By: Ben Johnson
In preparation for creating my first video game trailer, I have updated some of the visual aspects for Spider Swarm to hopefully produce a better video without lying about the gameplay. While I am sure it would have been much easier to just take the environment models and use Blender to make a full CGI trailer like many games do now a days, it felt a lot like lying to me if the footage show was not something you could actually expect to happen in gameplay. As a gamer I personally hate when games try to pull this cheap trick of not showing you what the real game is and instead just glossing it over with something mildly related. Hopefully with these updates I will be able to create a fun an interesting demo trailer to post here in the coming weeks. Thankfully most of the visual changes we possible due to the animations that came pre-made for the fantasy spider model in the Unity asset store.
- Added a basic muzzle flash for the rifle.
- When spawning enemies burst out of the ground.
- When dying enemies sink back into the ground after their death animation is finished.
- Enemies now have hit animations (2 unique ones) and hit sound effects (2 unique ones).
- Enemies now have an additional death animation and more death sound effects.
- Enemies now have an additional attack animation and more attack sound effects.
- Rest period now has a count down timer to keep player ready for incoming spiders.
- Spiders are a little less likely to climb on top of each other in large numbers.
- Spiders now use a third spawn zone.
- Spiders now spawn in smaller groups rather than all at once per wave.
- Added small ammo pack in the beginning of the scene.
- Axe now uses a sound effect when swung.
- Attacks no longer loop instantly, they now wait for their animation/sound to finish before looping.
- Added different music for both battling and resting. Note that the battling music is from the video game Pain Killer and is not mine.
- Lowered player max hp to 200 as the rifle makes things too easy for 500.
- Lowered ammo boost from ammo boxes to only grant 15 shots.
- W, A, S, D – Move player.
- Q – Switch weapons
- Mouse – Aim/Look
- Left Mouse Button – Attack
- Space – Jump
by: Ben Johnson
As a beginning game designer it seems that creating a simple game of Pong is required as a right of passage. In this version of Pong you will battle against a simple AI opponent who will return any shot it can. To help you in your fight against this nefarious AI you can use various power ups that you collect by hitting the ball at them. Powers include the Grow box which widens your paddle, Tea Time which gives stops the ball and allows you to quick move in front of it in emergencies, and the dreaded Orange Shower which fills the screen with distracting oranges. Please note that there is no end to this game, you simply play until you have had enough.
- W and S: Moves the paddle up and down respectively.
- Q: Activate power up.
It’s raining oranges, Hallelujah!
A simple board game for 2 or more players ages 5 and up.
- 1 gameboard (15 x 5 space grid)
- 35 rock pieces (glass gems)
- 4 different colored player pieces
- 1 six-sided die
Safely navigate your inner tube (player piece) through a dangerous river filled with rapids, rocks, and people who want to push you around.
- Begin setting up the board by laying it out of a flat surface and placing all 4 player pieces at the first 5 square long line. This line is the top of the river and the line on the opposite side of the board is the goal.
- After the player pieces are at the top of the board each player takes turns placing rocks anywhere on the like on the board excluding the top line of the river. Rocks cannot be placed on a tile if it completely prevents players from reaching the goal line. After every rock has been placed on the board each player may remove any one rock of their choice.
- The board is now completely setup and the game begins starting with the youngest player and moving clockwise.
How to Play
During their turn a player will:
- Roll the die
- Move their player piece the number of spaces shown on the die in any direction.
- Players may not move onto a space with a rock on it.
- If the player stops on a space with another player on it they must push the other players game piece one space in any direction.
- If the other player is pushed into a rock they Wipe Out and move their game piece off the board next to the line they Wiped Out on. At the start of their next turn they may place their game piece on any space on the line and the immediately end their turn.
- After the player has finished moving their turn ends.
After all players have moved, the player closest to the starting line may decide the boards Rapids. To decide the rapids they pick one direction (up, down, left, or right) and push every player piece one space in that direction. If a player is pushed into a rock they will Wipe Out and have to wait until their turn to place their game piece back on the board. If two or more players are tied for the closest to start they must roll the die and the player with the highest number wins control of the Rapids.
The first player to reach the goal line of the board wins the game. For longer games players can move their piece back to the top after reaching the goal and race to be the first to reach the goal 3 or 5 times. If playing a longer game the person who has reached the goal the least and is closed to the starting line controls the Rapids.
Blue has decided to move on to the Yellows space and pushed him aside.
Blue has rolled a 3 and must now decide where to move.
For quick games you can also use a shorter board.
Red has Wiped Out allowing Blue to take the lead.