Ok, here is release 3. I actually decided to spend most of this release responding to feedback. Then last minute I added some extra items.
Play via Web Browser or standalone linux
Here are the major changes:
-the height of the jump changes with how long you press the jump key (response to DaVince)
Thankfully, when I was starting to write this into the game myself, I found another Unity template script that had this built in. He also
no longer sticks to the ceiling, like in the other script.
-the movement in general is smoother, while also still giving the player control in their jumps (response to GoldenRishi)
Again, I can't claim any credit for this. That script I found in Unity did most of this already. Now, since I am using a different script, I had to rework some of the parameters for Keen's gameplay-- such as jump height, run speed, etc, so if anyone thinks there could be some adjustments, please let me know and I will consider them.
-the camera can't get too low or too high (response to DaVince)
You can still see the floor on that one platform, when standing on the blocks and jumping. But this doesn't happen by just moving the camera around.
-instead of F9, just clicking locks the screen, ESC unlocks it (response to DaVince)
The other problem with this, is that when you click, Keen shoots. So I will have to think of a solution in the future. But for now, since the web version does require you to click on the screen before you can lock it, I might as well just roll with that.
-adjustable sensitivity (press - or + to change) (response to DaVince)
It should be noted that the sensitivity only changes the horizontal rotation speed, to address the immediate complaint. But I will eventually add an options screen and allow you to change the vertical sensitivity, as well.
-there is now white text displaying your score and sensitivity
Even though I would like have a "stats page" done in the style of Keen 1, for now I thought it would be rewarding for the player to see their score. Also, with no options screen (yet), adjusting the mouse sensitivity is pointless without an indicator of what it actually is. When I add ammo, it will probably go below the score text, until I can get the stats page going.
-you can shoot bullets in this game and Yorps can be shot
I will eventually add an animation to their "death sequence", like the Pogo demo had; but for now, they just sink into the ground and stop moving (now, if they were turning prior to being shot, they might keep spinning...but I will fix that when I actually give them more detailed behavior).
-added shadow under Keen (response to DaVince), as well as enabled all other lighting
If anyone thinks this looks too fancy for a game trying to capture the feel of an N64 game, I can easily turn off all other shadows, besides the one under Keen.
-other graphics: I gave the cylinders and lollipops a new look and changed the pillars in the entrance structure to be less reflective
I feel the lollipops now look straight out of the original game, while also keeping that low poly look.
-added an invisible wall and those red cylinders in the original level by the exit
Adding the wall actually began as a collider to stop bullets from heading off into infinity (and slowing down the game if you make a jazillion of them). Then I thought it would be more fitting to not let the player go too far, otherwise a bullet might get through a gap in the collider.
-every collectable item from the original level 1 is now present in this build..except for the gun
The gun can be easily added, but I didn't bother since I was already planning to give everyone unlimited ammo so I could get feedback on how well bullets fly and are easy to shoot.
-Keen's animation are now more in sync
This came as a result of using Unity's built in animation manager. I'm really happy with the way it came out.
NEXT: Collectable ammo, better Yorp behavior and dying!