***DISCLAIMER***
At the moment this game is in its early prototype stage. (DL available)
Please be patient and wait for further updates.
Current stable version: 0.03 Alpha.
It is running in a weird aspect ratio, the resolution however can be changed, and the window is resizable.
The game is built using Unity3D and DirectX11, you might need a DirectX11 card for it to play.
***END OF DISCLAIMER***

NOW WITH ACHIEVEMENTS!
More achievements to come.

Endlessjumper is an endless platform jumper game with a simple art style.
The game has you bouncing on platforms to get higher and higher up, with the purpous of getting to the highest point and to get the highest score.
Many dangers lurk ahead, like red cubes that kill you if touched, and the invisible kill boundary just below the cameras viewport...

Ok, at this stage there's not much danger, or that many features in the game to be honest. But more features will come as more updates will roll out.

Features that already are in the game:

Bouncy Platforms, land on them and bounce.
Random Platform placement along the X axis.
Teleport walls, enter the right wall to come out the left wall, and vice versa.
Coins, 1 point coins and 2 point coins.
Killobjects, objects that kill the player if touched.
Blocker platforms. Platforms that block you, kinda.
Manual jumping mechanic, press up, w or space to jump. Has timer.
Manual falling mechanic, press down or s to fall down. Has timer.
Background models.
Random Cloud placement along the X and Z axis.
Random Foreground objects, they are slightly randomly placed along the X and Z axis.
Sound Effects for their respective object: Bounce sfx for bouncing, coin sfx for coins, etc.
Background music, music playing in the background, and randomly chosen.
Day and "night" cycle, as a "powerup".
Many Easter Eggs.
A Main Menu, with Play, Exit, Credits and Options menu.
An animated intro. Skippable ;)
Credits, press any key to get back to the main menu.
Exit back to main menu, press escape, then Y or N. Y gets you back to the main menu, N to keep playing. This pauses the game as well.
Image effects. Effects like DOF, SSAO, Edge detection, Bloom and Vignette.
Support for all resolution options.
More graphics options, both in the launcher and ingame (ingame menu that is).
Custom character model. With animation.
Cloud Layer, different theme when reaching 2000 unit/m in height.
_END - A large spherical object, located at the top of the world, try touching it.
Achievements, various tasks that might spice up the gameplay.

Planned Features:

Two gamemodes, Story, and Arcade. The Story mode will contain the random level with random platform placement, while the Arcade mode will have custom built level with careful platform placement. The Arcade mode will be built to test your skills, and will require precision, trial and error and memorization.
Custom UI. Less basic text, more custom designed UI.
DirectX9 support. As it is, its exported using DirectX11, so DirectX9 users might not be able to play it.
Altitude highscore. Keeps a locally stored highscore of your highest altitude.
More valuable coins. More coins = More score.
Score multiplier. A powerup on a timer, multiplying 2 times, 3 times or even 4 times.
More powerups. Superjump, invincibility, flight, party mode (aka seizure mode), etc.
Moving platforms. Platforms that move on the X axis (horizontally).
More platforms. With their own distinct properties, like teleporter platforms, point reducing platforms, and more platform designs.
A more indepth ingame tutorial. Optional through the main menu.
More easter eggs.
I have also forgotten to change the intro text from moddb to indiedb, though it makes little difference. <--- discard this maybe... hmmm
More music. And having the soundtrack ship with the game.
Wider playfield at certain altitudes.
More dangers. Falling objects, some that will just simply block the player, and some that will kill the player.
A lives/hitpoints system or a healthbar.
Possible asynchronous online capabilities??? online leaderboards???
Possible level editor??? Probably not, but I'll try.
Possible Mac and Linux ports... maybe...

I'll make updates when ever I can, in the mean time try out the prototype.

By the way, there are easter eggs within every update.

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************
NEWEST VERSION v0.03 ALPHA, now with achievements.
Download it here
Endlessjumper 0.03 Alpha
************

The 0.02 and its hotfix contain more or less the same content, but I had to quickly fix a mistake I thought I didn't need to fix. I always playtest the game under a closed testbuild before I release the update. But I didn't realize that the coin score would not reset after level restart.
This however was easy to locate and fix, I just had to make the code run a local integer as well as a global integer (that can communicate with other levels and other codes).
Why did I make a global integer as the coin score? Let's just say I'm experimenting with some awesome R and D. *winkyface* I'll talk about it later in this post.

What was new in the 0.02 update that made it so important to name it 0.02 instead of 0.01b? Some major game changers made that decision very clear.
First off, there's now an endless mode, erh, well as endless as I could make it. The levels platforms are still randomly generated, and a lot of the same gameplay elements are the same. But now the leash has been unhooked, and I can now develop more content for each altitude theme.
I made a new theme called the Cloud Layer, and it's pretty much just that; a cloud layer. Although it has its own background, corresponding to the correct light setting, it does not yet have its own music.

One other major difference that can be noted quickly is the new player model.
Meet Guy Cap.

Guy Cap

He's a... A... He's a window cleaner, I think. His backstory is not important. He's from an alien planet, whatever.
But his goal is to reach the top and get his cap back. You see, he lost his cap when cleaning some windows on one of the tall sky scrapers, and the cap was taken by wind-current.
I told you the story was not important.
Now, Guy Cap has a special ability, his shoes give him the power to jump extra high, also make him fall faster if he so desire.
So now you know the goal, get the cap... and get as many coins as possible while getting your cap.

One of the really big changes added in the game, is the ability to turn some image effect on or off.
This can be done by going into my "custom" options menu.

0.02 Alpha Testbuild Menu_03

0.02 Alpha Testbuild Menu_04

It was a hassle actually making it save the settings, and carry it over to the actual play level. You see, they are separate entities, not on the same map at all. Some of the same assets are used on both, but they operate independently of eachother. In turn making them communicate and see the same code was a bit tricky, but as you can see I did manage it.

0.02 Alpha Testbuild Ingame_02

Other new stuff added in are what I call _END.
What is _END? Well, its property and location will change during later updates, but it is the end... Simple as that.
But I thought you said you added in endless mode?! I did, but it would be immensely boring to just play this game as it is now, endlessly. So I added a terrifying end, called _END.
You will know what the _END is when you see it, or hear it.
I added in a simple star texture when you get high enough as well, making it feel like you are actually making progress. But I will change its location too when the time comes.

Also, more easter eggs.

Endlessjumper 0.02a Alpha

Now onto the next bit of news.
What is planned for the next update? Will it be a "big" update like last time? Or will it be a small one?
I said earlier I experimented with having code stored globally. Now what can one do with code that other scenes can also see? How about achievements.
Yes I actually found an "easy" way of making achievements. The achievements will be another fun activity for those who want a challenge. No easy "Get the first coin, 10 gamer points" achievements here. The first one I experimented with was "No temptations"; reach 2000units/m in height without picking up a single coin. It is actually harder than it seems.
I have made a list of possible achievements that might or will be in the next update. I also plan to make more custom models, more hazards, more powerups, and the next theme.
I'm thinking of making pick-up-able powerups that you can store and use later during play. Like slowdown/bullet-time, super jump, invincibility, and possibly more.

After the next update I will however take a small break from this project, to focus on my other gameproject; The Gravity Trip. A gravity based puzzle game. I have already made the games movement controllers, and got some help with making more levels/puzzles. All I need to do is make a proper menu, and the prototype is ready to go.
That game will also be available here on indiedb.

See you, space 'venturer.


Changelog 0.01a Alpha - 24.10.2014

Changelog 0.01a Alpha - 24.10.2014

News 1 comment

The latest update changelog and more upcoming features.

RSS Files
Endlessjumper 0.03 Alpha

Endlessjumper 0.03 Alpha

Demo

Endlessjumper 0.03 Alpha Update - 05.11.2014 - Achievements and small changes

Endlessjumper 0.02a Alpha

Endlessjumper 0.02a Alpha

Demo

Endlessjumper 0.02a Alpha Update - 27.10.2014 - Hotfix and Stars.

Endlessjumper 0.02 Alpha

Endlessjumper 0.02 Alpha

Demo

DO NOT DOWNLOAD, CRITICAL BUG INSIDE. Well maybe not critical, but the coin mechanism does not work properly. The code does not forget your score after...

Endlessjumper 0.01a Alpha

Endlessjumper 0.01a Alpha

Demo

Endlessjumper 0.01a Alpha Update - 24.10.2014 - Small changes.

Endlessjumper Alpha

Endlessjumper Alpha

Demo

Here you go, the Endlessjumper 0.01 Alpha. More or less the public prototype. The game has not been optimized at all, its set to max settings, and there's...

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