I returned to work on Fail to Win and decided to build myself some better tools. So I started build a stage creator. It is front-facing, so it makes it possible for players to design and save their own puzzles, something I plan to include in the release of Fail to Win. I figured, though, that there isn’t anything quite like this on the Asset Store currently, so once I’m done, I’ll make it available for purchase as a framework for creating 3D puzzle platformers.
All of the above were built using the stage creator. Each stage is a single mesh with no hidden geometry. The stage can be saved as a JSON file and then loaded into the game later. The developer can configure the stage creator to pick what is exposed to the in-game stage creator (list of props, stage size, etc.).
There is still a lot more to come. Currently, I’m working on finishing prop placement and play-testing. If you are a Unity developer, please let me know what you think and what you might like to see in this framework. If you are a gamer, I’m interested in your thoughts on player-generated content and stage creators.
This game actually started back in high school. I had previously made a simple space game in Flash where you and another player orbit a planet, trying to knock each other out of orbit. When I was learning Unity, I thought I would try making a 3D version of the same game. However, I quickly ran into some serious design issues:
There’s a lot more space in three dimensions. Traveling from one side of the planet to the other felt like it took way too long, and it was hard to tell how fast you were going until you crashed into something, unable to slow down fast enough.
Your field of view is limited, since you are following a spaceship instead of getting a full view of the arena. This made the pull of gravity really confusing. Since there is no up or down in space, the pull of the planet onto the ship just made uncomfortable controls.
Multiplayer would be trickier than simply sharing a keyboard with a friend.
Boundaries are unclear. In 2D, it was simply the edge of the screen. In 3D, I needed a way to box players in and still have them experience the openness of space.
So I made an entirely new game with a similar-looking stage. There is still a planet in the center, and you still control a spaceship, but now you are defending the planet from aliens. You zap them instead of knocking them backward. There is no real gravity from the planet, but you still fly around it. I originally had a force-field for boundaries, but my force-field effect looked awful. The game was pretty much playable, though. I never could settle on a name. I then took a two-year break from game development and forgot all about it. More recently, I was looking through my old projects and re-discovered it. I had learned a lot since made it (it’s been about five years now), so I decided to start fixing it up.
The Game Now
I chose to port it to mobile because of the availability of tilt controls. Really, a platform like the Nintendo Switch would be more ideal, since it has a little more graphics power than a mobile phone while stile having the same tilt control, but Android is an easier platform to begin publishing for. The Asset Store has come a long way since I started this project, so I was able to make things look a lot nicer, but the game works in pretty much the same way. I did, however, change the boundaries, using a portal instead of a force-field. If you fly too far away from the planet, a portal appears, taking you to the opposite side of the planet, flying toward it instead of away from it. I released it recently to the Play Store, but it still has a few problems. For example, it is possible to dodge the portal and keep flying away. Most people I show the game are initially confused by the controls. It doesn’t take long to get used to them, though. Also, the end screen is kind of boring. I hope to fix these things and more. Still unable to choose a name, I chose the most concise way I could explain it.
Between now and the full release, I plan to add the following:
Appearance tweaks (Already swapped out the spaceship models; just need to publish that change).
Fix the problem of dodging the portal and venturing into the void of space.
Add a leader board
Have the aliens come in waves instead of a steadily increasing rate.
Optimizations and device support (If you try the beta, and it does not work on your phone, let me know!)
An iOS port
These updates will come gradually as I make them, leading up to the official release. Please try it out and let me know what you think!