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Ravoid - (Rosie Carter)

39
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A member registered Feb 23, 2019 · View creator page →

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I apologise for the late message, I didn't get the notification and it's been 3 months lol. DMs should be open :)

Hello there

Genuinely really cool, loved nearly everything about it.

The aiming mechanic was a bit slow and floaty and gave a headache but I am very prone to that so it might just be me.

I really liked this, it's so simple yet fun. My favourite thing is clearly the damaged sound and the environment as well as the CoD Zombies style mystery box. 

If I had to say something to improve on, it would be that the enemies looked a little odd but apart from that, I liked it.

I really like this idea. There is a few bugs of enemies getting stuck etc. and I feel as if a lot of my experience is my fault since I found the controls kind of confusing and it to be quite hectic. Otherwise good because I love the animations and concepts

There's a few issues with it such as the boxes not picking up now and then, a few lighting glitches, the moving platform in the first bit not moving you and you yourself have to move. Also the mouse after the first level would bug out, I don't know how to explain it. Finally the game would lag/chug a bit. Otherwise I think this is not only clever but looks and sounds visually appealing for the majority. The rocket jump mechanic thing works well and I enjoy it. 

I really liked your models, the lighting was also quite nice. I especially enjoyed looking at the tiny shrine with all it's intricacies. Good job

I'm not sure what I was supposed to be doing and the sound effect for an attack was really loud and kinda hurt my ears. I do like the environment despite it's simplicity as well as the teleport.

I really like this, like the little cube spawner and everything else, the only thing that I would say to improve is that your pause wasn't working. Otherwise, really god.

This was a whole unity project and the description you put says 'my attempt at a game' when we're not supposed to make game. Just a small thing.

I did try to download the project and have a look at it but some of the files were unrecognisable for some reason. 

So only really one mechanic worked and that was the shooting mechanic and not to mention the Hue slider worked. Otherwise, the health didn't work or really anything else. Sorry

All of it worked apart of a random instance in the 2nd scene where when you moved the mouse (not even pressing anything) it would move the character as well as look around so it was super broken and disorientating to play.

You have 2 scenes which are pretty much the same as well as a scene with nothing in it.

1 of those scenes has health that doesn't work and the other does, the sliders don't work and neither does the button.

Not really sure what else to say but I'd advise play testing it before uploading it. 

Your shooting mechanic and health/damage system works fine as well as the hue slider being a nice addition. 

Pause menu didn't really work though.

You're shooting works and I like the gun model. 

There is a few things that you could do: texture the boxes, the slider didn't really do much from what I could see. Sometimes jumping would pause things.

Not bad at all though.

You should be really really proud of this George. Each mechanic is represented well. 

I had barely any issues. Well done :)

Yeah the locking of looking up and down wasn't my fault, Unity is annoying.

This is super great, I can't fault you at all. I only had a very very minor issue with the jumping where it didn't pick up.

I think each level is great, everything from your shooting all the way to the rewind, I love it so much. 

Really great job!

This was really fun and interesting, really good job.

I'm aware of the issues you had while making this and that you're already aware of, as Callum said "Good gaem"

There was a few minor bugs here and there like falling off the moving platform for some reason; I liked the concept of it though.

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Sensitivity was a bit off as well as the UI elements but seems like you had a few issues with them which is fair enough. On the other hand it was really good and clever.

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If I hadn't been on the same course as you, I wouldn't know which button allows you to change scene, otherwise I really liked it (especially the projectile). I also liked the health and damage level with the damage over time.

The shooting level is really cool but you made the player able to just jump out of the maze in the AI level.

I really like this, there are a few bugs such as camera locking up and pause not working but overall it's really cool. I especially love the AI level.

Good Job!

This toolbox has many problems that I am unfortunately unable to fix, nonetheless, hope you enjoy and leave your feedback.

Final Scene Plan

Scene 1 Finished

This scene is complete!


Checklist:

  • Shooting Mechanic - All done.
  • Model Room - Completed.
  • Make a counter - Done

05/03/2019 - As I do not have too much time before my deadline I have changed my mind on this level and will be using a prebuilt crate spawner that will drop crates into a small room so the user can test out the shooting mechanic. I have a ‘Death’ Counter to track your kills and when you hit 5 kills you switch to the next scene.

Checklist of things I need to know how to do before completing this scene:

Pathfinding AI - This is all complete thankfully.
Damaging player if they get too close to an enemy - The enemy is moving and damaging!
Health Packs - Healing is working
Health UI element - My health function is working.
Make the scene restart when below 0 health - Completed!
Model the maze - Completed this.
Player Movement - Done.
Changing scenes via user input - This is done.
Make a sign to tell the player to change scenes at the end of the maze - Not done this yet but I’m working on it (05/03/2019).

Checklist of things I need to know how to do before completing this scene:

  • Pathfinding AI - This is all complete thankfully.
  • Damaging player if they get too close to an enemy - The enemy is moving and damaging!
  • Health Packs - Healing is working
  • Health UI element - My health function is working.
  • Make the scene restart when below 0 health - Completed!
  • Model the maze - Completed this.
  • Player Movement - Done.
  • Changing scenes via user input - This is done.
  • Make a sign to tell the player to change scenes at the end of the maze - Not done this yet but I’m working on it (05/03/2019).
  • Pushback script - If I stand still and the AI walks into me he just sits inside my collider and doesn’t damage me so I’d like to fix that. Peers are helping me with this (05/03/2019)

05/03/2019 - How this scene works is you have to find yourself a way through the maze while avoiding our enemy in the maze until you reach a sign that tells you to press ‘Page Up’ to go to the next scene. That is my final design and I have it functioning.

(1 edit)

Scene 2 - In here they’ll be targets for the player to shoot and when they are all destroyed, I plan for a door to open possibly. I’m going to stick with infinite ammo for simplicity.

Checklist:

  • Shooting Mechanic - All done.
  • Model Room - Completed.
  • Make a counter - Done

05/03/2019 - As I do not have too much time before my deadline I have changed my mind on this level and will be using a prebuilt crate spawner that will drop crates into a small room so the user can test out the shooting mechanic. I have a ‘Death’ Counter to track your kills and when you hit 5 kills you switch to the next scene. - Finished on 5th March.

25/02/2019 Update

Checklist of things I need to know how to do before completing this scene:

  • Pathfinding AI - This is all complete thankfully.
  • Damaging player if they get too close to an enemy - The enemy is moving and damaging!
  • Health Packs - Healing is working
  • Health UI element - My health function is working.
  • Make the scene restart when below 0 - Have no clue - (23/02/2019 Last Update.)
  • Model the maze - Completed this.
  • Texture a sign - Just need to go over a tutorial from class.
  • Player Movement - Done.
  • Changing scenes via user input - I know a script for this.

Leave some feedback :)

(1 edit)

Scene 6

Planning Phase
(1 edit)

Scene 1

Scene 1

(1 edit)

More in-depth idea of what I want to do:

I’ll also be doing a pause menu which the player can use at any time, right now I only know how to make one work when the FirstPersonController from the standard assets is turned off.

Pause Menu - Got a pause screen working, so it’s done.

Scene 1 - I plan for this to showcase enemy pathfinding AI as well as them being able to damage you if you get too close since we have done this in class before, this could also introduce the idea of a UI element displaying your health? I’d have to figure how to cause a trigger for when you get below 0 health you’d restart the scene. I’d litter health packs around the maze as well. Once they get out of the maze they’ll be presented with a sign telling them a button to allow them to progress to the next scene.

Checklist of things I need to know how to do before completing this scene:

  • Pathfinding AI - This is all complete thankfully.
  • Damaging player if they get too close to an enemy - The enemy is moving and damaging!
  • Health Packs - Healing is working
  • Health UI element - My health function is working.
  • Make the scene restart when below 0 health - Completed!
  • Model the maze - Completed this.
  • Player Movement - Done.
  • Changing scenes via user input - This is done.
  • Make a sign to tell the player to change scenes at the end of the maze - Done

05/03/2019 - How this scene works is you have to find yourself a way through the maze while avoiding our enemy in the maze until you reach a sign that tells you to press ‘Page Up’ to go to the next scene. That is my final design and I have it functioning. - Finished on 7th March.

Scene 2 - In this scene/level it’s going to be very simple, I’m going to try to implement a teleportation device that the player can throw out and when it lands, they will be teleported to it. They’ll be introduced with an issue where there is a gap they can’t get over and to get over it they need to pick up the teleportation device and throw it onto the other side of the gap to progress and then be met with a similar sign.

Checklist:

  • Teleporter Model - Done this now.
  • Model the room - A peer helped me complete this task.
  • Make a teleportation script - Working on it (05/03/2019)

Scene 3 - In here they’ll be targets for the player to shoot and when they are all destroyed, I plan for a door to open possibly. I’m going to stick with infinite ammo for simplicity.

Checklist:

  • Shooting Mechanic - All done.
  • Model Room - Completed.
  • Make a counter - Done

05/03/2019 - As I do not have too much time before my deadline I have changed my mind on this level and will be using a prebuilt crate spawner that will drop crates into a small room so the user can test out the shooting mechanic. I have a ‘Death’ Counter to track your kills and when you hit 5 kills you switch to the next scene. - Finished on 5th March.

Scene 4 - Much like Scene 3 I’m going to make the player arrange things onto a shelf to unlock a door possibly? It’s a stretch and I might rethink these 2 scenes. These 2 scenes will be different as I want to replace the signs and do event triggers to make the game switch scenes once they do a certain thing.

Checklist:

  • Model Room - This will be easy by now.
  • Picking up things and dropping them - Done this
  • Model a door - Pretty sure I can do this.

Scene 5  - I have a lot planned for this, I envision it to be where all the mechanics will combine into one. Enemies will walk towards you and damage you if they get close so make sure to shoot them before you die; you’ll need to use your teleporter again, they’ll be targets to shatter so you can get through and you can do this by shooting them. On top of this I aim to have a key at the end that you can pick up to bring to the door and unlock it, hopefully. I’ll most likely try to do an event trigger that has a pop saying well done for completing all the scenes. Here’s what I have so far:

Checklist:

  • Door unlocking with a held key - I’ll have to research how to do this - (23/02/2019 Last Update.)

Credits for certain scripts:

Toby - Helped me with my NavMesh/AI and Counter for Scene 3 as well as my teleporter script.

Callum - Helped me with Pausing the game and a few minor things along the way.

Tutor - Supplied me with all the main scripts and I modified them to suit what I needed in my script.

They all helped a lot.

Currently working on what each scene will include, I have to create 6 and it's hard to come up with ideas. 

New to this,

Rosie