To preface, this is a game we've developed for class. In Dillo Quest, the player controls an armadillo and attempts to win a game of soccer.
What’s changed?
Since our last build, we’ve worked on polishing the game by replacing the generic Unity models with a custom stadium made in Blender among other things. Because most people will be playing the game with a mouse and keyboard rather than a controller, we’ve also worked on improving guidance and gameplay mechanics for that. For example, our tutorial now describes all of the mechanics and uses mouse controls to do so. In addition, because we’re no longer able to provide haptic feedback, we guide the player through visual and audio effects instead. When the armadillo’s tail is touching the ground and the player is therefore capable of jumping, we trigger a particle effect that looks like dirt being kicked up, and play a sound effect. Aside from improving guidance and game feel, we’ve added enemy boids that swarm the ball. Last week, our enemy AI was significantly better than the player at scoring goals. These boids introduce “noise” and make it harder for the enemy AI to win.
What’s next?
Right now, the game just is not very novel. This week, we are focusing on fixing that by merging the current soccer focus with our game’s 3d platformer roots. Among the ideas being floated to approach this are adding platforms and different goals to score into the game, or having a soccer based boss fight, where the player uses their soccer skills to progress in a stage and defeat a boss.
Build
Not entirely sure of how to share this, but there are Windows and Mac builds in the linked zip.