Here’s the next post in my series detailing new features coming to Def for the PC / Mac / Linux (and OUYA !) release. Todays feature is: speedup !
Okay, I’ll admit that’s a little underwhelming as a major feature, given that most tower defence and RTS games have a way of speeding up time to zip through any lull in the action. But it’s significant since it’s a feature the version of Def currently out on OUYA doesn’t have. Most levels in Def are designed so that there shouldn’t be many moments where you are idle enough to need a speedup feature, but it does happen occasionally. My initial attempt at implementing this before the OUYA release hit some bugs I couldn’t solve, and I opted to release rather than have this one non-essential feature hold everything back. That said, it’s a nice feature to have, so I devoted a little more time to get it working, and now it’s coming !
In my last progress report on the “Def mega update“, I teased that I was going to be a doucebag-indie-marketing-guru-wannabe and reveal some of the new features coming to Def piece-wise, spread over several dedicated posts. This is the first of those posts :)
Back when I began designing some of the later levels for the “Def mega update“, I started to feel that I needed something extra to shake things up – I guess it’s inevitable when the initial design was based around ‘minimalism’. I wanted something that would make the levels feel more multi-staged, so that new areas would open up as the level progressed. The solution was to add destructible BARRIERS.
So Def has been out on OUYA for a a little over six months now and it’s been great to get feedback from the people playing it, with a few Let’sPlays and some reviews popping up. But I know not everyone has an OUYA. Fear not ! I’m making progress on the PC / Linux / Mac version. An Android touchscreen version might also eventually appear, but there’s a Unity engine bug that impacts enough devices that means this may or may not happen. Why is it taking so long ? Given that Def is built Unity, many people would expect you can just press the big ol’ “Build” button and get a version for any platform. Well, Unity certainly makes multi-platform builds easier, but things are rarely that straightforward or simple (especially if you attempt to build for Windows 8 Store .. but that’s a whole other story).
Def level 25 work-in-progress, part of the mega-update
Early in the jam I had a bunch of different ideas. This is pretty normal. I liked the theme, so much so that it almost gave me too many options for achievable small games I would have enjoyed making. In the end I went for my ‘fallback idea’ – something I’d wanted to try if I could tweak it to fit the theme: a Descent-like game with visuals similar to Zombie Gunship.
What I wanted to achieve was:
1) Set up 6DOF ship controls that felt good. Not necessarily identical to the original Descent, but along those lines.
2) Recreate visuals similar to Zombie Gunship (essentially inverted greyscale, with object highlighting)
3) Incorporate this into a small prototype game, as a sandbox for something bigger.
All image effects applied
I’m happy since I feel like I largely met goals (1) and (2), with some detours, while the gameplay component of (3) isn’t nearly refined enough.