Download the latest stand-alone build for PC or Mac. Or if you prefer, play in your browser. By the way, I don't have a Mac and I'm not really familiar with how best to distribute downloadable Mac builds, so I just zipped up the .app folder that Unity spat out. Please let me know how that works for you.
Changes in this build:
- Implemented and styled the main menu.
- Added a pause menu triggered by the "escape" key.
- Reverted to the two separate pick stamina bars.
- Iterated on the crosshair and stamina UI.
- Experimented with an alternate "auto-hang" climbing style.
- Added an altimeter.
- Miscellaneous tweaks and bug fixes.
A week to go until my self-imposed deadline, and the game is coming right along. I styled the UI and added some simple fading transitions between screens, and it's already feeling much more like a "real" game.
Implementing and skinning the Unity GUI components was a lot less painful than I'd expected. I'd heard how limited the standard Unity GUI components were, but for a simple game like mine, they actually seemed pretty easy to use. Keep in mind that I'm coming from years of Flixel development, which required a lot of manual GUI work. I still plan to try out NGUI if I attempt a more GUI-heavy game, but for the time being, I'm glad I got a chance to try out the standard components and form my own opinion.
I switched back to the "per-pick" stamina bars so I could separate out two pieces of feedback that were previously both signaled by the crosshair: whether a pick is ready to use and whether the targeted surface is within range. The crosshair UI is now solely for reporting if a targeted surface is within range. Each pick's stamina bar now darkens when it is attached to a surface and brightens again when it is free and ready for use. I also added a pulse effect on a pick's stamina bar at the moment it impacts a surface. Hopefully this makes the climbing feedback easier to use while playing, but I wouldn't be surprised if I end up iterating on it one or two more times.
In response to some player feedback, I played around with a different climbing mechanic, which I dubbed "auto-hang." With auto-hang enabled, the player doesn't have to click and hold to keep a pick attached to the wall. Instead, they just click to attach the pick and click again to detach and attach to a new location. It makes the game quite a bit easier and consequently diffuses most of the tension. Ultimately, I decided it wasn't right for the game, but I left the functionality in as a debug menu option, so if you'd like to try it out, simply pause the game using the escape key and enable auto-hang.
I'm getting pretty sick of calling this game "the mountain climber game", and with a week to go, it's high time I settled on an actual title for the thing. My current ideas are mostly just cribbed from online thesaurus searches and mountain climbing glossaries:
- Pinnacle
- Ascent
- Summit
- Peak
- Acro
As you can tell, I could probably use some help in the name department. If you've got any suggestions, I'd love to hear them in the comments.