge or something, but I guess you had further plans for it anyway. promising so far.
I like the environment and the little creature/thing that we control and the ambient music. Too bad it's not more finished it could have been fun.
I quite liked the quadropus, agree with other people on the movement issues.
I'll be honest, I expect a lot from a Unity entry with a landscape, so although it was quite pretty I wish there was more to the gameplay.
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Moving around in 3D looks good, especially how when you touch the ground your "legs" bend with the collision. Couldn't figure out the controls though. Also had the same problem I have with many Unity games, which is that the whole game wil just stop for ~0.5 seconds every now and then, making playing impossible.