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It's yet another FPS with funny puzzle mechanics. Scale things up and down with your gun click, and change the scale factor with a scroll.

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GMTK Game Jam 2024 - Build to Scale.

An FPS puzzle game where you have to escape rooms using a scaling gun. image

Backlog from earliest to latest.

  • Scaling power
  • Ease scaling effect
  • Change the scalling factor with scroll.
  • Apply scaling effect with current scaling factor.
  • Left click to stretch and Right click to shrink.
  • Add soundFX on shrinking, stretching (use the scale factor to alter pitch)
  • Make the scaling a behaviour
  • Create gun mechanics: shoot a ray, visual FX for both types of scaling
  • Add gun sound FX
  • Add gun cool down before next shoot
  • Gun diegetic HUD
  • Add particles when shooting the ray
  • Review timing between shooting and scaling
  • Create a standalone RayBeam GameObject to Instantiate in the scene
  • Implement a FS movement: walking and looking
  • Assembly FS, gun and scaling systems
  • Make the player jump (Character Controller).
  • Start state with UI
  • Lose state with UI
  • Winning state with UI
  • Reload from scene one
  • Design puzzle one - intro
  • Design puzzle two - explore
  • Design puzzle two - final
  • Add a crosshair
  • Remove GameObject once they reach a minimum scale threshold
  • Change the gun with a bigger one
  • Apply texturing to rooms, geometries and hazards
  • Import PSX fonts
  • Design Start, Lose and Win GUI
  • Add diegetic guides to teach mechanics - Level one: "There an obstacle on the way, shrink it", and so
  • Explain that shapes won't scale more than x2.0
  • The large shapes on levels four and five need to get blocked after scaling it x1.0
  • On level five, the platform needs to be shorter so it won't pass if the player shrinks it
  • Change the color of geometries when reaching max local scale
  • Create the N pre-defined geometries for scaling and update them on the levels
  • Add visual style on GUI
  • Fix mouse sensitivity
  • Shake the camera on every scaling (depends on the cinemachine FP feature)
  • Add a hand holding the gun
  • Reload current level/scene (Pressing R)
  • Add gun animations
  • Add soundFX to disappear from shrinking and stretching.
  • Create a practice system where the Geometry disappeared

Puzle anotations link

  • Clear objective. The user just needs to figure out how to do it.
  • Clear rules and understandable limitations
  • A conflict, an assumption, and a revelation.
  • Build on top of the previous knowledge, ramping up in difficulty.
  • Steps, solutions, number of mechanics.

Puzzles

  1. A large box is blocking your way, shrink it.
  2. A lava river is in your way, but there is a box you can use to stretch it and cross
  3. Little lava river, use the boxes on the ceiling so they can fall on the lava
  4. Scale a prism to push a ball into a pit and jump on top.
  5. Theres a chasm, use the scaling momentum to push a ball to help you cross
  6. The exit is high up; use the boxes to create a ramp
  7. The way out was hole; use the boxes to create a bridge

DevLog

  • Later, I realized that the CharacterController was not the best option if I wanted to enable the scaling geometry to propel the player upward.
  • The geometries persist on their local scale. A set of elements with pre-defined sizes at local scales of 1.0 is needed so the gun can interact with that.
  • Using a cube to manually scale makes it difficult to limit and define the threshold. Having defined geometries of different shapes and sizes allows for homogeneous scaling.
  • They may change color to clearly indicate that the geometry has reached its maximum scaling state.

References

[1] iHeartGameDev, How to Jump in Unity 3D: Jumping Like Mario [Built-In Character Controller #3], (Jul. 18, 2021). Accessed: Aug. 19, 2024. [Online Video]. Available: https://www.youtube.com/watch?v=h2r3_KjChf4

[2] GDC, Math for Game Programmers: Building a Better Jump, (Dec. 12, 2016). Accessed: Aug. 19, 2024. [Online Video]. Available: https://www.youtube.com/watch?v=hG9SzQxaCm8

[3] GDC, Level Design Workshop: Solving Puzzle Design, (Dec. 19, 2017). Accessed: Aug. 19, 2024. [Online Video]. Available: https://www.youtube.com/watch?v=0xBJwrm9C8w

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It's yet another FPS with funny puzzle mechanics. Scale things up and down with your gun click, and change the scale factor with a scroll.

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