Curse of the Dreamweaver Movement Demo (Phase One)
Description:
This is my game, Curse of the Dreamweaver, that I am currently developing as my project for the CSCE 581-D course at the University of South Carolina. This game serves as my project for the class but is also a personal project that I will continue to work on after graduation.
New Features and Changes:
There are a few small changes/features I have added to the game since Phase 3.
- Complete Level Redesign: In Phase 3, the level was MUCH too hard, so I decided to make it WAY harder! Just kidding, I instead created a whole new level divided into 4 different sections: a tutorial section, an easy section, a medium section, and an impossible section. Of the three sections that are not tutorial, the impossible section is by far the hardest, but it is also the most fun and rewarding. However, you do NOT have to beat the impossible section because as the name suggests it is really hard. I will taunt you to beat the impossible section, but seriously you can just stop after medium (not easy because it's purposefully way too easy).
- Comedy! HAHAHA!: So to combat the immense difficulty of the game, I have added in some fun and comical text throughout the game, mainly the impossible section as that's the section that may (will) drive you to slam your head through a brick wall. Also, I figured if I'm going for a demo inspired by Getting Over It that I should have some funny little bits as well.
- Musical Theme: In Phase 3, there was a pretty basic theme to the game that a lot of you seemed to like but I actually meant to put a WAY better theme into the Phase 3 build. Now when you play the game you will hear the theme I had intended to include in Phase 3, let me know what you think! Currently, there is still no way to turn off the music other than by muting your computer itself (sorry AGAIN if you hate the music), but I promise I will be adding a mute button really soon!
- Jump with Spacebar: So another suggestion I received was to change the jump button to space instead of the up arrow or the w key. I didn't really think it would make much of a difference honestly but oh man was I wrong. It is much easier to hit your jumps correctly now as you don't have to use one hand to move, sprint, and jump. I also figured since I have not yet implemented any parts of the game that require roll, crouch, or attack to get through, that you will not be utilizing these mechanics as much and so your second hand can instead be used on the spacebar to jump.
- Moved the "Something Else": So some of you found the little secret I added and you will be pleased to hear it is still in the game! However, I moved it to a new location and you will need to get through almost all of the impossible section to find it.
Controls:
Below are the controls and what they do. Later on, I hope to allow players to reconfigure/map these controls however they would like, but for now, these are the working controls.
- Move left/right: A and D keys or Left and Right arrow keys
- Sprint: Left or Right shift keys
- Jump: Spacebar
- Crouch: S key or Down arrow key
- Roll: O or X keys
- Attack: I or Z keys
Known Bugs:
As this is still in production, there are a few small bugs to be aware of that I am of course working on fixing.
Collider/Animation Issues:
Like in Phase 3, this is still a small issue so I am leaving it in this section. I haven't noticed it as much but again still something to be aware of. There are some very minor issues with colliders and animation. For example, if you jump into a block at the correct angle, you can get stuck falling in place until you move away from the block. Another example, when you jump immediately after landing on a platform/block/etc. there is a small chance that the jump animation will transition into the fall animation prematurely. This bug is not very noticeable and does not affect gameplay in any way but is still notable. Aside from these two minor bugs, there may be some other slightly wonky behavior when the player is interacting with different colliders throughout the level.
Final Notes:
If you find any bugs not listed above PLEASE leave a comment briefly describing it so I can check it out and fix it. Aside from that, I wanted to give another HUGE thanks to Professor Meaney for all the help. This was the most fun course I have taken in my four years here and I'm glad I could be a part of it.
Status | In development |
Platforms | HTML5 |
Author | MaxCorbel |
Genre | Platformer |
Made with | Unity |
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