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Neon Climb: Final Prototype (For Now…) (Alpha & Beyond Pt. 2)

This is a continuation from last month’s post. A lot has changed–both the name (we shortened it to Neon Climb due to a change of narrative) and the visual design. I definitely wanted to keep the neon aspect, though. Our team completed the prototype to the point of submission! I pushed the art vertically and created a more dynamic scene and platforms for the player character to bounce around off of. It was a bit hard to compose the scene in terms of planning for a fun level design, but I’m glad to have gotten the practice.

Our team’s programmer/designer was Armon Liaghat, and we also used some tutorial code from Unity’s official tutorials. I was the artist/producer and made the assets in Photoshop. If you’d like to play our game, you can download the Mac and Windows versions in their respective links. To play the game, it is important to note that you have infinite jumps. Feel free to spam the space button and shoot through the hitboxes. (Next build those will be thicker, though.) Otherwise you can move with WASD/Arrow Keys. Just collect the energy cores and get back home as quickly as you can from the top of the portal! However, do be careful not to fall below the ground platforms or you’ll drown and respawn.

From the last build, we added collectible items, a timer, and changed the orientation of the game’s focus to vertical. Next iteration I think I’d like to narrow the focus even more to vertically highlight the infinite jump bug feature. There’s a few other bugs I’d like to sort out, including hitbox issues, animation transitions, and a resolution issue with the main menu. I was a bit too ambitious in making spiky non-box buttons. (There were hitbox overlaps). However, for a first game, I’m still pretty proud of my team and the experience gained.

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