Crater run feature demo



Greetings!

I am uploading a small feature showcase of what's to come, containing the general gameplay loop of Crater Run.

Currently there is a single very short level included where you will be playing as the "Veteran mech" (one of three alongside the Hunter and the Ghost), the level includes two enemy types (sniper and brawler) with differing AI levels (sniper has a greater range than the brawler and shoots "heavy_bullets", while brawler patrols a set area and shoots rapid fire "ligh_bullets".

Mech selection is currently disabled since I have to fix a player.pref bug with serialized object implementation, where the player could spawn multiple mech chassis if he were to select the same mech twice.

In the following release I would wish to fix: Mech selection, the Boss Mech's AI and a Hud reload problem.

Current time spent on project: This is a tricky one, asset creation took a long time (5-7 hours) with gameplay implementation and coding definitely taking first place (10-15) have to admit, if I were to stick to "turret enemies" or "swarmer melee enemies" as I first intended this would have been much simpler, currently I am utilizing a mix of Physics2D raycasts and Overlap detections which work very good, they even allowed me to limit firing arcs if the player is behind cover. While UI implementation was nothing special, it did lead me to discover some neat features with Event Triggers, since mouse enter refuses to work with UI/Canvas elements.

Files

Crater_Run_PlaytestBuild.zip 23 MB
May 11, 2022

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