Fintail Gladiator - Level Switching Done and Prototype Closure
Finally, I have implemented level switching. Since that is my final feature to implement, I am now deciding to close development due to real life situations going on, including a full-time job. It's a good thing that I treat this project based on a hobby because it allows me to experiment, try, fail, and refine various ideas that will be crucial for future game projects to come.
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Level Variety Added
After months of many part-time hours on the hobby, I can proudly say that I am going to end further development of the prototype as is. Implementing levels was the last major feature to implement for a minimum viable prototype. I am aware that some behavior bugs still exist, but thankfully, my game will stay as a prototype, with no plans for commercial release nor further development.
As for the level switching, this feature was implemented with Unity's Load Scene Async using Additive load style. Additionally, I had to make sure that only one active level has been loaded and they match by scene path as it will help differentiate compared to scene names. As for the levels themselves, I opted for experimental variety of ideas based on various scenarios, ranging from open areas and broad path ways to tight mazes and mirror-based designs that play around with player movement and AI behavior. I feel very happy that I implemented the levels since it feels much closer to a minimum viable product that is like early arcade video games: simple and clear gameplay loop, level clearing conditions and game overs, and having variety of levels to encourage variety of player activities from the simple controls.
Additionally, I have implemented a number of changes based on player feedback that include the following:
Major feature: Various levels are added. Levels change in sequence in Wave mode or randomly selected every 60 seconds in Random mode. With that in mind, certain levels allow players to warp around horizontally, vertically, or both.
Gameplay changes:
Physics and speed readjusted on all players and opponents to allow more precise and faster movement.
Readjusted warp boundaries so players are more visible when warping.
Urchins can now spawn anywhere from edges of the screen that are not solid.
Urchin size reduced.
Other minor bug fixes.
Here is the video for those who want to see the level switching and other balance changes in action.
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Get Fintail Gladiator Prototype
Fintail Gladiator Prototype
A game concept that involves a tribute to Joust, but with fish and tail blades.
More posts
- Fintails Have Grown Bigger Blades and Smoother ControlsMar 26, 2021
- Big improvement: Refined AI behaviorsMar 21, 2021
- Dynamic Difficulty Adjustment AddedOct 10, 2020
- Major Polish Boost (or not...) Version 01-4-3Sep 19, 2020
- Minor fixes - Fixed fatal crash and small fry graphicsSep 18, 2020
- Small Polishing and bug fixes - Score Text Pop up and moreSep 13, 2020
- Small fries: The new and integral feature!Sep 08, 2020
- Wave Demo - Now you can play the game in wavesAug 25, 2020
- Small Game Polishing - Pause, High Scores, Fish Art UpdateJul 31, 2020
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