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Thursday, January 23, 2014

DragCore: Combo System


     DragCore is about getting a high score in a hectic game of kill everything on screen. Players goals are unlocking content on a macro scale, but from game-to-game players should be looking to get the highest score and climb leaderboards. In order for points to matter and make sense, I made up a combo system to go with the basic depleting points as enemies touch the Earth.


Wednesday, January 22, 2014

Gushing About: Godzilla - Destroy All Monsters Melee


     This game was my hidden gem. Nobody had heard of it when I brought it over to play. I had oh so much fun with this game. Countless hours of screaming with rage and roaring with excitement back in elementary school. Godzilla: Destroy All Monsters Melee was one of my first Gamecube games and it had multiplayer so others could play with me. With all the hype for the new movie (which I hope is really good) I think it's a good time to recall how I met the King of Monsters.

     Aside from the 1998 movie I barely remember (except for the toys) this was my introduction to Godzilla. The only giant lizard cooler than Charizard (or maybe just as cool). It was also one of those really hard games that I had to practice to get good at. Eventually I was wrecking all my friends in it and apparently developed severe stupidity because I traded it in to get Warioware: Smooth Moves a few years later. A decision I somewhat regret.

     Let's bask in memory lane and try to figure out why I would even do that.

Tuesday, January 21, 2014

DragCore: The Crystal System


    Players like progression. It's fun to watch bars fill up when you play. Having a sense of purpose makes a game more fun and addictive. It works because in your mind you aren't wasting time, you're working toward something. My favorite thing about Call of Duty multiplayer was leveling up and seeing the yellow text with "+2" or something on it. It's fun to grow and earn rewards. 

     I came up with something to put those values in DragCore. I call it the Crystal System. It's changed a few times as I've been trying to decide to use it as either an experience level or currency. I ultimately decided on experience level presented as currency. Read on to see an explanation of this madness.

Monday, January 20, 2014

DragCore: Spawning Enemies


     Making enemies pop out was a big pile of code in the old DragCore prototype. With the new one it has been simplified to a few lines of code thanks to the greatness of Unity. What used to be an array and tons of code to alter each of the 200 elements became a matter of instantiating up to 20 objects and have them reset themselves. See the code that makes it work below the break.