This a side-scrolling runner with very simple ONE TAP gameplay. Cat Armstrong gets home after his spaceship crashes on Mars.
Story (November 5, 2018)
I am not a game designer or artist I am just a web developer that love visual stuff, apps and games and wants to make my own awesome 2D game with simple gameplay and juicy graphics that kids will love.
The whole game will be produced by only one person (me) to boost my professional skills and have one more 'check' in my life TODO-list.
Any support and (further) critique for this project are welcomed and I will appreciate that a lot. Thanks
New sketches (November 8, 2018)
Hello there. I had busy days recently and did some art and animation for main character. Today I am going to finish the character graphics and animation. Then I want to add new features to gameplay.
Since the game is a side-scrolling runner we need a very simple gameplay.
1 left-tap (while on the ground) – Jumping
1 left-tap (while in air) – Pulling (via magnetic boots))
1 right-tap and hold – Acceleration (double normal speed)
Astronaut has a tank with an air which can be used to accelerate forward to avoid collisions. But to make the game more interesting, the air is not infinite. The character breathes AND the air is significantly ending when player uses the acceleration which makes the game more interesting.
Locations and Levels
For now I've figured out only few obvious locations (Chapters):
Ice planet (New Year theme)
Each location will have up to 20 levels (from easy to hard difficulty). For some holidays new temporary locations will be included (like Halloween or New Year)
Air (adds air to your main air tank, immediate usage)
Shield (creates a electric shield around you so you can collide with one obstacle, 25 seconds)
Haste (boosts your speed immediately for 10 times and puts coins on your way, 4 seconds)
Double-coin (increase a rate of coins by two)
Bonuses are stackable
Skins and Items
To make the game even more catching I want to add skins and items which changes only visual parts, BUT DO NOT affect on game process. Some thoughts:
Skin "Zombi" (30000 coins or 2 crystals)
Skin "Alien" (50000 coins or 3 crystals)
Skin "Robot" (60000 coins or 4 crystals)
Trace effect "Rainbow" (5 crystals)
A Pet which follows you and never dies until you (8 crystals)
Player collects coins playing the game. Extra coins and Crystals can be bought on market
"First impression" (November 15)
Today I did some rough prototype of character mechanics and some catchy procedural animation for cat's tail
Some game arts, Trello (November 16)
Hello everybody. Today I got some time to draw arts -- in-game bonuses.
Also I've created a Trello board to get everything noted in one place (it's public) -- trello.com/b/wmCOAwQ0/moon-run-2d-game
November 18 (Some new art)
Hello there. Today I've made some new sprites for obstacles and particles effect
It's been a while from my last update and today I finally got some chance to do some animation for my character. Less words, here are some images:
Today I improved Jumping and Falling animation
Also I've added a procedural shadow to the character. It scales dynamically depending on how high jump is
Another one tiny improvement -- added particles on Jump and grounding (prototype)
November 25 (Particles, Destruction, "Juice")
I want to thank Matthew Holtzem for this awesome open-source package https://github.com/mjholtzem/Unity-2D-Destruction
Also Sirhaian for the fire particles tutorial
Thank you, guys
Today I have re-made a bit world with new mountains, ground, stones, and color palette
December 4 (HUD, idea revision, long time inactive)
Hey, guys. Today I'd like to tell you how I decided to change game form from Levels & Locations to Endless-runner.
The reason is quite simple -- I have no time to finish game since I work alone on art, programming and other stuff in this game. So I think it's better for me and PROBABLY for gamers to have one simple locations without levels and have score that counts in meters. The higher range the astronaut has ran the higher position in a score board (worldwide or local one of your friends).
Okay, it's cool, but what changes after this? Well, yeah.. there are some stuff which make game dev a little bit more complicated -- it is procedural map generation. Endless.
It has to be memory efficient within time, not greedy to CPU. Generating static parallax world is as simple as Instantiate game objects in proper parallax layers with some variety, but things get complex when we talk about physic moving obstacles which have to be possible to pass, otherwise people will remove the game after second time when they can't pass too many obstacles on a screen at one moment.
Appearing obstacles independently of each other is not a good idea by reason of having pretty high percentage to get in "obstacles trap" when player can't pass. So it was decided to create predefined script blocks (as I call them) where for example we predefine 100 meters of map and we 100% sure it is passable. We create 60 blocks (20 easy, 20 medium, 20 hard) and just repetitively put them each after other.
In the future I can expand size of blocks or switch back to Location-Levels idea, but for now I stick to simplest, but not less interesting game mode.
Also I've added first HUD prototype, it is very common and simple Meter counter and Coins counter at the top-left corner of the screen. Pause button will be added later.
New coin pickup effect
December 10 (Screenshots and code)
Well, I missed a progress line so today I will note a mess of changes and features (with code)
Let's take a look how I implemented those indicators. First I have some helper in my HUD Manager script:
Then I simply call this helper method in "Start()" of each obstacle, like this:
Then I created a simple GameObject with SpriteRenderer (Actual sprite which will be shown as an indicator) and put the code below: