The game itself was developed using the Unity game engine, while other tools were used in the creation of the art assets, such as Blender for 3D modelling and Audacity for sound effects etc. I couldn't tell you what was used to create the music as that was done by the composer.
I'm glad you liked it. I'm afraid you wouldn't learn a lot from this project as it wasn't developed as a learning tool and so is rather messy and has lots of shortcuts and hacks (like pretty much all projects!). You'd be much better off looking for specific teaching materials such as the projects on the Unity learn pages.
Excuse me but I'm gunna drop some random gamedev thoughts that came to mind as I was playing this. ***Warning: Spoilers***
1) The controls are a bit clunky but not terrible. Movement is fun, yet too tedious -in that to get yourself to walk strait forward for the bonus movespeed, it's not possible at angles non octagonal(^v<> and 4 diagonals). A small idea I just had is to hold(or toggle; options are always beneficial) x or s down, to soft lock your directional-movement to where your cursor is pointed within maybe like 30 or 45 degrees of angle.
2) The way you implemented tutorial functions through dialogue was very efficient and beneficial to the flow and fun of play. Quite much better than your standard force-fed tutorials.
3) Could benefit from a very strong handed implementation of vertical aim detection assist for attacking up and down slopes. BUT, the teleportation arrows makes dealing with the slopes very tactical and fun so I could argue either way. Feels clunky yet rewarding when I beat it. Tbh the teleportation arrows combined with needing to charge attacks is really fun to fight stuff with.
4) Shooting teleport arrows into walls sometimes kills you xd. Guess I deserve it for trying to exit the map?
5) The character looks great and the weapon choice is solid.
Thanks for your comments and suggestions. The game was published two years ago, so has long since been put to bed, but if I ever make a follow-up game I'll bear your suggestions in mind. Incidentally, there is a vertical aim assist, if you sweep your aim past an enemy that is up or down a hill you'll notice that the laser sight does lock on to the centre of the enemy. That only works when there is an enemy in the line of sight, however, it doesn't work when simply aiming at empty landscape. Perhaps that was what you meant.
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This was a fun little game! Thank you for making it!
btw found this though Extra Credits
Awesome, I'm glad you liked it!
what tools did you use for the creation of this game?
The game itself was developed using the Unity game engine, while other tools were used in the creation of the art assets, such as Blender for 3D modelling and Audacity for sound effects etc. I couldn't tell you what was used to create the music as that was done by the composer.
Thanks for making this, awesome game!
Any chance you make this open source? for learning purposes.
I'm glad you liked it. I'm afraid you wouldn't learn a lot from this project as it wasn't developed as a learning tool and so is rather messy and has lots of shortcuts and hacks (like pretty much all projects!). You'd be much better off looking for specific teaching materials such as the projects on the Unity learn pages.
Excuse me but I'm gunna drop some random gamedev thoughts that came to mind as I was playing this. ***Warning: Spoilers***
1) The controls are a bit clunky but not terrible. Movement is fun, yet too tedious -in that to get yourself to walk strait forward for the bonus movespeed, it's not possible at angles non octagonal(^v<> and 4 diagonals). A small idea I just had is to hold(or toggle; options are always beneficial) x or s down, to soft lock your directional-movement to where your cursor is pointed within maybe like 30 or 45 degrees of angle.
2) The way you implemented tutorial functions through dialogue was very efficient and beneficial to the flow and fun of play. Quite much better than your standard force-fed tutorials.
3) Could benefit from a very strong handed implementation of vertical aim detection assist for attacking up and down slopes. BUT, the teleportation arrows makes dealing with the slopes very tactical and fun so I could argue either way. Feels clunky yet rewarding when I beat it. Tbh the teleportation arrows combined with needing to charge attacks is really fun to fight stuff with.
4) Shooting teleport arrows into walls sometimes kills you xd. Guess I deserve it for trying to exit the map?
5) The character looks great and the weapon choice is solid.
Thanks for your comments and suggestions. The game was published two years ago, so has long since been put to bed, but if I ever make a follow-up game I'll bear your suggestions in mind. Incidentally, there is a vertical aim assist, if you sweep your aim past an enemy that is up or down a hill you'll notice that the laser sight does lock on to the centre of the enemy. That only works when there is an enemy in the line of sight, however, it doesn't work when simply aiming at empty landscape. Perhaps that was what you meant.
hi thank you for your game i love this game i love dinosour thank developer you are the cool one
Thank you for your lovely comment, I really appreciate it.
Lots of fun to play! I really liked the variety of game mechanics + dinos, and the voice acting was much better than some AAA games :P
I did run into a few minor glitches, but they saved me from a velociraptor swarm so i'm not complaining ;)
I'm glad you liked it, thanks for playing! My wife will appreciate your comments too.
Awesome, this game is really cool and well made. Love the voice acting.
Thank you! I'll pass your comments on to my wife.
I Loved It!!!!!!!!!! Pls Make A Part Two!!!!!!!!!!!!!!
I Loved It!!!!!!!!!! Pls Make A Part Two!!!!!!!!!!!!!!
That Is So COOOOOOOOOOOOOOOOOOOOL AND ITS FREEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thanks! Glad you liked it.