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What do you think?

liked the in-between graphic too, felt very adult swim

Yeah, I thought your video was good. I watched the opening dating game bit and it was funny seeing you get rejected even by dudes, I skipped to my game and watched some of the 'poo' game. Even with the top let's play people I'll usually only watch the whole video(usually scanning through) if its a game I've played and am comparing game experiences. Most of the time I'll watch the part of the beginning and scan through the video and look to the end for some recommendations on the game. Your voice has a DJ, markiplier bass quality too it which sounds good - not too manic which can be fun for some personalities, but can also become tiresome for my tastes. I'd think you would get subs from most indie games you review. Thanks again for the feedback and best finding your interests and audience, greenstar

Thank you! Did you think my video was good overall? (I don't know if you watched the whole thing) I spend a loooooooot of time editing (over 8 hours) I know my commentary is pretty bland, but I have gotten muuuuuch better, and I only hope to progress from that here on! I am still fine tuning my voice, I believe I really have good chance at YouTube. (Or so I think, A MAN CAN DREAM!)

Don't tell me that! That sounds too real! xD
MAKE IT HAPPEN!
Actually, I tried to jump to the side island a bunch of times but I couldn't make it so it was cut out of the video. The climb overall took me about 45 minutes! haha.

I suggest adding more Easter eggs like that to enhance the feel of the "journey" upward. As it will keep the players attention. I'm not sure if there was a soundtrack or not, but that would surely add to the atmosphere of the game. (I may be able to make you one if you like, if I can find the time to do so.) I truly feel the game itself has a large amount of potential once it becomes more polished and less barren. If you can jam pack a ton of features, I 100% can see this game getting green lighted on steam. It's original, it's unique, I never played anything like it. It's challenging but not too hard. I felt accomplished when I finished it, and that's a very hard thing to nail in video games. I say from the bottom of my heart, keep up the good work and continue development! 10/10

Nick~
Playlets

Hello! I played your game on my channel! I made it to the top!!!
Also question, what would of happened if I jumped on the spaceship before it launched? Your game starts at 4:06
https://www.youtube.com/watch?v=ErG5pBXgv0o

climbtime - climb and jump parkour up procedurally generated levels for best time,crystal hunt,local multiplayer,VR support

steam early access release version - paid and demo(first level only) - recommend playing this for the latest version plus steam leaderboards and achievements

http://store.steampowered.com/app/535170

The game was developed in unity using a gamepad controller(gamepad strongly recommended, mouse/keyboard controls are supported but may find difficult to control due to the quickly changing momentum and key combinations). The game supports the oculus rift as of version 1.5 on Windows/Mac. For the rift, I chose a medium graphic setting on game startup to keep a higher fps with less judder/ghosting.

Game goals/modes

The game currently has two modes:
time attack - try to set your best time for getting from the start to the end of the level(default mode)

crystal hunt - collect 10 crystals placed in the level(see page notes on starting crystal hunt mode)

For time attack, you start the game at the bottom and have to jump/run up the blocks and walls and land on top of the top(or farthest)-most block(which flashes from white to black) of the tower in as short a time as possible. Falling into the water resets the level timer and returns the player to the last point at which they were fully stopped(fully stop if you want to create a checkpoint). Pressing the gamepad back button or keyboard F2 will restart the level regenerating any level pickups.

Levels are procedurally(randomly) generated from a level random seed number, changing block and wall and color choices.

Pause menu(player name, player2 name, look speed x, look speed y) and display toggles are saved in a game settings file. Best runs on completed levels are saved to level files.

For now on the rift, the main controls I use on the gamepad without having to remove my headset are back button to restart a level, start button to pause and back button while the game is paused to go to the next level(same as F3 on keyboard).

Controls

Left-mouse stick (WASD) : move player direction

Right-mouse stick (mouse) : player look

press and hold - right bumper (space bar) : charge jump - jump will charge to full amount approximately with the length of the charging sound, releasing the jump button will start the jump. You can only jump from either the top of a colored block or within close range of a running wall that has charge.

Y (Left Control) : set superjump - the next jump release will apply 1.5x force to the charged jump. Must have picked up a 'superjump' pickup (red ball, max held 1) to activate. The red 'S' letter in the display indicates superjump available.

press and hold - left bumper (Left Shift) : run/fly faster - applies more pushing force in the current direction and will hear a low hum when active.

A (keyboard R) : fire rocket - fires a rocket that will release an explosive push field on impact. Currently a new rocket is given every 30-40 seconds with the idea that 2 people playing local multiplayer might use it as a disruptive weapon in challenge runs or single player for an explosive push. The yellow 'R' letter in the display indicates rocket(s) available.

B (right-mouse click): get crystal in crystal hunt mode

start button - pause game, pause menu

back button - restart level

back button while game is paused - next level

Keyboard

F1 - pause game, pause menu options

player name, player2 name
look speed x - default 4.0, look speed y - default 4.0)

toggles:
show best path
show waterfalls
show aim point
show hazard rockets
show boid birds
rock jump(easy mode - allows player to jump from rocks and not just blocks)
wind sound
run sound

#requires restart(F2,back button)
crystal hunt
show color blocks(blocks in random colors vs the default brown shades)
show rocks/foliage

F2 - restart level

F3 - next level

F4 - toggle 1 or 2 player game

F10 - physics/field menu - change the physics of the game(under the physics section) or the field of the game to your better liking from the defaults - use 'enter' and 'escape' buttons when moving into and out of fields as tab-field support for unity is something I still need to add. Changing these settings changes the game settings file located on windows under C:\Users\<username>\AppData\LocalLow\saluda systems\climbtime\game_settings_physics.gd and you will need to reload the game for the new settings to take effect. If the game refuses to load because of the new settings and you want to revert to the original settings, remove the game_settings_physics.gd file and restart the game which will create a new game_settings_physics.gd file.

Objects

Block: the basic stable platforms you can land on top of in a variety of colors

Running Wall: these are thin white walls that you can temporarily use to run or jump against while close to - they emit a descending hum and their color fades to black indicating their lowering charge level. When the running wall charge drops to zero/black, you will hear an alarm and the running wall will no longer allow you to defy gravity and you will start to fall.

Pickup yellow ball: -10 seconds off your time

Pickup red ball: superjump charge, only 1 held at a time, red 'superjump' text in display indicates use available

In a 2-player game, whichever player makes it to the top(or farthest)-most block first is the winner(shows 'WIN' in their display). Restart the level or a choose a different level to play again.

Tips

  • if the game/controls feel slow/sluggish, its currently because the game uses mass for the player instead of arcade type player where the player has no mass and can instantly stop and start. I'll add in an upcoming version an option to control horizontal movements instantaneously(without mass) for players with that preference.

  • use the run button to help push you in air(horizontally) towards your landing/wall or immediately charge jump and push back to landings hit too fast

  • the running walls have a thin edge that you can run up/on top of and bounce on(to keep them from draining completely)

  • you can charge and set one superjump just before picking up a second superjump

Level End

When you land on top of the top(or furthest-most from the start) block(flashing from white to black) you will hear an indicator sound and the timer will stop. If you have beat the best time, your time will be recorded as the new best time for that level. To change to a different level, enter an integer number(anywhere from 0 to say 2000000) in the field that says 'CHANGELEVELTO:' and the game will restart(and continue to restart if hitting the water) on that level.

BestTimePath
If a best time has been set for the level, when restarting the level the player best time path will be shown as a path of small cubes that change from white to black according to the previous player time. This allows you to see your earlier best path and improve on it for better times. Displaying the best previous path may cause your frame rate to drop 10-20 fps depending on your PC so a toggle on/off(pause menu) is provided if it effects fps too much. Saved level files can be shared between players of the same game version number(see file notes below).

Crystal Hunt

To play crystal hunt mode, in the pause menu(F1) turn on the following options:
-show aim
-rock foliage
-crystal hunt

Press F1 to unpause and F2 to restart the level. You will see in the display a count of 10 crystals that have been randomly placed for the level for you to find. The crystals are small blue cubes and create a sound which grows louder as you get nearer. There are also 2 parallel vertical blue lines that will appear near the middle of your display when you hear the crystal sound, the line on the right will expand the closer you are to the nearest crystal. When you see where the crystal is, press the 'B' gamepad button or mouse right-click with your aim cursor directly over the crystal to get it(it should disappear, will make the hit area bigger in upcoming versions). The game currently just keeps a counter for the level of the crystals left, so if you get to zero that's it for the level. I've tried to sort out any issues where crystals might spawn inside of objects(unobtainable), but if you run into an issue where you think a crystal has spawned in an unreachable spot, let me know the level number and I'll try to fix.

Hope you have fun trying the game out and finding the fastest way to the far part of the levels. I haven't added any formal music to the game yet, so have been listening to some good music while playing.

I would like to further add to the game:

  • leaderboards

  • online multiplayer

  • multiplayer weapons(rockets, etc) to challenge players racing each other

  • other AI type 'boids' to act as additional challenge(patrol, snipe) or scenery

  • music

  • config options for color/texture palettes

  • config options for speed of play(run/jump) or movement

  • config options for more/less blocks/walls or layouts(something other than vertical tower)

  • other features based on feedback

Check back on this page for updates or twitter announcements at https://twitter.com/rangerfall

Any problems or feedback on the game(likes,dislikes,what to improve or provide options for) feel free to email:

[email protected]

Also email if you would like:

  • local multiplayer for 3-4 people
    Additional game/level file save notes

The game currently stores its save files on windows under

C:\Users\<username>\AppData\LocalLow\saluda systems\climbtime

game_settings.gd keeps settings on the pause menu(F1)

game_settings_physics.gd keeps settings on the physics menu(F10)

The other files are the level files(level_x.gd) which have a best time/path recorded for levels completed.

Removing the settings or level files will cause the game to try to create a new file. A saved level file for the same version issue game can be shared between players to try level ghost challenges, keep a backup if wanted of your existing level save file.
#platformer



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