Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

[WIP] Tough Runner --- Classical cinematic runner game ---

Discussion in 'Works In Progress - Archive' started by ridermet, Dec 4, 2016.

  1. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    For More Information

    https://two-hours-before.itch.io/tough-runner





    Hi guys! this is my second game for HTML5 & android platform.

    Please follow our project on http://gamejolt.com/games/tough-runner/214241 ... It's the biggest support.



    It is based on classical cinematic runner games. It is a game in which you should take the right action at the right time

    Every single enemy has its own characteristics. For example, the lancer’s being ahead from the other enemies in the battlefield.





    The early taken actions put the characters on danger. Every attack has its own penalty process and if the enemy attacks during this process, the game will be over.

    There are two types of attack systems. The first attack is done on time and it depends on your own prediction. The other one is called “the quick time event”, it references itself by the right interval attacks.

    There will be an enemy that will contain these two types of attacks. It will be called “the 2 stage attack”. We are going to share this with you by time.
    There are platforms that are not only for attacks but also for jumping, climbing, going down, running away from the traps and etc.

    Except being a classical platform game, we can see the right timing’s power on the game’s coercive ways. The only thing that needs to be done is waiting for the right time otherwise the character’s next move will be affected by “cooldown.”



    More information will be added soon...

    Please follow our project on http://gamejolt.com/games/tough-runner/214241 ... It's the biggest support.

    thank you for passing by!


     

    Attached Files:

    Last edited: Dec 6, 2016
  2. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    Now we are designing the Menu for our game. So your opinions are important :)

    Buttons: Achievements, leaderboard, unlockables and a play button.
    (Its not the final result)

     
  3. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
  4. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    Hey guys what do you think about our Menu?

     
  5. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Animations are very smooth. How many frames are you using on average for the enemy animations?
     
  6. Samuel411

    Samuel411

    Joined:
    Dec 20, 2012
    Posts:
    646
    I like it and the animations look really nice. I noticed in the walking animation the body is kind of static and moves up and down very little, maybe try to emphasis walking with more body movement and sword movement? Awesome animation on the enemy too.

    The menu look pretty cool, very minimal, I like it. I'm not sure people are going to notice that the bit under runner is extending from Tough? They look kind of separated and unnatural. Maybe make Tough one color and runner another and add a sword to emphasize that it's being cut?

    Finally, the movement is kind of slow and since its going to be a mobile game you should focus on getting action to the player asap. See how youtube has ads and has a 5 second skip time? That's because people on mobile devices will have a much shorter attention span. I believe the 5 second skip time is so the ad can be played but also the user won't get bored and skip to another video.
    When in doubt if there's 5 seconds or more between action in your mobile game something is wrong, cut it down. 10 seconds would probably be the most in important scenes.

    Looks interesting, I'm left waiting to figure out what is going to happen when you come to interact with the enemy.

    I wish you luck, I'll be following this :)
     
    Last edited: Dec 9, 2016
    theANMATOR2b likes this.
  7. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    Running animation has 8 frames. Attack, enemy animations have 15 frames
     
  8. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    Thank you for your magnificent feedback. I noted them all... :)
     
    Samuel411 likes this.
  9. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    The arbalist is on his way. (Consept)

    An Enemy with a single shot ranged attack.


     
  10. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    We have some new progress



    Trees are now with wind effect animation. :D



    And Boxer, is almost ready to fight! :)
     
  11. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    A boxer with a knife?
    "Never bring a knife to a boxing match - cause you'll win!"
    I know it's only wip. ;)
     
    ridermet likes this.
  12. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    Such a sexy move isn't it? :)



     
  13. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    Currently added Jump & Slide! :)

     
  14. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    Dodging and kill by Arbalist! :)

     
  15. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Body is visually too flat imo after being killed. Also the box collision animation in the previous post looks very soft upon impact. I think there are too many frames when the character begins hitting the box and when he is falling.
    All else looks great.
     
  16. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    It’s Plathammer time!

     
  17. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Good looking character, however he appears to be pushing the hammer instead of swinging it. Animation should have at least one frame of wind up where the hammer would swing back then forward.
     
  18. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    thank you for ur feedback :) you're right.
     
    theANMATOR2b likes this.
  19. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18
    Added Quick Time Event.

     
  20. ridermet

    ridermet

    Joined:
    Jan 27, 2015
    Posts:
    18