Not really. I still harbour some kind of wish of making a "full" version of this idea someday. We'll see!
kebabskal
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No. Try treotenos solution from below. https://forum.unity.com/threads/crash-openadapter10_2.702962/#post-4707890
Totally agree.
If we expand on this, we'd experiment with adding more systems to manage rather than making stuff faster and more dense etc.
I think there is an intensity-sweetspot somewhere in there. For me that is probably quite a bit slower and more chill than what this ramps up to currently. A bit more thought, and a little less reflex. Experimentation will tell.
And like you say, further expansion would also need a structure that feels less arcady. Adding different sections of the river with specific challenges and hazards, some npcs for immersion and charm and a solid end goal would go some way towards that.
Thanks!
Due to technical difficulties, we missed the deadline. Here is a download link for the game: https://www.dropbox.com/s/dycw88as50b527x/danger-dash-win.zip?dl=0
Due to technical difficulties, we missed the deadline. Here is a download link for the game: https://www.dropbox.com/s/dycw88as50b527x/danger-dash-win.zip?dl=0
The lighting effect is very simple. I have two identical cameras, one renders lights on a black texture, one renders everything else like usual to another texture. A third camera renders two fullscreen quads, the lighting one uses the "Particles Multiplicative" shader in unity, the other uses the "Textured Unlit" shader. Works fine even with colored "light blobs".
The laser is a line renderer with some particle systems, lights and sprites at the start end and middle.
Hope that helps :D