Documentation


How well does Retro Rumble compare to its original concept?

The first major change was actually deciding the amount of player in the game, originally it was just slated as multiplayer but no player numbers were actually decided. After a lot of time spent trying to bring the game to 4 players, it ended up just being 2 players (there is a mythical 3-player mode that has controller support for the third player but I also wasn't able to get HTML5's controller support working properly so for this WebGL release it is disabled. Many issues caused the 4-player mode to be sidelined, as I want to use the keyboard for 2 players and 2 controllers for the other 2 players, after searching through pages upon pages of Unity docs, it started to appear way to complicated to complete before the deadline. Now you may be asking "But Zack, why didn't you just use Unity's Input manager?", the answer to that question is it doesn't allow 2 characters to be controlled by the same keyboard. 

Another change was about powerups, I originally planned to have powerups that were similar to The Binding of Isaac, where projectile speed could be increased instead I opted to increase the player's speed instead so it was more about getting up close and personal with the other player instead of sniping from a distance.

The final major change was the removal of buff and de-buff zones where any player within the area would be affected. Now these elements were made and do exist somewhere, but I just couldn't find a good look for them that integrated well into the rest of the game world, but also when I started developing the maps I couldn't find suitable locations for them either.


Summary of feedback

Details and feedback received can be found here: https://zackpianta.itch.io/retro-rumble/devlog/531506/game-testing


Asset List

Scripts

Player

  • PlayerManager: Handles creating the players, death and damage checks, respawn timing, gameover scenario and UI (including play again and menu buttons).
  • PlayerController: Handles all aspects of the player, including movement, animations, health and score, combat, knockback, particle effects and buffs from powerups.
  • PlayerAudio: Acts to switch between sound effects and play them when required.
  • Smoke: Handles the smoke animation and when it appears.

Powerups

  • PowerupSpawner: Handles spawn timing, picking random locations and spawning a random powerup.
  • DamageBoost: Triggers the corresponding function on the player.
  • HealthPowerUp: As above.
  • JumpBoost: As above.
  • MassBoost: As above.
  • SpeedBoost: As above.

Platforms

  • PlatformManager: Handles respawning the falling platform.
  • FallingPlatform: Handles the platform fading in on respawn, the warning flash and falling of the platform.
  • MovingPlatform: Handles the movement of the platform between to points as well as making the player move properly with it.

UI

  • UIContainer: Handles the look of the in-game UI, and updating the scores, lives, health bar, and powerup indicators.
  • Menu: Handles all buttons on the main menu and level select screens as well as playing the on-click audio.

Other

  • CameraShake: A small script to apply a camera shake effect when the player ground pounds.
  • Warp: Handles moving the player between warp points as well as the fade in and out effect on the player.
  • Projectile: Handles the velocity of the projectile and calling TakeDamage, DamageFlash and knockback on the player.

Art

Scenes

Stages

  • Candy: Features two small upper platforms, a horizontal moving platform and a complete ground.
  • Grass: Features one large elevated platform and a complete ground.
  • Ice: Features four small upper platforms, a falling platform, a set of warp points and a large pit in the middle.
  • Metal: Features one small upper platform, a set of warp points and four small pits.
  • Mushroom: Features three vertical moving platforms and a complete ground.
  • Stone: Features one large and two small elevated platforms and two small pits.

Menu: Contains the main start screen and controls screen.

LevelSelect: Contains the six levels to be picked from.

Prefabs

  • Players: Contains all preset values and differing animations depending on their colour. Also has elements for the smoke animation and powerup particles.
  • Fireball: The projectile the player shoots.
  • PowerUps: Contain their corresponding script and get spawned by the PowerUpSpawner.
  • PowerUpSpawner: Contains preset values, an array of PowerUps, and an array of  colliders for selecting locations.
  • PlayerContainer: Has the UIContainer Script, and elements for score, health bar and hearts.
  • Death particle: The explosion effect when a player dies.
  • Heal particle: The effect used when the player collects the health powerup.
  • Main Camera: Contains preset values for the camera and the camera shake script.

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