So we finally got it done!Bigzilla!-->Download By Clicking Here <--
(link updated 13th Dec)XBOX Controller- Left Joystick = Movement forward/Strafe
- Right Joystick = Rotate
- Analog triggers = Punch with either or both arms
- Press both bumpers = Crash your arms downwards
- [A] Hold to charge laser breath, release to fire
- [Select] To reset Oculus view
- [Start] Restarts the game
Just this weekend the team were crunching away to get as much in as they could. Worked all the way through to Monday morning (cause we're in Australia) to get in as much as possible.
A lot came together really quick, and other things took far longer than expected. Destruction proving to be a real pain to get just right for fun and performance.
We had a lot of things that we wanted to add, and a lot more things that we wanted to polish up on, but the hours just kept slipping by.
All in all, I hope ya'll have a bit of fun with it, we're keen to hear back from everyone's experiences. Maybe we'll work on it a bit more after this jam, but I think the rest of the team are keen to get some sleep ==========================================================================================================================================================================================================ORIGINAL POST
So the working title is "Bigzilla" but it will probably change in the near future.
Basically the main focus currently in the game is to give you a sense that you are in a big monster in a city with people, military, tanks, cars and such all scampering around below you. We're aiming to have some sort of destructible environment and classic big monster movie action. How much of that we can pull off, we shall see.
The actual gameplay will evolve as the game develops. Instead of trying to lock things down right away, we're going to add to it, and see what is fun and whats isn't. Theres no use focusing on something like giant monster vs giant monster combat if we find its much more fun to bash through buildings, squish people and kick tanks.
Sadly we estimated we won't be able to do any justice to multiplayer functionality in such a short time, so no multiplayer for this jam.
So far what you're seeing in these shots is a quick screen grab from a prototype I've been putting together to play around with a sense of scale and how things might look. All art so far has come from the unity asset store, or from other websites out there. All free art so far. Each of the giant monsters in the prototype I threw in for their body shape. By moving the view into the position of their head you can look around and see how your body would look like as you roam through the level. Annoyingly, I haven't found a free cliche godzilla 3d model to throw in to compare with the others.
So far we have 2 programmers, 2 artists, and myself Mr Misc skills. Due to commitments and other things, most of the team have been focused elsewhere for the last two weeks, so progress will be a bit slow on our part
We're happy to hear feedback from people, as its always motivating to hear from people who have the time to write back good or bad. I mean the reason we do these game jams, is because we want people to play our games, just like a short movie maker wants to have an audience enjoy his film.
To that ado, I give you the first prototype build. Its very rough around the edges and isn't super use friendly. Its purely there for a sense of scale. Movement and collision is in a debugging state and will not behave like this in later builds. Our aim is to actually have a slow moving character, to help alleviate motion sickness that many non VR savvy people seem to get DOWNLOAD original proof of concept (not final version) --> http://users.on.net/~infernoraven/oculus/BigzillaV1.zip
Have fun people! Theres more to come
Oh, press the A
button on your Xbox controller or [CTRL] on the keyboard while playing