Game
Project Flight
6 years ago

https://www.youtube.com/watch?v=ehHqowNfuxs

DEVLOG #1

Rushed this little update, because College really started to get overwhelming. And since I have a huge Unity assignment, I won't be able to work on the game until the end of May. But I'll be back by then!

(Patch notes in article)


YouTube
https://www.youtube.com/watch?v=ehHqowNfuxs
youtube.com

THE NEW / FIXED STUFF

  • Added a cinematic camera system when you load up a level (with new music to go with it).

  • Added the intro animation when you first switch to the bird’s cam.

  • Added a countdown at the start of the race

  • Added a work in progress version of the official forest level song

  • Added the booster model inside the game, but it is currently invisible since it doesn’t work yet. Thanks College for taking all of my time!

  • Changed the bird’s collision behavior a little bit. It doesn’t bounce anymore, but it doesn’t go faster (for some reason) anymore. Still buggy, but it may be better… or worse, I don’t know. Feel free to post some feedback!

  • Changed the way the enemy tags are displayed. They are now visible while in VR (which was impossible to do before the change)

  • Fixed the bug where if you were careful enough and touched a wall in a certain way, you would accelerate up to massive speeds even without touching the throttle.

  • Before, if you went too far, everything started to get more and more distorted, including the UI (though unnoticeable in the current prototype due to the small play area). Now, using a little seamless magic trick, this won’t happen anymore.

  • Figured out what happens when you play with an Oculus Rift. Shout-out to eminus on Twitter for making a youtube video testing the game with one! Now I need to find a way to fix it.

NEXT STEPS

  • Make the boosters functional (while you’re in it, you accelerate super quickly. You stop accelerating when you leave the booster)

  • Add the temporary settings menu

  • Add a life bar (you lose health depending on the impact force when you hit something. If you lose all of your HP, you explode and reset to the last respawn checkpoint)

  • Tune the collisions a bit more

  • Tune in the keyboard controls (even if I’ll always recommend a controller for this game)

SIDE NOTES

First, you probably already know, but College REALLY started to hit me hard with assignments. I just don’t have the time to work on the game for now. It also doesn’t help that one of my assignments is a relatively complex 3D Unity game. I can’t do Project Flight AND that at the same time. My term end somewhere in the middle of May, so you can expect me back on Project Flight before June starts.

On a more technical note, the roadmap for the game currently is to polish the gameplay elements and add the missing assets for them. When that will be done, I’ll release the final public prototype where you’ll be able to try out those elements. Once that’s released, it will be the time for me to actually make the levels and all of the graphical and audio assets.

Also, it’s just amazing to see those huge view numbers on the game page. Really, thanks to everyone that checked it out! Though, there’s one thing that doesn’t feel right: I barely received any feedback. That means that I don’t have enough opinions to base myself on what to do, what to change and what to add to Project Flight. Yes, I can ask to my friends theirs, but it will never be the same compared to players coming from all over the world. So, I’m not forcing anyone to try my game, but for those who do, I would really appreciate some feedback. Thanks in advance and I’ll see you back in May!



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