Hi everyone, this is a small post to keep you updated about what is happening right now with Ohio Jack.
You might be already be aware that I am working on a updated version of the game with new art assets. If you are curious here is a link:
https://www.youtube.com/watch?v=q54NwVXe1d4
But something else happened too. I got approved on Xbox platform and Nintendo WII platform :) This was a good news but this also means that the game was to be rewritten in Unity engine. This is the only choice I have since I don't want to maintain different versions (a C++ version on Xbox, an HTML5 version on Wii U, a JAVA version on PC,Android and iOS).
The game is actually written in JAVA using LIBGDX library. Now I have to port it to C# and most of LIBGDX goodies are replaced or not implemented at all in Unity.
Then, this is where I am now. I started the porting process and I am very pleased with the result so far, I plan to release a beta version in few weeks.
Stay tuned :)
Working on new art for the game
Hi everyone, here some art sample for the upcoming art update :)
Do you like it?
https://www.youtube.com/watch?v=0QRJSwK6Kpo
What next?
Here is what is coming next for Infinitrap:
- A online guide about the level editor and levels in workshop.
- Mobile and TV version (Android, iOS, Apple TV)
- Graphical overhaul, all the visual effects will be upscaled (twice) and all animations will be redone in Spine (skeleton-style animations). Some animations are already done.
- The campaign will be redone (divided in 4 chapters) with 4 mini-bosses and extra puzzle-like levels.
- Maybe, I say maybe, network coop / dm mode.
Have fun :)
Another update in less than 12 hours :)
I fixed minor issues and added 2 new things:
Features:
- You can now slide-jump, yeah jumping while sliding.
- You can now adjust luminosity in the preferences menu.
Fixed Bugs:
- Achievements not collected correctly.
- Opening a dialog actually pause the game now.
- No more input when you are dropping from the ceiling.
After close to a month of development, Infinitrap 0.99.6 is now live.
Hi everyone, in the past month I have worked to improve the game a lot, especially in regard of the gameplay and level difficulty. This update will make the game a lot harder, most of the levels get expanded with new traps and rooms, here a list of what changed:
- FIXED THE SLIPPING TILE ISSUE!
- New tutorial levels (4) that explains how to play.
- Lot of new achievements :)
- 36 total levels (including new and rebalanced levels, not the tutorial).
- You can now see where the CUP is when the level starts.
- You can now slide by pressing crouch button while walking.
- Checkpoint system!
- Tweaked hitboxes for collisions.
- Two new music tracks.
- A better music shuffling mechanism.
- The game is paused until you move.
- New lighting system with PITCH BLACK mode for those who want to get surprised :)
- Various optimizations (culling) for low-end graphic cards.
- Lot of bugfixes.
I plan to expand the game further so stay tuned for updates in the coming months.
Have Fun!
What to expect in coming 0.99.6 version
Hi everyone, since I can only do game development in my spare time It's taking more time to fix bugs and implement new things that I initially expected but I will be able to release a new patch in few days. Here is the list of things to expect:
- Fixed the slipping tile corners (again).
- Portuguese and Japanese language support.
- Fix the issue with tutorial achievement.
- Some levels were enhanced with additional tiles and traps.
- Bombs and landmines.
- Pushable objects and destroyable objects.
- New levels that exploit the new things.
- A checkpoint system.
- Timeout value slightly increased for tutorial levels at hard.
- Two new music tracks.
- New music shuffling.
- Shadow and light effects enhancements.
- Various optimizations (culling) for low-end video cards.
- Fixed a crashing bug when timeout is reached in some levels.
- 3 new achievements.
- Artwork for trading card will be upgraded.
- New trigger conditions for level editing.
On a side-note I will also release the first guide about how to use the level editor.
Version 0.99.5 released
As promised :)
BUGS FIXED:
- Jumping on ice bug
- Tiles are less slippery now
- Jumping close to walls to bypass lava, hole or acid
- AI not following their path correctly
- Custom levels crashing the game
- Better bubble dialog visual when Ohio Jack say something
NEW STUFF:
- Resorted levels to balance the difficulty
- Added reminders about mapping and keys
- Increased movement speed by 20%
- Added moving platforms
- Added teleports / portals
- New levels
- Basic leaderboard support
- Checkpoints for easy/normal difficulty
Happy new year!
Happy new year to everyone.
I wish you will have a good year in 2016, I also wish InfiniTrap will grow too during this period.
Stay tuned, a big update is coming for the 4th of January which includes fixes for:
BUGS FIXED:
- Jumping on ice bug
- Tiles are less slippery now
- Jumping close to walls to bypass lava, hole or acid
- AI not following their path correctly
- Custom levels crashing the game
NEW STUFF:
- Resorted levels to balance the difficulty
- Added reminders about mapping and keys
- Increased movement speed by 20%
- Added moving platforms
- Added teleports / portals
- New levels
- Basic leaderboard support
- Checkpoints for easy/normal difficulty
Feature: Adding moving platforms
Hi everyone, I just completed implementing moving platforms in the game.
Here a somewhat basic video of them in action. I also already implemented them in the editor.
They will be in the next update this week along some levels that use them :)
What do you think about moving platforms?
https://www.youtube.com/my_videos?o=U
About price and content
Hello everyone, this is just a quick announcement to clarify things a bit.
I know the price is higher than other casual platformers especially in regard to 20 levels + 8 extra levels as content. I am pretty new to Steam and marketing in general and I might have made some mistakes, but I am a veteran coder and I plan to make a lot of changes in the next weeks to the game.
I could have created few more levels, but I think they would have looked very dulls and repetitive. My goal is to create a game that is very hard to beat, but still enjoyable to play for non-hardcore players, this is kind of hard to balance. This is why I plan to add new mechanics, new trigger types, new mobs and even redesign some levels in the coming weeks.
Still, this is not early access, the game is fully playable and enjoyable in his current state. But yeah, I will make it even better :) The price will be fully justified by then.