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I'd tear my hair out as enemies would get back up after being killed, crushing blocks would fall through the floor, treasure would spawn from traps, all sorts of malarkey that took hours to fix. You'd fix one thing, another would break. I've made tons of RPG style games in the past but this was every bit as challenging as any of them. So much potential for bugs, so much needed in the way of level balancing and so on. I'll tell you one thing, although so many people make platform games and from the outside it can seem easy and unoriginal, but I take my hat off to everyone making a big platformer as they are definitely not easy.
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These really grew in size and complexity, the later levels I built were so much better than the early ones. It's 44 levels now - much larger levels too. I'd originally planned for 100 tiny little levels, 1 screen each, one castle base tileset, but the more I got into the game, the more I realised it needed forests, mines, boss battles, the whole thing grow very quickly. I highly recommend this over the default 2D lighting for Unity as it is so lightweight and fast, it honestly is. Simonas' support for this has been amazing, he helped me out personally on a number of teething problems with it while I built the game and has become a great game dev colleague over the year. Hacky, but it works so far!or the game's lighting, I used SmartLighting 2Dfrom Simonas Kuzmicas. Instead I ended up creating an entirely new layer called the 'Safety Tile' later - an exact copy of the platform tile layer but 1 tile smaller on all walls - this layer had an OnEnterTrigger that spawned the player back to the last safe spot he was ( eg a flat tile, not slope and no traps etc).
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I never got a 100% working fix for it, to be honest. It was a total gamebreaker that I was literally fixing two days before launch. It didn't happen often, but occasionally despite safety checks, extra raycasts and so on, every so often he would just drop down into the 'void' and be unable to return. So, random little dev story -the major bug I ran into while building this game was our hero falling through sloped tiles randomly. Corgi uses its own 'non-physics' movement which doesn't play nice with regular RigidBody physics so there was a lot of backward and foward getting things working with stuff like boulders that drop on the ground, crushing traps, steam vents etc. This proved tough as the more I extended it, the harder it was to work out when things went wrong. I heavily modified it to suit my purposes, adding tons of melee classes to it to allow for shield blocking, combo attacks, all manner of traps and special collectables as well as rocking a lot my own AI classes for the enemies. I've been building games long enough to know I wanted to make a platformer but not to roll my own engine - so this fantastic asset proved invaluable in getting something together pretty quick.Ĭorgi Engine was not without its challenges however. First and foremost I need to give a big shout out to Renaud Forestie, developer of the Corgi Engine which was what I used as the basis for the platforming engine. I thought about GameMaker as an option, nearly went with it - but because I want to make the next S&S game in 3D ( an arena game once again) I thought Unity was the one for me. This is my first (proper) Unity game, in the past I've made most of my games in Flash and later Adobe AIR ( which was basically a graphically enhanced version of Flash that cross compiled to PC, Mac, mobile devices etc).Īt any rate, I spent most of the year figuring out the quirks of Unity 2D development while building the game. I grew up in the 1980s living and breathing games like Rastan Saga, Black Tiger and Prince of Persia ( as well as the ubiquitous Castlevania) and I always wanted to try my hand at making my own take on them. Since 2006 I've made over 10 games in the franchise, they are all on Steam now but the latest, Swords and Sandals Spartacus is something pretty different.
Swords and sandals 3 or 2 reddit series#
So, a little preamble, I'm best known for creating the web game series Swords and Sandals but I've made hundreds of little Flash games over the years. I wanted to write a bit about the development process behind the game. Firstly, thanks for checking out the game trailer and here's a link to the game on Steam for those who are interested. Hey all, I'm Oliver Joyce from Whiskeybarrel Studios.