FallGuy

Astronaut stranded on an abandoned station has to fall off to find a way home.

Scenario

An astronaut is trapped in an infinite series of space station platforms and must escape either by unlocking a portal or finding a spaceship.

Description

The game, as it stands, is basically just a series of dice rolls. I was thinking of adding an objective (e.g. fix the spaceship or unlock the portal), more pickup/resource types, predictable movement to and from "stations", interactions with the aliens and portal models etc but I can't (yet) get all that done over a weekend :)

Basically, you can collect pickups (which help unlock 'portals'), and use the pads to fall off (falling in space -- which actually doesn't make much sense) in a random direction to another random platform. Some platforms have 'aliens' in them (game over), other have 'portals' (win, if you have collected enough pickups) or a spaceship (win). The controls are physics based (and weird) because I couldn't get the CharacterController to work properly.

This is my first attempt at game development as well as my first time participating in a game jam. I had to learn Unity as I worked on this so I'd love feedback and advice on the best way to learn :).

The theme -- Falling -- made me think that it'd be fun to have the player fall forever in a Pacman-like-world (creating a closed world turned out to be quite simple actually).As a newbie, I had to settle for messing around with rigid bodies, gravity and forces in Unity -- which was a lot of fun!

Assets

The models are from OpenGameAssets (https://opengameart.org/content/space-kit). The skybox and sound files are also from there (I don't have the exact links -- I used CC0 sounds from the first page when you search for audio).

Comments (6)

SadaleNet
 • 6 years ago • 

For once I thought that there was any sort of strategy of playing this game. However, after retrying for a couple of times, I guess I was mistaken. Apparently it's a game of luck.

Anyway, it isn't a bad one for the first game. In fact, I think it's far better most other people's first games. Have fun learning game development! :)

Perhaps I'm having a slow machine. I tried out the WebGL one and it's a bit laggy here. Anyway it's still playable.

psevrain
 • 6 years ago • 

It looks quite nice and I was happy to give a try. Unfortunately, the gameplay is "short", and you should let the player control a bit what happens. So much random on events is not fun.
It's a good technical start, but you miss a gameplay I think. Maybe think of a sort of puzzle on the same basis ?

junar
(@bbk)  • 6 years ago • 

@SadaleNet Yeah, I should've made clear that the game is basically just a series of dice rolls :). I did want to let the player make more consequential choices but I never got around to it because I couldn't get it done in the time I had.

@psevrain I got a bit bogged down in technical details and didn't put much thought into gameplay. Which is an obvious mistake in hindsight. A puzzle is an interesting idea :)

Thanks for the feedback :).

Rardo
 • 6 years ago • 

first play i rolled on to one of the grey things flinging me to a ship. 3 seconds and Win! yay!
After a few retrys and see that its compltly random where you end up as has been touched on in prvious comments.
On a art front , I like your ship ;)

voxel
 • 6 years ago • 

I accidentally also won immediately. This is a cool variation of the 'rolling a ball' game genre. It's a little simple, but it's an entire game with win and lose states, an amazing accomplishment for a first gamejam attempt!

HuvaaKoodia
 • 6 years ago • 

Congrats on making a thing, that is a hurdle too high for many.

There is little to comment on the design, because it is an afterthought, but I can give a few pointers when it comes to a character controller:

  • Use Input.GetAxis with "Horizontal" and "Vertical" to get good support for different types of input devices.
  • Use rigidbody constraints to disable rotation.
  • Change rigidbody velocity directly for lateral movement, use AddForce with ForceMode.impulse for jumping (keep y axis when altering velocity, that is)
  • Try using a zero friction physic materia when moving and jumping to make sure the character doesn't get stuck on geometry. You can switch back to a friction material for a slow stop when there is no input.
  • Use a box collider by default. If it collides with small imperfections in the ground then switch to a capsule collider when walking (object can have two colliders at the same time)
  • Use a Physics.SphereCast to check if the character is grounded (can jump or not). Alternatively multiple Raycasts can give you more accuracy if you need it.
  • Calculate the character rotation with Quaternion.LookRotation and lerp the final rotation with Quaternion.Lerp for smooth turning.

Hopefully some of that is new and helpful.

Cheers!

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