Hey, guys!
I published a small update last Wednesday evening.
Here are what I changed in version 0.7.1:
- Dinosaur jump height reduced from 800 to 600;
- 50% less steaks until difficulty 8, which means a score > 7.000;
- "Press anything to start" text on Start screen is now flashing.
Small changes, but reducing the jump height is a good idea from you, guys. Game is more challenging, and double jump has now a sense while approaching bigger holes, or for avoiding obstacles and kitties at the same time.
My first though was that the jump feels heavy and I don't think the double jump is a good thing, it makes the game too simple. Or maybe it can be a bonus to collect ?
Yeah, that's right! Double jump could be a bonus once you reach a specific amount of points. Good idea!
[quote:m8yzm0fw]I'm doing this in my game and I think it helps a lot : https://www.scirra.com/tutorials/1048/p ... k-duration
Thanks for the tutorial link. That's also a very good idea. A lot of games already use that logic, and the behavior is more and more intuitive to players. So, it's worth using it. The solution looks quite easy to implement, so I will give it a try for next updates.
[quote:m8yzm0fw]Are you gonna do something with the apple as well? I though they were obstacle or object to collect.
Yeah, sure! As said above, I'm gonna rework the design of apples and leafs on the floor. I will remove black borders of anything related to background stuff.
Yesterday evening, I got an idea. I'm working on a apple sprite where it could be possible to destroy them. If you just ride against one, apple is ejected. If you fall on an apple, it explodes. Just a fancy visual idea. <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">
[quote:m8yzm0fw]Also I'm not sure about the utility of the speed boost button. I don't see a reason to use it yet. Or maybe I didn't go far enough ?(thinking about the holes)
How far did you go?
Did you already met Red & Dark Grey kitties? They both can follow you. The Red one can be passed away by using the boost. The Dark Grey one can also boost when you boost, so you need to kill him.
It's definitely a way worth following.
Graphics is good and the animation of cats allows to believe that the dinosaur's animation also will be great <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
Ha ha, thank you! It's very motivating!
Well, for now, I made the bike riding animation. I will post the gif later. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">
[quote:m8yzm0fw]I think you should make the size of the dinosaur smaller as said above and instead of making jump height less I would consider adjusting gravity first and then make double jump a little bit lower.
Yes, I'm considering it. Really.
I'm currently doing some test on reducing dinosaur's size. I think I will go for something like 20% less.
[quote:m8yzm0fw]
It's not clear that you can destroy cats by jumping on them. I discovered this opportunity by accident when I was in this part of holes and cats running the same direction as dinosaur.
You're right. I don't know what to do about that.
I thought about adding some quick tips while playing for the 1st time. For now, there is a help section when you Pause the game but, yeah, I guess people doesn't really Pause the game at first to look for help unless they just died...
[quote:m8yzm0fw]Maybe you should try to design some obstacles where it would be necessary and obvious to use speed up button because at this moment it seems needless. You've chosen quite difficult way of gameplay design. Usually in this type of game you have one button for jump/double jump and the second one for attack or slide down under some obstacle - such design makes it easier to achieve more challenging and diversified entertainment. But not everyone has to make it in this way and maybe you'll achieve good level of fun and engagement with your desing. Good luck! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
Thanks a lot! Very motivating!
Yes, I realize how complicated I made my developer life with those decisions...
Thanks for the link, a lot of good stuff there!
You're welcome! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">
[quote:m8yzm0fw]
I like the "level" approach to random generation, I used a similar version in a game I made. One idea for Bikosaur might be to change the probability of having the things appear, like instead of:
Lvl 2 - 101 >= 400
Obstacles: Y - Every 2 blocks.
Enemies: N
Holes: N
It would be like:
Lvl 2 - 101 >= 400
Obstacles: 50%
Enemies: 10%
Holes: 1%
Lvl 3 - 401 >= 1000
Obstacles: 5%
Enemies: 50%
Holes: 5%
In that way its possible to get a similarity control of the changes in the level, but it will also feel a little more unpredictable. And you can rise the probability of holes the more you progress, instead of just having it holes / no holes.
This approach might generate impossible levels, like holes + obsticles + enemies. So another approach might be to have static parts like now (mostly enemies, mostly holes, mostly obstacles ), but have hard and easy versions of the part which have a higher probability to show up the more you progress. I'm not sure if its clear...? Anyway, its interesting with different ways to generate levels <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
Well, to be honest with you I didn't think about % use. I think I'm gonna add it to my to do list as well because it could generate such interesting situations.
[quote:m8yzm0fw]Yes, I really like the new Rayman games! I would say that they have among the best visuals in game play collisions (...?) or how to say it. Theres a lot of cool visuals, which also fits into the game play, I think <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> I have not played the new Donkey Kong Country games, but they are definitely on the to play list.
Most of the times when I make games, its in a short time, like game jams, so I usually don't get to spend the extra time on details in the graphics. But I will try to think about a way to add more of details in new projects, because it makes a lot of difference <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
Yeah, Rayman is epic for me regarding its graphics. When you have time, give a try to Donkey Kong Returns. If you can, do it with a 2nd player, it adds sooo much fun!
I have never done a game jam for now, but I plan to do so. Working in such time should be amazing because you have to focus on what matter the most: delivering. Ha ha. I spent too much time on too small details sometimes. It would be such good help for considering what matter the most, finally: get things done! <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">
Well, again and again, guys. I'd like to thank you all for your feedbacks.
6 months of work for now (around 2h to 6h per week - because I do it aside my daily work), and it feels good because I don't feel so alone doing my stuff now.
I will post some updates soon. <3