There’s been a long time since my last post! Sorry for that, but the development of Twin Robots has never stopped! I intend to release the OUYA version in a matter of days, while Android & desktop versions will come out later.
Latest additions to the game include… explodable robots! Yes! Now depending on how a robot is killed it will just fall down using ragdolls or explode in pieces! This explosion effect comes at a higher performance cost than just using ragdolls, but it’s hardly noticeable unless you want the object to explode in hundreds of pieces. So don’t worry, framerate is pretty stable at 30fps on the OUYA.
I’ll be back soon with release date & further info.
This video shows a lot of the things I’ve been working on lately:
00:10 The “BUY” button on the main menu retrieves the current price directly from OUYA’s server, so in case of a sale, discount, etc. the text on the button will automatically update. If there is no network or there is an error, the button reads only “BUY”, but it doesn’t matter because in that case you won’t be able to buy the game anyway. Also, you can see a new messaging system in place, with custom notifications retrieved from Scoreoid’ servers; the beauty of that is I can update those messages at anytime, easily comunicating with players. Again, if there is no network then default messages show up.
00:18 This is how the credits screen is set up. I included it in the video to show it to the cool people at freesound.org; also included Scoreoid’s logo in here.
00:27 This is the config / settings screen, allowing you to define a screen scaling so everything fits nice inside your tv and a brightness setting so you can lighten up the game a bit if it’s too dark for you.
00:55 First level is shown in single player mode. This levels introduces you a bit to the mechanics so that’s why you see some help panels over there. That only happens on this level.
02:22 This is how you buy the game. One single purchase unlocks all levels. No DRM, no online checks, no calling home, no nothing. You buy it, it’s yours.
02:55 Second level is shown here, now in multiplayer mode.
So, right now I’m building all the levels and then… maybe some more fixes here and there and… launch!
There’s been a while since my last update on this game! Well, I’ve been working on it quite a bit, but there was not a lot to show off so it just stayed in the dark for a while. Lots of boring bugs have been fixed and endless tweaks have been made, along with lots of new scenery obstacles/items which I won’t show to not spoil the fun!
I’ve been working on getting it to run on the OUYA, and it’s going well! Also, just got crossplatform leaderboards working thanks to the awesome Scoreoid service!
Still lots of work to do: I have to add several sfx more, build all the levels, start working on the multiplayer options, the IAP screen… Speaking of which, I’m not so sure I’m 100% comfortable with the “BUY NOW” button; I’ve read all across the internet about people getting trouble in finding the “BUY” button in lots of OUYA games, so I thought I’ll make it pretty obvious. The 1st version actually read “BUY ($5)” so it’s pretty clear what the price of the game is (this is another concern I’ve read about, people want to know how much is it before clicking on “BUY”). What do you think? Red button to pop-out, or normal button like the others? Generic “BUY NOW” text or “BUY ($5)”? Obviously once you have purchased the game this button is not there anymore.
Oh, and I’ll definitely have to tone the light up a bit since it’s too dark when the lights go off…
Sorry about the crappy video, recorded using my phone.
The lack of some centralized info about how to get your Unity game running on the Ouya with controller support has lead me to write this post. I spent a lot of time reading over at the ouya dev site, ouya forums, github, social networks, blogs… and I finally got it working! Continue Reading
Objectives are now clearer, I think: First you’ll have to find a big red button that switches off main power (this stops the big piston and opens the prison door too, so your brother can get out), then you’ll just rush to the exit. Exit door will need energy to be opened, your energy, so be careful with that since hanging around wastes your energy (I’m still thinking about implementing auto-recovering energy when idle… Not a big fan of it but it’s an option to be considered). Switching off light tiles on the floor gives extra points, but it’s not mandatory.
Besides that, these are other things that I’ve been working on:
A visual indicator for the big piston, so you can clearly see its current position from anywhere in the level.
Two new mini-cameras! One gets activated when your brother is about to get crushed and the other one when you set him free.
Several new sound effects have been added, and others have been tuned a bit.
A tip for Unity users: If you have a light in your scene and you are using a cookie on that light, that’s going to break dynamic batching; You’ll get more drawcalls and worst performance. Remove that cookie at least on low-end devices!