Before I had started Interrobang Comes to Dinner, I had tried two times to create Steeplechase. Two times to prove to myself that I was still too green. Two very important lessons!
I was so excited to get it running, I just jumped right in to Unity, C# and learning, learning, learning. And more learning. And more time and learning. And, man alive, why does this take so long? And why don’t the blocks line up on their edges? And how do you support a controller? Or multiple controllers for that matter? I didn’t think it’d be easy, but man alive, this is hard!
See? That is a 100% actual transcript of what happened. So so so so green.
The main problems with the original two takes on Steeplechase that I had ran into were:
Generating levels procedurally
The blocks that create the level would never be flush against each other
The player never “felt” good to play
I thought “Well, I can’t do up auto-generated levels just yet", and “Why don't the blocks line up flush with each other?”, and “my player feels like slug, this isn’t fun”. With all those three strikes, I decided to focus on creating a smaller game of 8 smaller levels and a simple premise.
I had found and watched and gobbled up all of Sebastian Lague’s 2D Platformer videos on YouTube (great watch!) …this was exactly the “feel” I was looking to have in my games! With some simple tweaking I could have my player feel like Mega Man, Samus Aran or Simon Belmont!
I have my group of characters from my comic strip from college....why not use them to make a 2D platformer! That'll be awesome! After diving into that (getting a LOT of features made, learning animation with Esoteric's Spine, and learning more ins and outs of Unity), I realized none of these were actual game play. I had no idea if this would be fun or not...I had build all the other parts of a game besides the game. Not a great place to be...unless I was building an SDK.
Deciding against taking a break, I wanted to give Steeplechase another try. With all my new found knowledge from Interrobang Comes to Dinner, I should be able to get further in it this time. And, after some tinkering, I did!
I had an especially huge epiphany: The blocks never aligned flush with each other when generating a level because I was moving the level blocks during game play. I should be moving the camera! Then, when I look up the position of where to put the next block, it won’t have moved a little bit after I calculated it. They’ll always stay in place...the camera can do all the moving! Duh!
With that knowledge and having tight player controls and collisions from the 2D platformer tutorial, I dove straight into it! Now I have 8 players simultaneously, random level pattern generation, a character select screen, a title scree with “attract mode”, and more!
I’ll be posting more about this now, the tools I’ve used for it, and tips and tricks I pick up along the way...Just like I did for Interrobang Comes to Dinner...just with the Steeplechase bits instead :)
Here’s an early version of the results screen from a 5 player match: