Update #5 for Project Spikes on Linux. You'll need something able to unzip 7z folders to uncompress the folder.
Project Spikes is a physics-based platformer in which the player needs to solve a series of creative physical puzzles to progress. As a physics game, the puzzles will include the use of the Force Gun, which enables you to pick up and drag objects around the level, including laser turrets and special cubes. As a platformer, it will test your platforming skills with moving and rotating platforms, disappearing ledges, and good old jumping puzzles.
Right now, you can download all game updates right here on Indie DB on the Downloads page, and if you have any comments, ideas or bugs, you can leave a comment on this page, on the Indie DB forum page above, or on my blog.
Force Gun - This is the main piece of kit you'll be using. It enables you to pick up many objects in the game, mainly laser turrets and cubes. Those objects can then be used to trigger stuff like moving platforms.
Laser Turrets - These cool little turrets come in two varieties, one with a fiery red beam and the other with a soothing blue beam. The blue version is friendly, and you can use these turrets to activate laser receivers. The red ones, however, will try to kill you, unless you find a way of disposing of them.
Time for another update! To kick this one off, I'll introduce a new feature: fields!
The red laser fields harm the player, while the purple ones destroy physics objects such as cubes and turrets. When the player goes through a red field, you die instantly too, so it's probably best not to let that happen. These new fields are ripped from the old project mostly, but with a new appearance and a bit of new functionality, both of which slot nicely into the other game features (it's lasers all around here). There's also another tweak to lasers - I refer you to an image from last update:
As you can see, the laser beams don't line up correctly and look like something MC Escher would draw. But I've changed the lasers to use a different shader, so they're less solid-looking than before, and render correctly, giving a more subtle look. Talking about tweaks, the Force Gun provides force in a different way than before, in that it doesn't really apply a force, it provides an impulsive... well, force I guess. Physics nerds will probably understand the difference, but for the average Joe, that just means the movement of objects is a bit more instant.
To accommodate the fields, I've split Tutorial 2 into two, and tweaked them a bit, so there's basically a new tutorial level to stop the tutorial feeling like an avalanche of features and instructions.
In the background are the red fields that kill you. You'll also see part of a TV screen at the top of the tower - remember back in the real early version of the new project, when screenshots were added? You could press F5 to take a screenshot, and it would render the image to a screen in the level. That's been added back, but this time the screens have a simple model. Every tutorial level has at least one screen, so you can see your last screenshot whenever you want.
I'm also partway done with the turret texturing job, which is taking much longer than anticipated. I've tweaked the angry turret face, and made one for destroyed angry turrets.
Next update is going to be a big texturing/modelling update, because I've been putting off replacing placeholders for a long time (the Force Gun springs to mind, however hilarious it is). You can find the update on the downloads page once it's uploaded/authorised, so have fun playing! Don't forget, this update contains all the features I mentioned back in the Update #4 post, including better turret collision and different textures on cubes based on how damaged they are.
Latest tweets from @daniel_ilett
Not sure why I haven't played Beat Hazard much before today, it's a cool game
Dec 18 2014, 11:51am
Fixing my @ludumdare entry so I can put out a post-comp version is so much work
Dec 17 2014, 1:03pm
Dec 5 2014, 2:53pm
So happy I got full marks on the programming coursework this time round :D
Dec 5 2014, 11:52am
I'm fairly sure doing Ludum Dare this weekend will kill me. But heck, it's in the name of making games, so why not :p
Dec 3 2014, 8:37pm
8-player smash on Smash Bros Wii U is pretty hectic, especially with 8 Jigglypuffs
Nov 28 2014, 9:45pm
Oh yeeeah, my Omega Ruby came! Time to waste the entire weekend with this, totally not like I have any work to do
Nov 28 2014, 11:51am
I'll probably work on this game more, it's pretty neat
Nov 27 2014, 9:59pm
So glad I won the game design society's challenge today
Nov 27 2014, 9:59pm