Finally, nearly a year after I began development I am ready to release the first publicly playable demo of Besus, featuring the first level Wind Turbine Valley.
Please keep in mind that items are subject to (and likely will) change.
Controls are as follows:
- Movement: Left Joystick / WASD
- Camera: Right Joystick / QERF
- Jump: A Button / J
- Grab Objects: B Button / N
- Attack: X Button / K
- Dive: Y Button / I
- Look Mode: Right Bumper / U
- Snap Camera Behind Player: Push Right Joystick / Y
If after playing the demo you find any bugs or have any suggestions regarding items that can be improved or changed, please use the following:
The first development blog since the release of Unity 5, and with that release I naturally ported the project over. This development blog details that (and the changes made to the look of the game as a result of it) as well as:
- Detail culling (to save on draw calls)
- Diving/Sliding mchanism
- Roll attack
- Early boss battle development
- A NPC which you race against (akin to Koopa The Quick)
Almost exactly one year ago I began production on what I consider my dream project – a 3D platformer akin to the greats I loved growing up. My biggest obstacle however was my lack of programming knowledge as I mentioned in my other blog post about transitioning from UDK to Unity. I had played many other projects and seen the great things that they had implemented, but I knew I could never do this unless I learned to program. Not only was the language itself foreign to me, but an even more important element escaped my understanding: the logic. So I began to dissect the existing code base or “starter kits” from the asset store and see how it all worked. I was in luck as I was learning as the logic behind the code began to make sense almost immediately. Before long I knew what I wanted to do and how I could go about it, so now it was just a matter of putting that in to code. Continue reading
With all of the progress being made on the newer levels, I thought it was about time to add some new screenshots!
Please note that these are early alpha screenshot so it may be lacking details, textures, and the layout is subject to change.
Finally after 4 long months, it is time for volume 6 of my video development blog series following development of Besus: Journey for Vitality!
Implementations and updates covered in this video include:
- True analog controls
- Jump height based on how long the jump button is held down
- Special enemy abilities, respawns, and “death’s”
- Preventing the player from continually running in to a wall
- Crushers and spike traps
- Player launcher (on a spline) and shooting from a cannon
- New pickup to increase maximum (total) health
- Level Two progress and the sidescroll area within
- Overhaul of Kart racing mechanics and physics
- New “ball rolling” side-game mechanics implemented
I just finished updating my new IndieDB page for Besus: Journey for Vitality. Although it is still pending authorization, the page can be found here.
Major updates will likely be the only ones to be added to the IndieDB updates page, so for those looking for more in-depth information on the development continue to check this one!
Time for volume 5 of my video development blog series following development of Besus: Journey for Vitality!
Updates focused-on in this volume include:
- Texture-based footstep sounds
- Improved/expanded dialog system
- Scene-workflow and transition changes
- New Firefighter powerup
- Water-level control button
After discovering everything that the Complete Physics Platformer kit has to offer, I knew the time would come that I would have to emphasize the “starter kit” aspect of it and expand on its functionality. Although the kit offers the essentials such as movement, jumping, enemies with basic AI, health system, and a coin collectible all integrated with the physics system in Unity, any platforming game since the mid-90’s has offered more. Be it wall jumping, ground pounding, powerups, or even just swimming, these are all items that I eventually wanted to add to this starter kit.
Wall Kicks Will Work
I knew the logic behind how I wanted to approach this right from the start. Specifically I would use the ‘grab box’ already attached to the player (used to determine when the player can pick an item up) and if it was touching an object with the ‘Wall’ tag, it would let the player perform the wall jump. Being fairly new to C#, translating this logic to in to code proved to be quite intimidating at first. After combing through Google search results, most notably Unity Answers and forum posts, I dove in and began to implement the code. Line by line, the logic began to come together. The most difficult part was working with the rotation, specifically rotating the player 180 degrees after jumping off of the wall. Eventually I found the transform.RotateAround function which allowed me to do just that; rotating around the Vector3.up axis.