Inverto (Alpha)
von defaxer
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Inverto (Alpha)
Tags für Inverto (Alpha)
Beschreibung
Hinweis: Das Spiel befindet sich in einem unfertigen (Alpha-)Zustand, viele Aspekte können sich noch ändern. Die Qualität dieser Version entspricht nicht der des fertigen Produkts. ‘Inverto’ ist ein First-Person-Shooter-Puzzle mit Schwerkraftmanipulation, einer Prise Parkour und Plattform-Elementen. Durchlaufe alle Testbereiche mit deiner treuen Gravitationskanone (einige Forscher nennen sie liebevoll ‘Gravitron’). Bereite dich darauf vor, escherartige Räume zu erkunden und Navigationsrätsel zu lösen, indem du die Schwerkraftrichtung änderst, deinen Körperschwung nutzt und (nur bei schwachem Gleichgewichtssinn) gegen Übelkeit kämpfst, Kisten schiebst und viele verschiedene Schlüssel trägst.
Spielanleitung
‘Q’ – Zeigt dir, wohin du gehen musst (funktioniert auf ‘leicht’ & ‘normal’). Checkpoints funktionieren nur auf ‘leicht’. Standard-FPS-Steuerung:. ‘WASD’ – bewegen. ‘Leertaste’ – springen. ‘Strg’ – ducken (‘C’ – Ducken umschalten). ‘E’ – aufheben, interagieren
Entwickler-Updates
Inverto updated with a new version (v0.41).
New update features custom input manager. Who ever developed on Unity knows what a hassle is to change keyboard layout invert mouse or increase mouse sensitivity. Now controls in Inverto can be tuned just like in any regular (non-Unity) FPS game, invert-o mouse, anyone? :)
Also music and sounds can be tuned (muted) separately.
Enjoy!
Kommentare
Thorock
Jun. 20, 2013
wow nice graphics, guessing you have inspiration from games such as Bioshock and Portal, wonderful start and good luck with your progression!
Thanks a lot! I'm doing best I can!
ChathSuaco
Jun. 21, 2013
(Continuation, damn the 1000 character cap) Next, physics objects. There's a small lag on the 6th level, because you change the gravity, and everything needs to update. A thought to throw out there for the physics engine, is freeze their ridgedbody's rotation. There's no reason I need a box on it's edge, I'd only use a box flat. And lastly, Oh dear the clutter... When I took a look at the first level, it took me two throughways and the tutorial to figure out what's important. I think you should open us up to more simple textures for the walls and floor, and slowly build up to that complexity and variation. Also, reduce the number of doors, most of them were needless, and it made everything confusing. That's all... I hope that helps you, developers, to make you're "ok" unity game (3/5 from me.) turn into an amazing game.
Hi, thanks for such a detailed comment. I'll take it into account as much as possible (some of remarks were in my head for some time, others are completely new and "fresh", especially physics). FPS motor is actually all mine, it handles physics "in other way", but that's all the details. Thanks again!
ChathSuaco
Jun. 21, 2013
So, I played through this last night, so forgive a few small problems in my memory of the game. First off, Thank god, a game, made in unity, that isn't just a "shoot everything you see", AND is good. Second, based off some of the things of how the game plays, I can tell you used to stock first person shooter motor, but it may have been modified. So, as it's the first person motor, it means that it has that clunky feel that Unity always gives you. You can still clip your way up a ledge (That is, if the bottom of your model hits the corner of a ledge, you will slowly kind of bounce up it. The next big problem is when you flip... It'd be very nice if you made it so you always flip at your side. Basically make it so the game detects which way you're facing, and will flip you on the axis based on that. (Game detects you're facing X, therefore, game flips you along Z. This is possible, use MainCamera's rotation.)
othodoff2014
May. 29, 2014
Super music!
dark364
Sep. 05, 2015
good job on this keep it up.