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View Code? Open in Web Editor NEWA small jump race game.
License: MIT License
A small jump race game.
License: MIT License
When the player hits the bottom of a stage then the player should stop going up and start to fall down. This should give a feel that bumping into the stage from the bottom will stop player jump speed.
IMPORTANT: Check if breakable stages have bumps or not.
Edit1: It seems there are no bumps for breakable stages.
There should be some conditions for killing enemies.
Tasks:
When player collides with the enemy it will kill the enemy.
When player collides with the enemy it triggers the ragdoll effect.
When the enemy falls off from a broken stage it should kill the enemy after a certain threshold.
Make the player object. All the tasks for player object are below.
The stages must rotate to face their previous stage. So the end stage is facing the end platform.
The enemies should be hiden only when the player presses the tap button to continue. Otherwise let the enemy finish the race. This probably should be implemented when the UI is added.
Use input from the android screen for controlling the player.
There is only one type of obstacle which is a windmill fan. When hit the player dies instantly.
The stage generator will place all the obstacles and bouncy stages in the level. All the bouncy stages link will be done by the generator.
Tasks:
Add all UI functionalities
All the bouncy stages should be linked to each other. For example s_1_ should be linked to s_2_, s_2_ linked to s_3_ ... s_m_ linked to s_n_, where s = bouncy stages. This is needed so that the characters can get the rotations needed for the next stage link.
Edit1: No need to give this to the player as I have just noticed in the game that the player can rotate by holding the screen and moving around. This will only be used for the AI.
At every start of the game all characters should select a random model. Make sure to select the same ragdoll model as well for those characters.
Long jumps should have their own speed values. So that the player can reach the top fast enough.
The player will die when colliding with an obstacle or falling to the floor/water.
Tasks:
Hitting the obstacles kills the player and makes the player become a ragdoll.
Falling into the water kills the player and probably just stop the player vertical movement.
Hide the line when player dies.
These are the platforms that will be generated near the floor/water. These acts as the last resort for the player to jump back up. They give a massive jump boost.
The booster conditions for the player in the BasicCharacter class should be moved to the player class since it is only unique to the player. The code structure will look better.
This will restructure the BasicCharacter class dramatically, please give full attention while doing this issue!
When the player lands on a stage make the player bounce off of it.
Give all the stage numbering at the start of the game so that all stages have stage numbering.
The camera should follow the player. The camera should be inside the player gameobject with a fixed angle and position so when the player rotates the camera does it too naturally.
Stages should not block End platform because then the player won't be able to finish the stage. Either fix it in code or later change the values and see how the stages are generated.
The end stage should only be a special stage where the player does not bounce. Maybe even make it parent of BouncyStage class without all the booster and other bouncy feature links.
Edit1: Didn't need to create a class because used the tags to solve the issue.
Since StageGenerator is going to be called from other classes. It is now best to privatize and serialize the public fields that should not be available to other classes so that the fields does not get accidentally updated from other classes as well.
Give a height offset for GridGenerator class so that the Long Bouncy Stages can have different height value. This value will be constant and not random.
The game speed will vary between normal and slow. Slow game speed happens when picking up booster or jumping from breaking obstacles. For this a global script is needed which will contain this field and later all other playable scripts will use the field from that global script.
The stages generated are too close to each other and because of this the AI gets stuck in a cycle. Meaning when the AI jumps towards a new stage it will land on an older stage and start from there again.
Change the stage generation offsets to give more distance. If that does not work then try to hard fix it through code.
Changed the offset of the stage and is working fine now.
Add fake shadow to the characters so it will give the illusion of a shadow.
Once the player reaches the end of stage then there should be a prompt for starting next stage. So basically Stage Reset needs to be done.
When player reaches end stage then increment level.
When player reaches end stage reset all used stages.
When player reaches end stage start a new stage with new level.
When the player hits the Water Platform then a timer should be activated to make the Water Platform disappear.
Create Jump and Fall animations for the character.
Idle 1: Hand and feet flapping.
Idle 2: Parkour Type (Knee to chest).
Jump 1: Front flip jump.
Jump 2: Back flip jump.
Land 1: Landing animation.
Make the player move from one bouncing stage to another.
Tasks:
Start the player at the starting point which by my logic is at the end of the stage generated.
The number of the level should keep on increasing even if the int _level has reached int LevelMax. This will illude the player that the level is still increasing.
Limit the game world size. This will require the placement of the stages to be within the maximum x and z value. This might as well make the game world look better.
When the player reaches the end platform all of its input movement and rotation should be disabled. This will ensure the player does not walk around when done.
There is a hint of fog in the game. So if seen at the distance one can see the effect of the fog as things fades in and out at the far side.
Give random value to the x-axis at start of BouncyStageMove for making all the move stages look unique. I commented in code where to put the codes. Read the comments.
Give a crown to the leader of the race. This should keep changing throughout the race whenever someone becomes the race leader.
When the player is falling the acceleration should keep on increasing atleast to a limit. This will give a sense of gravity.
Create character animation script for controlling character animations and ragdoll.
Create the model for end platform.
The moment slow-mo is activated the audio's sound will be altered as well to give more felling of the slow-mo.
Give other enemy npcs that will race alongside the player. The enemies will follow the stage link to the end platform. Enemies will start ahead of the player.
Create the obstacle windmill model.
Make the crown model and texture and add it to the game.
Show the stage number of each stages.
Edit1: Thinking about making the 3D text into a polling system. So the first nth objects closes to the player will get the 3D texts.
Edit2: First stage collided then from there the numbering starts.
When the player land at the centre of the stage then the player should get a higher jump called perfect jump. This makes the player go higher and gives the player fire vfx on the feet.
Tasks:
Create the model for the long jump platform.
A generator that will generate enemies in a stage. The StageGenerator class will send stage information to the enemy generator class.
The game world should only have a sea, a sky and the bouncing stages.
Tasks:
The sea should be blue. When player hits the sea give a small wave particle effects.
The sky should be a mixture of blue and white. The place where the sun is at should be bright white. No need the fog takes care of how the sky should look.
The stages should spiral down.
The stages should be linked with a rod or pipe like models that bends.
Make the line renderer curvy when going through the stages.
A line should generate beneath the player so that the user will know if they are above a stage or not. The line should change colour based on being under a stage or not.
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