ReversE changes and updates 3/12/2012

Made a huge stack of changes to the game since my last update! Some of these have been

– Adding a drop shadow to player feedback text

– Adding sounds and polishing levels 1-13

-Creating levels 28-35 to a playable and completable state

– Re-Jigging of the options menu within the game so you can now change character skins when they unlock

– Split Sound, Player Customization and Game Stats into their own function menus

– Added scripts to the players which recognize the new player skins

-Tweaked a few puzzles for polishing, a few errors with collision areas in

Current to do list

  • Need to add Sound effects manager to the levels past level 13 for the game
  • Must add UI sounds inside the levels in the game
  • Will attempt to re-integrate the menu sounds I had for the level select menu
  • Need to create 8 more tracks for the game – inspiration there just need more time in the day!
  • Need to create 33+ all bonus player skins to unlock, may also include user submissions so if you have any please send them this way!
  • A lot of polishing, play-testing and code efficiency checks need to be made in a 46 hour burn period in the game
  • Need to check compatibility with Windows XP as problems have been noted with XP OS
  • Need to tweak UI within the game menus, some texts are too big/small for the buttons, some of the GUI moves around on screen resizing too much
  • Need to fix annoying music tab out bug, may investigate pausing game entirely if tabbed out, although need to do research on this one

If there are any more fixes needed after this, they will come in the form of content patches post release. The game will be shipping in the best possible state of polish it can get as I will work my socks off from now until submission date which I am officially hoping to be December 14th to Desura.

Below I will post a video that I have uploaded showing the changes and additions to the player skins and should give you a rough idea of where the game is at!


There is also a Mac OSX demo of the game now too on the IndieDB page

If you enjoy my game please vote for me on IndieDB of the year,(should be a red button at the top of the page) and leave some feedback for me as well if you have any! Will post another update quite soon! Stay tuned!


Submitted Windows version of ReversE to indie DB – Awaiting Authorization

Thought I would write a quick update seeing as its the small hours of the morning and I am still running on high energy! I submitted the first Demo build that I targeted for release today to IndieDB and now I am just waiting for the authorization process to tick over! In the mean time here is the page link Keep spamming that refresh button! 😀

Reverse Progress – Time Keeping, Saving and Loading Best Times and Level Additions

Since the last update to ReversE I have made more changes to the player mechanics, and will continue to do until I am fully satisfied with them. The main additions over the last few weeks have been:

Addition of a Joystick control for android/touch devices

Addition of a timer to indicate how long it takes you to do a level – this will save and is reloaded on level using PlayerPrefs

Tweaks to the player controller to fall in line with the android joystick change

Addition of a few more levels

Darkness mechanic, an idea I would like to try out mid-way through the game, inspired somewhat by the temple levels on Crash Bandicoot 3.

I will post a few screenshots of my progress down below.

I am having a weird co-occurrence on my main pc when it comes to using PlayerPrefs. When trying to save to the registry I am finding that I can only save and re-read string and integer data fine. When I try to save float data into the registry the return value is “Invalid DWORD 32 bit value” I am possibly thinking this is an error relating to x64 bit machines as I am running Windows 7 64 bit. If anyone else has any idea how to combat this and negate this effect I would love to hear. (The build works okay on Mac and Webplayer so the prefs save fine in there!)


That is my progress for now, the game is almost at a Beta acceptable stage so shortly (next few weeks) there will be a playable demo out there. Soon I will start to consider my routes for distributing the game. I have looked at a fair few options including, Kongregate, Google play store, Desura, IndieDB, Steam Greenlight. If anyone has any suggestions or would request it to be on a certain platform please get in touch!

Unity C# Tutorial: Space Blast

Yesterday I worked on a C# tutorial for Unity provided by Matthew Campbell. link

The idea behind the tutorial was to program some basic mechanics and look at some basic elements within Unity3D to make a very simple mouse controlled shooting game. I managed to successfully complete the tutorial and the results can be seen here

I felt I implemented the basic elements such as being able to navigate with a mouse, using the force blast and understanding how force can be added to the enemies to create that effect. I also had my first dabble with particles which was one of the more frustrating parts as the tutorial covered the old elipsoid method and I was using the new Shuriken particle system on Unity so I had a little trouble implementing the particle system as they were being created but not deleted and I also had to put a particle system off camera in order for it to work. The program would not let me use the tutorial code in conjunction with anything that wasnt a particle emitter and when I modified the code to use ParticleSystem I got an error about the program trying to run particle systems.

All in all I feel it was a worthwhile exercise as it taught me more about C# as its really the first time I have used it to make a game as all my other projects have been in JavaScript.  I felt the game could be improved by adding a consequence for hitting 0 lives, adding a leaderboard, improving the graphics, adding a skybox or backdrop, making the particle effects better and making the control system smoother.

I will continue to do more tutorials and post the outcomes here. Remeber you can follow me on twitter at @alloydgd to keep up to date with the latest developments!