Game Over: Week 10&11of #8WeekGameDev. FlipTiles:Runner

posted in AntHillPlan
Published April 03, 2019
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This is Week 10 & 11 of an 8 (maybe 14) week game dev. Game Over is this weeks' major feature. Also, a new theme, some sounds, and I learned about Google Instant Play. 

Android beta at https://play.google.com/apps/testing/com.ryuuguu.FlipTileRunner. iPhone Beta is available on  TestFlight at 
  https://testflight.apple.com/join/IJDl9FXC

First Game Over:
814402375_GameOver.png.71f30ee36df33b5076a22dcb08125121.png
This includes how you died, diamonds picked up, the score for this character, and game mode (regular). Also, your various best scores. This was not my personal best or my best regular game but beat my previous best in the Peasant theme and with a Druid. If internet connection is working there will be a button beside the diamonds you can push to double your diamonds.

diamond2x.png.541fd7d6f0cbde4cf2d2adcf4d383e13.png

It is now possible to double diamonds by watching ads. So far that is the only monetization I have. You can double up to 3 times in a row (8x) there is a duration timer on the "watch-> 2X" button and when it is over the message goes away and you receive your diamonds

1879200462_morediamonds.png.2ba75274fe4ae4829749dfc3daec8e34.png

I added a chess theme to show off the 3D effect better.

Chess.png.e66d4f64099b7a76cc8404051ce4ce52.png

Also added sound FX when things happen. Here is the enum


public enum Key {
        GatherDiamonds,
        Fall,
        Killed,
        BumpScore,
        WallKilled,
        EnemyKilled,
        WallBounce,
        EnemyBounce,
        PowerRotate,
        PowerSpecial,
        PowerAreaRotate
    }


Basically when dying, killing, using a power, scoring or picking up diamonds there is a sound FX.
I also added a heartbeat in the background with this asset.  In the regular game, it starts slow around 50 bps and then increases with the avatars speed up to about 130. Definitely increases the tension when playing. 

Read a bit about Google Play Instant (GPI). The instant app needs to be under 10MB initial download with another 15MB of downloads after OK. Played around a bit and I think I can get what I need in Unity engine around 7MB plus some amount for GPI SDK leaving me a couple of MB for the game. I think I could fit the initial level in 2 MB. The additional 15 MB would cover pretty much the whole game. Currently, the game is 45~50MB but that includes 13MB of unneeded Unity Engine and textures at 2Kx2K size also no texture atlassing or any other special compression. That would probably add a week or two to do it properly including using all the features GPI SDK. If I had known about GPI at the beginning it would have been much easier to remove unneeded Unity packages before coding. When the game is complete I will see how I feel. Maybe I will launch on Apple and non-Google Android stores first, then try to make a GPI version.

As always thanks for reading to the end, and any feedback to the blog or the beta app is appreciated. 

Android beta at https://play.google.com/apps/testing/com.ryuuguu.FlipTileRunner. iPhone Beta is available on  TestFlight at 
  https://testflight.apple.com/join/IJDl9FXC

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