Caves Level Added


Added some more things since the last update and made use of some new tools.

Changelog:

  • Removed stamina, doesn't make sense for the more action feel I want to go with
  • Removed melee attacks, I plan to add it back in but sticking with guns for the time being
  • Added a couple chests into the level, there's a couple more guns to be found
  • Removed ammo, guns still have a clip size but for the moment I don't know if collecting ammo will be necessary
  • Lowered initial health by half
  • Added Caves level
  • Removed the first level

I used the Low Poly Terrain Pack to lay out the floor plane in the first demo and tried to add some background landscape elements. It's really hard to start with a blank canvas, so I figured I'd switch to a level set in a cave. There's going to be a lot of caves in Jelly Hunters and they're nice because they give you a path and an enclosed area instead of wide open spaces. 

I made the cave layout using prefabs in the Low Poly Terrain Pack intended for adding rivers, changing the scale a bit of them to make it deeper and then layered rocks on top for ceiling. The stalagmites are from Synty Studio's POLYGON Adventure Pack. Sci-fi caves need glowy crystals. Luckily I found a good free asset, SineVFX' Translucent Crystals, it's somewhat in my art style and I'll use it for now plus it adds some much need variety to the lighting. 

I hate placing prefabs manually, so I finally made use of an asset I've owned for 4 years and not really used much because I never get to the stage where I add in little props to a scene. Gena makes painting prefabs really easy. You just drop in prefabs, set some scaling and rotation and you're pretty much done. 

Files

Jelly Hunters.zip 90 MB
Mar 29, 2021

Get Jelly Hunters

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