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Vertigo Ball - [WIP] - Retro Reload

Discussion in 'Works In Progress - Archive' started by MJNuchia, Aug 27, 2014.

  1. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109
    The original concept for this game was a simple marble madness style game, it has evolved well beyond that at this point and now includes some puzzle solving as well as boss combat.

    Vertigo Ball Features

    · Three Unique Worlds to explore

    · 30 + fast paced levels

    · 2 randomly generated endless modes

    · Vicious enemies

    · Wicked environmental hazards

    · Bonus Multiplier for landing long jumps

    · Jump Cam so you can see that sweet air from another angle!

    · First Person Cam if you need that up close look

    · Skin Picker to customize your ball





    Any feedback greatly appreciated!

    *Now in beta for android devices! If you would like to participate in the beta test please contact me or join - nothing productive games - google+ community.

    @NPG_Developer
    My blog is: nothingproductivegames.tumblr.com
     
    Last edited: Oct 29, 2014
  2. dietlime

    dietlime

    Joined:
    Aug 11, 2014
    Posts:
    42
    I think you're at the phase where you should look into the textures you're using with the intention of increasing readability- for example the ball shouldn't be the same color as those boosters. Some of the vertical ramps from the top-down perspective lose their depth due to the lighting setup.

    Overall, looks solid though. Love the rotating scene gravity, however you set that up.
     
    MJNuchia likes this.
  3. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109
    Thank you for the kind words. I will reevaluate the coloring/lighting setup. Everything is going to need a good polishing when I finish the level design stage anyway.

    The maze cube took quite a while to prototype. I attempted several different solutions and finally arrived at making the whole visible area a GameObject with the player, and just about everything else, children of the object. Then I put four triggers around the top side of the cube. When the player moves over the edge cube, player and everything else rotates (lerps) 90 in that direction. The nice thing is that now that I have the system working I am able to make more dramatic levels instead of just the maze I started with.

    As a side note, while beating my head against this problem I discovered physics.gravity which led to an effect I am using for one of the "secret" levels in the game.
     
  4. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109

    Added a tutorial to the first level.
     
  5. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109

    Added level locks to control player progress as well as a back key for the menu system. UI is such a pain in the ass.
     
  6. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109
    Added a new background as well as two new levels too world 3, bringing total playable levels up to 15. My goal is 30 before I release.



     
  7. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109
    Have not posted a game play video in a while, so here is my latest puzzle cube.
     
  8. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109
    Things have been changing so rapidly with development that I have been negligent in updating this thread. Lots of new features (see feature list above) and Vertigo Ball is now in beta for Android. If anyone is interested in participating in the beta please let me know or join the google+ community "nothing productive games"
     
    Last edited: Oct 28, 2014
  9. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109
    3 new levels. New updates for beta testers, see in game notes.