Game Completed (post-GMTK Game Jam 2023)


The game is complete. This was a lot of fun. I learned quite a bit about using Unity's splines, as well as building upon it to get more functionality that I needed for this project. Timelines was also a first for me during this project. This is the final update for this game, and here is what I have added:

  • Implemented a proper spline jumper: when the hero receives knockback, if it is moved far enough it can either be killed or transition to a nearby spline. It takes in parameters for distance, direction, and direction angle threshold. This allows splines only to be chosen within a specified cone-shape. Using curves, the shape can be lerped depending on how far the direction is from Vector.down (gravity direction).
  • Main-menu scoreboard: while practicing launching minions at the hero in the main menu, the scoreboard will keep track of how many you hit the hero with, and how many the hero has personally dispatched of.
  • Gameplay end-screen scoreboard: at the end, whether you win or lose, a scoreboard showing the time elapsed and hero completion % will appear.
  • Boss power level: during gameplay, when your launched minions hit the hero, the hero receives knockback. A tally will count-down (with on-screen ui), and when it reaches zero, the boss will be able to launch one attempt at a powerful knockback. During end-path segments, you get as many attempts before the hero reaches the snake, which leads to a fail-state.
  • Changed some the input bindings: the gamepad launch minions inputs conflicted with the main-menu buttons, so that is resolved.
  • Slightly improved cutscene ending transition: however, it does reset certain things at the end.

If there are any major issues found, such as crashes or freezes, I may come back to fix it. Anyway, thanks for reading these posts and playing the game!  :)

Files

I'm The Baddie.zip 163 MB
Aug 06, 2023

Get I'm The Baddie

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