środa, 3 lutego 2016

Devlog #4 - working on menu design, adding new barrier type

So during last week I did not have much time to work on Infinitron... But I still managed to add a new feature (graphic is placeholder probably because it does not look good in-game). The element will require user to use the special skill (by clicking in front of the player).





Using special power consumes energy (currently 75 points, with an energy max of 100 at start). This shows how the special effect looks like now (invisibility? immortality?) :


Catching the energy dot now produces nice particle effect:



But most of the work has been put into testing different menu designs. The current one looks like this:



Also, the transition from splash screen to menu looks like this now:



This shows new menu look

And finally the latest gameplay gif:

wtorek, 26 stycznia 2016

DevLog #03

Now with logo!

During the last days I have been refining the whole look of the game. I decided to polish all the animations and transitions to create a "smooth" feeling. I have also considered many additional features for the game, but they will be revealed later.


The Splash screen and refined UI graphics

DevLog #02

Hello again!

This gif should explain the idea behind the controls. The hidden buttons are revealed in this animation:


Revealed control buttons

After creating the first prototype I started refining the graphics.

I used a Standard Assets Bloom script, with some slight modifications to create change in strength over time. The look of the UI has been slightly refined


Example of gameplay

Infinitron DevLog #01

Hi! I decided to start creating a DevLog, so I will have more structured project.



What is Infinitron? Infinitron is variation of an endless runner game. This genre is really popular among mobile users, as the rules are really simple, single games do not take long, and you can start it anytime.


The unique features will be a hard way of controlling the character. Your character slowly drops, so the enemy following you can catch you - but at any time you can boost your speed by touching behind your hero. If you touch next to your hero (on the sides) you can move between tracks. Touch the front of the hero uses special power. So a player has to manage his position - you are too low - then you are close to the enemy that is trying to catch you, and you also have small area you can click for switching tracks then if You are too high, it is hard to react so fast to change tracks properly...


So wrapping this up in one sentence: the game is about managing your position properly - if you go too low or too high, you easily die.


The game is Being created using Unity3D and C#. During the first few days I managed to write a simple prototype.



First look at the game (no enemies, no background, nothing :D)

After some further work I managed to create a small prototype. It was tested by a few people and the control was rather confunding.